Some of my group and I have been working on this homebrew class for sometime, but I feel like we're just going in circles at this point for balancing and indecision with some of the abilities/features. I'm hoping for an outside opinion about the class as a whole, and for what should be re-balanced, changed, or just reworded. For a quick summary, this class is a barbarian variant that uses its' hit dice and health as a resource, and has a similar flavor as the blood hunter (based on the Dragon Age Reavers). I know that some of the abilities are strong but when some of the feature/abilities done work until the character is below half health I feel they should be stronger than average. So, I hope you enjoy what we have so far and please let me know what you think.
Update: I'm currently putting this class on the back burner for now. I'm slowly working on the version, which is going to be an overhaul that fixes a lot of the balancing issues with this class. I've also temporary disabled the links to my WordDoc of the class until I get closer to the version that I'm happy with.
Reaver table
The Reaver Table
Level
Proficiency Bonus
Features
Blood Rites
1
+2
Frenzy, Relentless Assault
-
2
+2
Subclass Feature, Unyielding (One use)
-
3
+2
Blood Rites
2
4
+2
Ability Score Improvement
2
5
+3
Extra Attack
3
6
+3
Subclass Feature
3
7
+3
-
4
8
+3
Ability Score Improvement
4
9
+4
-
5
10
+4
Subclass Feature
5
11
+4
Beyond the Grave
5
12
+4
Ability Score Improvement
6
13
+5
Ferocious Charge
6
14
+5
Subclass Feature
6
15
+5
-
7
16
+5
Ability Score Improvement
7
17
+6
Unyielding (Two uses)
7
18
+6
-
8
19
+6
Ability Score Improvement
8
20
+6
Immortal Warrior
8
Class Feature (health, proficiencies, and starting equipment)
Class Features
Hit Points
Hit Dice: 1D10 per Reaver Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hits Point at Higher Levels: 1D10 (or 6) + Your Constitution Modifier per Reaver level after 1st
ProficienciesArmor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Medicine, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) Great Sword, or (b) one Martial Weapon
(a) 2 Hand Axes or (b) two Simple Weapons, or (c) one simple weapon and a shield
(a) Leather armor, or (b) Scale mail
(a) A Dungeoneer’s Pack or (b) an Explorer’s Pack
Starting Gold: 3D4 x 10 GP
Class features (the actual class feature list)
Class levels list
Level 1
Frenzy
In a battle, you can lash out in frenzy. You can enter a Frenzy if you either take damage, or expend a hit die. While under the effects of Frenzy you gain the following benefits if you aren’t wearing heavy armor:
You deal a bonus 1d4 weapon damage. The damage increases to 1d6 at 9th level, 1d8 at 16th level, and 1d10 at 20th level.
You have advantage on Constitution checks and saving throws.
Gain resistance to Bludgeoning, Piercing and Slashing damage.
While under a half of your max hit points, you can reduce damage taken equal to your proficiency bonus.
Your Frenzy lasts until the end of your next turn, unless you take damage, expend a hit die or hit a creature with an attack and ends early if you are knocked unconscious. You can also end your Frenzy on your turn as a bonus action.
Relentless Assault
Immediately after you make an attack on your turn, you can expend 1 hit die or you can take damage equal to half your character level rounded up (minimum of 1), to make an additional weapon attack at disadvantage. The damage you take as part of this feature ignores temporary hit points, resistances, immunities, damage thresholds, and does not require you to make a Constitution saving throw to maintain your concentration.
Level 2
Subclass feature
Subclass 1 – tank
Critical success of deaths saves to 19 and 20
Increase your hit point maximum increases by 2, and it increases by 2 every time you gain a level in this class.
Advantage against poison and disease.
Subclass 2 – damage
Add your proficiency modifier to your initiative.
Whenever you take damage or expend a hit die, you gain advantage on your next weapon attack.
Unyielding
After a short rest, you regain a number of hit dice equal to half your level (rounded up). Once you use this feature, you must finish a long rest before you can use it again. Starting at 17th level, you can use it twice before a long rest.
Level 3
Blood Rite (2)
Level 4
Ability Score Improvement
Level 5
Extra Attack
Blood Rite (3)
Level 6
Subclass feature
Subclass 1 – tank
When you expend a hit die (except when regaining health during a short rest) you can roll the die and gain temporary hit points equal to the rolled number.
Subclass 2 – damage
While under the effects of frenzy, nonmagical rough terrain does not reduce your movement and you have advantage against being paralyzed, restrained or the stunned condition.
Level 7
Blood Rite (4)
Level 8
Ability Score Improvement
Level 9
Blood Rite (5)
Level 10
Subclass Feature
Subclass 1 – tank
Reduce exhaustion level on a short rest
Immunity to poison and disease
Any critical hits against you counts as a normal hit.
Subclass 2 – damage
The Relentless Assault feature no longer makes an attack at disadvantage.
Level 11
Beyond the Grave
While under the effects of frenzy, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your frenzy ends, and you die then only if you still have 0 hit points. While you are below 0 hit points, if you use an ability or feature that requires you to take damage or expend a hit die, you must choose the expend a hit die option.
Level 12
Ability Score Improvement
Blood Rite (6)
Level 13
Ferocious Charge
Starting at 13th level, immediately after you use the dash action, you can make one melee attack as a bonus action. If you are below a half of your max hit points, you can use the dash action as a bonus action.
Level 14
Subclass Feature
Subclass 1 – tank
Critical success on death saves 18-20
Increase the number of deaths you have equal to your constitution modifier (minimum of 1)
You have advantage on death saving throws.
Subclass 2 – damage
While under the effects of frenzy, you can reroll two damage dice on a melee weapon attack and choose either roll.
Level 15
Blood Rite (7)
Level 16
Ability Score Improvement
Level 17
Unyielding (two uses)
Level 18
Blood Rite (8)
Level 19
Ability Score Improvement
Level 20
The Immortal Warrior - When you take damage or would die while below 0 hit points, you can make a Constitution Saving Throw of 10. On a success you do not add a failed death save or die. If the attack was a critical hit, then reduce the added death saves by 1. Each time you use this feature after the first, the DC increases by 2. When you finish a long rest, the DC resets to 10.
Blood rites (name in-progress)
Blood Rites
Battle Trance
Prerequisite: level 5
Description: While under the effects of frenzy, you gain advantage against the charm and fear condition. When you are below half your max hit points, you are immune to charm and fear.
Blood Lust
Prerequisite: none
Description: When you attack a target who his missing health, you gain a bonus +2 to your weapon attack and weapon damage. This bonus is increased to +4 if you are below half your max hit points.
Blood Well
Prerequisite: None
Description: You can use your action to spend one hit die to heal yourself. Roll the die, then add your constitution modifier and regain a number of hit points equal to the total (minimum of 1).When you are below a quarter of your max hit points, you can use this blood rite as a bonus action.
Bolster the Body
Prerequisite: Level 18
Description: Your Constitution score increase by 4. Your maximum for your Constitution score is now 24.
Burst of Anger
Prerequisite: Level 12
Description: If you fail to maintain your frenzy, you can extend the frenzy until the end of your next turn. You can use this feature once per frenzy.
Cleaver
Prerequisite: level 5
Description: When you hit a creature with a melee that has the two-handed property, you deal damage to an adjacent creature who is in range of your attack if the originally attack role would also hit that creature. The damage dealt to the creature equals you frenzy bonus + your strength modifier.
Crippling Strike
Prerequisite: Level 5
Description: When you hit the first creature with an attack on your turn, you can reduce the movement of the creature by half until the start of your next turn.
Enraged Focus
Prerequisite: Level 15
Description: When you are below half your max hit points, you weapon attacks score a critical hit on a roll of 19 or 20. When you are below a quarter your max hit points, you weapon attacks score a critical hit on a roll of 18-20.
Eyes of Darkness
Prerequisite: none
Description: You can see normally in darkness, both magical and non-magical, to a distance of 90 feet.
Follow-Up Strike
Prerequisite: Level 7, damage subclass
Description: You can expend 1 hit die or you can take damage equal to half your character level rounded up (minimum of 1) to make a single weapon attack as a bonus action. The damage you take as part of this feature ignores temporary hit points, resistances, immunities, damage thresholds, and does not require you to make a Constitution saving throw to maintain your concentration.
Hardening Wounds
Prerequisite: none
Description: While you are under the effects of frenzy, increase your AC by 1. If you are below half your hit points increase this bonus to 2, and if you are below a quarter of your hit point increase this bonus to 3.
Numb to Pain
Prerequisite: level 5, tank subclass
Description: While in a frenzy, you gain resistance to acid, cold, fire, lightning, poison, or thunder damage. If you are below half your max hit points, you gain resistance to all damage sources.
Out of My Way
Prerequisite: Level 7
Description: Increase your move, climb, and swim speed by 10ft.
Reckless Barrage
Prerequisite: Level 15
Description: When you make an attack, you can make two attacks at disadvantage instead. If you use this feature, you don't receive healing until the end of your turn. You cannot use this feature if the attack was done by the relentless assault feature or to trigger the relentless assault feature.
Relentless Pursuit
Prerequisite: Level 5
Description: When you score a critical hit or kill a creature with a melee weapon, you can immediately move up to half your movement to a new target.
Reserved Energy
Prerequisite: Level 7
Description: Increase the hit die total equal to your constitution modifier
Rising Rage
Prerequisite: level 9
Description: Each time you take damage increase the damage of your weapon attacks by 1. The amount of damage resets at the end of you turn.
Stubborn Resolve
Prerequisite: Level 9
Description: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Syphoning Strikes
Prerequisite: Level 9
Description: While under the effects of frenzy and when you hit a creature with a melee weapon attack, you can heal a number of hit points equal to the rolled frenzy bonus damage.
Thick Skin
Prerequisite: None
Description: While you are not wearing armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain the benefit.
if it helps there's the link to the google doc I'm using to make this class. I'm constantly making small changes to this doc, so any help is greatly appreciated.
My initial thought is that this could work more as a Barbarian subclass since the early features are very similar, and if you want this as a variant to a Barbarian like you mention, I think that leans more to the fact that it should be a subclass. Currently working on other things but I'll leave another comment later today with some critiques and comments that could help give a fresh perspective for your group.
Thanks man. I did plan on making a barbarian subclass for this too once I finish wrapping up this class. Which should be fairly soon because both of my DMs are going to be looking through it together bouncing ideas and opinion off it. Anything you can add will help man.
Since most of the features are just mechanics, it was pretty easy to go through. I can see where the effort is in including Hit Dice and Hit Point thresholds to trigger additional effects, but they are a bit sparse if the class is using that as the primary mechanic. Everything else feels like a hodgepodge collection of other barbarian's features (Frenzy is basically Rage with a different trigger, Beyond the Grave is the Zealot's Rage beyond Death feature, Ferocious Charge is the Charger feat, etc.) that don't have a lot of synergies. I've discovered in my own homebrewing attempts that there should be a throughline theme that can tie the features together, and I'm not getting that from this.
Frenzy
It's not initially clear on how long this lasts, it should likely be stated in the first part rather than the last sentence. It's also not clear on how it triggers.
"You can enter a Frenzy if you either take damage, or expend a hit die."
Is this a reaction to taking damage? When do you spend the hit die, is it an action or bonus action to spend one?
The rest of it is practically rage, but on a much shorter window since it lasts until the start of your next turn. Not 100% sure if I have a suggestion, but we'll see if I revisit it.
Relentless Assault
This is the unique feature that can set this class apart as its own thing. Spending HP to make additional attacks is powerful, and I would likely give it a limit based on short or long rests. I'd also probably remove the disadvantage debuff it has with that limitation.
Subclasses (Level 2)
As far as theming, what does the "tank" and "damage" subclasses look like? It can help inform on what choice is more appealing to a player.
Tank - Increasing Health by 2 per level is basically the Tough feat, and while combining it with the other passive skills it feels fairly boring as it doesn't interact with any choices that you make during your turn. I would split this into two features, one for the improved death saves, remove the poison advantage, and a new feature that has something more interactive or tied to Relentless Assault or Frenzy (defensive in nature).
Damage - These seem ok, would help would thematic context. Again I'd split this into two features; one with the bonus to initiative and another for gaining advantage after spending hit dice.
Subclass (Later Levels)
The other features seem ok, but it's hard to really place how it gels with the rest of the class without thematic context. I'd consider adding ribbon effects, or other features that add something to the other pillars of play instead of just combat.
Unyielding
Ties well into the use of the 1st level feature, though I'd make it more consistent than only once per long rest. Perhaps this instead:
"At 2nd level, your unyielding nature regenerates your inner reserve of vitality. After completing a short or long rest, you regain one expended hit dice in addition to any other hit dice you would regain. This increases to two at 6th level, three at 10th level, and four at 14th level." - This is very rough, I would probably do three or four iterations on this feature.
Blood Rites
So there's no information on how you get Blood Rites. They are obviously a take on a different style of Warlock Invocations and are interesting, so I'm not sure how it affects the power level of the class. I'll list commentary in red on each one in the spoiler below:
Battle Trance
Prerequisite: level 5
Description: While under the effects of frenzy, you gain advantage against the charm and fear condition. When you are below half your max hit points, you are immune to charm and fear.
An interesting rite, and I like the benefit added on to being below half max hit points. It steps on Berzerker Barbarian a bit, but I don't think that hurts it too much.
Blood Lust
Prerequisite: none
Description: When you attack a target who his missing health, you gain a bonus +2 to your weapon attack and weapon damage. This bonus is increased to +4 if you are below half your max hit points.
This is too strong, a +2 nearly all the time is permanently giving you the equivalent of a rare magic weapon, and +4 is bigger than any legendary weapon. Concept is good but needs to be scaled back. An idea would be: "While below half of your maximum hit points, you can choose to gain advantage on a melee weapon attack once per turn." or "While below half of your maximum hit points, you can use a bonus action to gain a +1 bonus to attack and damage rolls with melee weapon attacks for 1 minute. This increases to a +2 bonus if you have expended all of your Hit Dice."
Blood Well
Prerequisite: None
Description: You can use your action to spend one hit die to heal yourself. Roll the die, then add your constitution modifier and regain a number of hit points equal to the total (minimum of 1). When you are below a quarter of your max hit points, you can use this blood rite as a bonus action.
No critiques, this is an interesting rite.
Bolster the Body
Prerequisite: Level 18
Description: Your Constitution score increase by 4. Your maximum for your Constitution score is now 24.
I'd remove this option or lower its bonus. It is half of the Barbarian capstone ability two levels earlier.
Burst of Anger
Prerequisite: Level 12
Description: If you fail to maintain your frenzy, you can extend the frenzy until the end of your next turn. You can use this feature once per frenzy.
Depending on if you keep frenzy as it is, I'd keep it the same or adjust it to match any changes.
Cleaver
Prerequisite: level 5
Description: When you hit a creature with a melee that has the two-handed property, you deal damage to an adjacent creature who is in range of your attack if the originally attack role would also hit that creature. The damage dealt to the creature equals you frenzy bonus + your strength modifier.
I'd limit this to once per turn.
Crippling Strike
Prerequisite: Level 5
Description: When you hit the first creature with an attack on your turn, you can reduce the movement of the creature by half until the start of your next turn.
I'd reword and require a saving throw: "Once per turn when you hit a creature with an attack, you can force the creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength ability modifier) or have their speed reduced by half until the start of your next turn.
Enraged Focus
Prerequisite: Level 15
Description: When you are below half your max hit points, you weapon attacks score a critical hit on a roll of 19 or 20. When you are below a quarter your max hit points, you weapon attacks score a critical hit on a roll of 18-20.
Eyes of Darkness
Prerequisite: none
Description: You can see normally in darkness, both magical and non-magical, to a distance of 90 feet.
I'm not sure I see why a Reaver would have darkvision or gain it as a blood rite.
Follow-Up Strike
Prerequisite: Level 7, damage subclass
Description: You can expend 1 hit die or you can take damage equal to half your character level rounded up (minimum of 1) to make a single weapon attack as a bonus action. The damage you take as part of this feature ignores temporary hit points, resistances, immunities, damage thresholds, and does not require you to make a Constitution saving throw to maintain your concentration.
Good, though I'd debate between only spending a hit die vs. what you currently have as options to use the bonus action.
Hardening Wounds
Prerequisite: none
Description: While you are under the effects of frenzy, increase your AC by 1. If you are below half your hit points increase this bonus to 2, and if you are below a quarter of your hit point increase this bonus to 3.
I don't think you need the third level increase with this rite. I'd say testing would be needed to see if changes need to be made on this one.
Numb to Pain
Prerequisite: level 5, tank subclass
Description: While in a frenzy, you gain resistance to acid, cold, fire, lightning, poison, or thunder damage. If you are below half your max hit points, you gain resistance to all damage sources.
I think this gets too close to the Bear Totem Barbarian, though it is a good spot to get started in seeing what resistances would make sense for a Reaver.
Out of My Way
Prerequisite: Level 7
Description: Increase your move, climb, and swim speed by 10ft.
Reckless Barrage
Prerequisite: Level 15
Description: When you make an attack, you can make two attacks at disadvantage instead. If you use this feature, you don't receive healing until the end of your turn. You cannot use this feature if the attack was done by the relentless assault feature or to trigger the relentless assault feature.
You probably can remove the negation of healing from this rite, you already have a drawback by giving the attacks disadvantage.
Relentless Pursuit
Prerequisite: Level 5
Description: When you score a critical hit or kill a creature with a melee weapon, you can immediately move up to half your movement to a new target.
Reserved Energy
Prerequisite: Level 7
Description: Increase the hit die total equal to your constitution modifier
Not sure what you mean with this? I'd avoid increasing the base class hit die and instead tie this in to Unyielding.
Rising Rage
Prerequisite: level 9
Description: Each time you take damage increase the damage of your weapon attacks by 1. The amount of damage resets at the end of you turn.
Interesting and unique, though I'd rephrase it "Whenever you take damage while in a Frenzy, you gain a +1 bonus to damage rolls with your weapon attacks until the end of your next turn." Or could do something else, not 100% sure.
Stubborn Resolve
Prerequisite: Level 9
Description: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Basically Uncanny Dodge from the Rogue. It could work, though I think it's too powerful for a Blood Rite.
Syphoning Strikes
Prerequisite: Level 9
Description: While under the effects of frenzy and when you hit a creature with a melee weapon attack, you can heal a number of hit points equal to the rolled frenzy bonus damage.
I'd add a limitation on number of uses per long rest, as this can almost be perpetual self healing. Perhaps a number of times equal to your Strength modifier.
Thick Skin
Prerequisite: None
Description: While you are not wearing armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain the benefit.
Unarmored Defense from Barbarians. This is my same critique as other features, it's nice but perhaps too strong for a Blood Rite and copying off another class.
After reviewing each one, I think by having the Blood Rites available it would change your class feature progression as a whole. Each Rite can potentially be as powerful as features that other classes get baseline, and if there are more features from the Reaver on top of that, it will get very strong very fast.
It is part of the progression, so ignore that critique above. It's a nice way to give more customizability to the class while keeping its power curve similar to others. I'd likely change the levels you get Blood Rites at to one at each level: 3rd, 5th, 7th, 9th, 11th, and 13th.
Beyond the Grave
The text you use is identical to that of the Zealot Barbarian, with a sentence added on about spending Hit Die when at 0 hp. If I'm being honest, it feels lazy and is received three levels earlier than when the barbarian gets it. I'd do a total rework to have it key off of the spending of hit die or something.
Ferocious Charge
Another feature that is something else in the game, this is the Charger feat. To me, it's not too bad considering feats are optional, but for a 13th level feature, it feels lackluster.
Immortal Warrior
Great thematic capstone, and ties in with Beyond the Grave very well. I'd increase the DC each time by 5 instead of 2, but otherwise, it's good. Obviously, with my critique of Beyond the Grave, I think this would need a change to tie in with its replacement.
As I mentioned in my first response, this feels very much like a different flavored Barbarian instead of its own class. Without any theme or role-play elements, it makes it even harder to distinguish as the feature names and mechanics all are Barbarian (I think that'll be the last time I type it) in theme. I hope a different perspective helps you and your DMs drill down to get what you want out of this class!
Sorry for that, I left out the flavor text since "I" knew what I making (plus, it doesnt help that my group also knows so I didnt need to add the flavor text for them, again sorry) and not considering how it looked as just a list of flavorless mechanics of the class and since I knew it was a barbarian variant I didnt even try to hide the fact of what it is. But trust me, the parts you pointed out are things that I either over looked, needed to reword/balance, or just over reconsider. I also already have a list of changes that I'll be making no later than tomorrow, so hopefully with some of your suggestions and what I already plan with the suggestions that my DMs plan on adding will help put it back in line.
I'll send another update when I make further adjustments and add the flavor/lore text so that it makes more sense. Thanks again man
So here's the most up to date version of the class. I made several changes, that were suggested previously, but left some just to see how it looks now or at least until I get more clarifications on the reasoning behind those suggestions. So let me know what ya'll think of this class, and what you think needs to be changed, removed, adding, or just whatever... I'm all ears.
Link to the google doc: Reaver Class
Class intro
Keep in mind that this is just the first draft of the lore/flavor of this class. I've never been much of a writer myself, so this part is going to take a could bouts of me editing and rewriting, but i figured that this is better than nothing.
An ax lands a blow, and several arrows hit their marks, the injured half-orc pulls the ax out from his side. Cackling while he moves towards his advisories, they must be shown the errors of their ways. Making a small cut on her palm, a red energy emerges from the wound and surrounds the elf slowing decaying everything around her. Shifting her gaze to the way she came; nothing is left standing in the name of her god. Covered in runic tattoos, the young goliath revels in the heat of combat, cutting down anyone who challenges his new attained role of chief. After each bout he owes the exiled shaman a new favor for granting him the power to obtain what he desired. Reavers are the product of an ancient ritual that embraces forbidden knowledge and dark magic. This ritual unlocks the process of using one's own vitality to grant the user the power to defeat their enemies. One such ability is to harness ones anger in a frenzy that is only known to the reaver. Blessings of Blood The exact details of the ritual that a reaver must go through have been lost to the ages. Most who conduct such a ritual may include cults, religious orders, or as an inhumane experiment. Though their methods may vary during the ritual, one component seems to reside in all the rituals, the consumption of blood. If the recipient survives the ritual, depending on the blood that was consumed (ex. Dragon, Undead, Sladd, etc) will result in different effects and abilities that the reaver will obtain. Embodiment of Fear Due to the nature of a reavers’ origin being shrouded in mystery and lost knowledge, most look upon a reaver with fear and mistrust. If they are known as a reaver, the common folk often try to ignore them, or turn them away if they can. Nobles and high class folk, can see uses for them, but will find it not much better for the reaver. Mages and other casters can see them as helpful or as a curiosity, but will be reluctant to trust their true motives. As for clerics and paladins will generally keep a close eye on them. Due to society's outlook of a reaver, they are generally lone wanders until they can prove either their usefulness or trust.. Creating a Reaver As you make a reaver character, spend some time thinking about where you got your power from. Was it from participating in a ritual, being an experiment of a scientist or wizard; or was the ritual was part of a religious following or bestowed from a being of great power. Do you still serve the being(s) that gave you this power and do you still work for them? If you don’t work for them, why not, but if you do, are still other obligations that you must uphold? Work with your DM to determine how big of a role the ritual will play in your character’s career. Quick Build As a Reaver, you gain the following class features. First, put yours highest ability score in Strength, followed by Constitution. Second, choose either Acolyte or Haunted One background.
I figured that this part is fine as if, but is ya'll find something that you're wondering on my opinion just let me know.
The Reaver Table
Level
Proficiency Bonus
Features
Blood Rites
1
+2
Frenzy, Relentless Assault
-
2
+2
Ancient Rituals, Unyielding
-
3
+2
Profane Rites
2
4
+2
Ability Score Improvement
2
5
+3
Extra Attack
3
6
+3
Ancient Rituals
3
7
+3
-
4
8
+3
Ability Score Improvement
4
9
+4
-
5
10
+4
Ancient Rituals
5
11
+4
Beyond the Grave
5
12
+4
Ability Score Improvement
6
13
+5
Stubborn Resolve
6
14
+5
Ancient Rituals
6
15
+5
-
7
16
+5
Ability Score Improvement
7
17
+6
Sacrificial Reserves
7
18
+6
-
8
19
+6
Ability Score Improvement
8
20
+6
Immortal Warrior
8
Class Features
Hit Points
Hit Dice: 1D10 per Reaver Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hits Point at Higher Levels: 1D10 (or 6) + Your Constitution Modifier per Reaver level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Medicine, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) Great Sword, or (b) one Martial Weapon
(a) 2 Hand Axes or (b) two Simple Weapons, or (c) one simple weapon and a shield
(a) Leather armor, or (b) Scale mail
(a) A Dungeoneer’s Pack or (b) an Explorer’s Pack
Starting Gold: 3D4 x 10 GP
Class features
I currently left this in list form just because it makes it so much easier for me to go through what each level gains. So sorry in advance if some of the flavor text isn't here yet (primarily for the subclasses for how they're suppose to be tied to lore/flavor), that will be added likely in the next iteration
Class levels list
Level 1
Frenzy
In a battle, you can lash out in frenzy. You can enter a Frenzy as a reaction if you either take damage or hit a creature with a weapon attack. While under the effects of Frenzy you gain the following benefits if you aren’t wearing heavy armor:
You deal a bonus 1d4 weapon damage. The damage increases to 1d6 at 9th level, 1d8 at 16th level, and 1d10 at 20th level.
You have advantage on Constitution checks and saving throws.
Gain resistance to Bludgeoning, Piercing and Slashing damage.
You have advantage on Charisma (Intimidation) checks.
Your Frenzy lasts until the end of your next turn or 1 minute, whichever occurs first. If you hit a creature, take damage or expend a hit die from an ability, your Frenzy lasts until the end of your next turn. The Frenzy ends early if you are knocked unconscious or as a bonus action.
Relentless Assault
Immediately after you make an attack on your turn, you can expend 1 hit die or you can take damage equal to half your character level rounded up (minimum of 1), to make an additional weapon attack. The damage you take as part of this feature ignores temporary hit points, resistances, immunities, and does not require you to make a Constitution saving throw to maintain your concentration.
Level 2
Subclass feature
Ritual of Endurance – tank
Critical success of deaths saves to 19 and 20
Once per turn, when you hit a creature with a melee weapon attack you can expend a hit die and roll it. You gain bonus weapon damage equal to the roll number and it has disadvantage on any attack roll that doesn’t target you. Alternatively, you can use this feature twice per short rest without expending a hit die, but gain no bonus damage.
Ritual of Fury – damage
Add your proficiency modifier to your initiative.
Whenever you take damage or expend a hit die, you gain advantage on your next weapon attack.
Unyielding
At 2nd level, your unyielding nature regenerates your inner reserve of vitality. After completing a short rest, you regain one expended hit die in addition to any other hit dice you would regain. This increases to two at 6th level, three at 10th level, and four at 14th level. Additionally, your hit dice maximum increases equal to your constitution modifier (minimum of 1)
Level 3
Blood Rite (2)
Level 4
Ability Score Improvement
Level 5
Extra Attack
Blood Rite (3)
Level 6
Subclass feature
Ritual of Endurance – tank
Whenever you expend a hit die (except when regaining health during a short rest) you can roll the die and gain temporary hit points equal to the rolled number.
Ritual of Fury – damage
While under the effects of frenzy, nonmagical rough terrain does not reduce your movement and you have advantage against being paralyzed, restrained or the stunned condition.
Level 7
Blood Rite (4)
Level 8
Ability Score Improvement
Level 9
Blood Rite (5)
Level 10
Subclass Feature
Ritual of Endurance – tank
Reduce exhaustion level on a short rest
Ritual of Fury – damage
Duration a short rest, when you roll your hit dice to heal yourself, instead heal yourself for the highest number possible for each die.
Level 11
Beyond the Grave
While under the effects of frenzy if you fall below 0 hit points, you can expend a hit die so that having 0 hit points doesn’t knock you unconscious for 1 minute. You may expend an additional hit die to extent the duration by 1 minute, as a bonus action. During this time, you still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you were to die due to failing death saving throws, you don’t die until your frenzy ends and still have 0 hit points. While you are below 0 hit points, if you use an ability or feature that requires you to take damage or expend a hit die, you must choose the expend a hit die option.
Level 12
Ability Score Improvement
Blood Rite (6)
Level 13
Stubborn Resolve
When an attacker you see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Level 14
Subclass Feature
Ritual of Endurance
Critical success on death saves 18-20
You have advantage on death saving throws.
Ritual of Fury – damage
While under the effects of frenzy, if you are hit by an attack you deal a bonus weapon damage equal to your constitution modifier for your next attack.
Level 15
Blood Rite (7)
Level 16
Ability Score Improvement
Level 17
Sacrificial Reserves
Whenever you would normally expend a hit die, you can choose to not expend the hit die to use the feature, but may roll if the feature requires one. You can use this feature twice per short rest.
Level 18
Blood Rite (8)
Level 19
Ability Score Improvement
Level 20
The Immortal Warrior
When you take damage or would die while below 0 hit points, you can make a Constitution Saving Throw of 10. On a success you do not add a failed death save or die. If the attack was a critical hit, then reduce the added death saves by 1. Each time you use this feature after the first, the DC increases by 3. When you finish a long rest, the DC resets to 10.
List of Profane Rites (name still in-progress)
I finally changed it from blood rites to something else (yes, I've been working on this since before blood hunter was released), it's currently just a stand in so if anyone has a suggestion to what I should call these, I'm all ears. Now, let me know what you think about these additional abilities, and what needs to be changed, reworded, removed, or even added.
List of Profane Rites
Battle Trance
Prerequisite: None
Description: While under the effects of frenzy, you gain advantage against the charm and fear conditions. When you are below half your max hit points, you are immune to charm and fear conditions.
Blood Lust
Prerequisite: Level 7
Description: While under the effects of frenzy, when you attack a target who is missing hit points, you gain a bonus +1 to your weapon attack and weapon damage. This bonus is increased to +2 if you have expended all of your Hit Dice.
Blood Ward
Prerequisite: None
Description: As an action deal damage to yourself equal to half you character level (minimum of 1) to gain temporary hit points equal to your character. If you are before half you max hit points, you can use this feature as a bonus action. The temporary hit point gain from this feature last for 10 minutes. The damage you take as part of this feature ignores temporary hit points, resistances, immunities, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature twice per short rest.
Blood Well
Prerequisite: None
Description: You can use your action to spend one hit die to heal yourself. Roll the die, then add your constitution modifier and regain a number of hit points equal to the total (minimum of 1). When you are below a quarter of your max hit points, you can use this blood rite as a bonus action.
Bolster the Body
Prerequisite: Level 18
Description: Your Constitution score increase by 4. Your maximum for your Constitution score is now 24.
Burst of Anger
Prerequisite: Level 12
Description: If you fail to maintain your frenzy, you can extend the frenzy until the end of your next turn. You can use this feature once per short rest.
Cleaving strike
Prerequisite: level 5
Description: When you hit a creature with a melee weapon attack, you deal damage to an adjacent creature in range of your attack if the originally attack role would also hit that creature. The damage dealt to the creature equals you frenzy bonus + your strength modifier. You can use this feature once per turn.
Crippling Strike
Prerequisite: Level 5
Description: Once per turn when you hit a creature with an attack, you can force the creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength ability modifier) or have their speed reduced by half until the start of your next turn.
Enraged Focus
Prerequisite: Level 15
Description: When you are below half your max hit points, your weapon attacks score a critical hit on a roll of 19 or 20. When you are below a quarter your max hit points, you weapon attacks score a critical hit on a roll of 18-20.
Eyes of Darkness
Prerequisite: None
Description: You can see normally in darkness, both magical and non-magical, to a distance of 90 feet.
Follow-Up Strike
Prerequisite: Level 7, Ritual of Fury
Description: You can expend 1 hit die or you can take damage equal to half your character level rounded up (minimum of 1) to make a single weapon attack as a bonus action. The damage you take as part of this feature ignores temporary hit points, resistances, immunities, and does not require you to make a Constitution saving throw to maintain your concentration.
Frantic Maneuvers
Prerequisite: Level 7
Description: Increase your move, climb, and swim speed by 10ft.
Hardening Wounds
Prerequisite: None
Description: While you are under the effects of frenzy, increase your AC by 1. If you are below half your hit points increase this bonus to 2.
Last Rites
Prerequisite: level 18
Description: If you fail a death saving throw, you can choose to succeed instead, but you gain 2 levels of exhaustion. You can use this ability once per short or long.
Mad Rush
Prerequisite: Level 5
Description: When you score a critical hit or kill a creature with a melee weapon, you can immediately move up to half your movement to a new target.
Numb to Pain
Prerequisite: level 5, Ritual of Endurance
Description: While in a frenzy, you gain resistance to acid, cold, fire, lightning, poison, or thunder damage. If you are below half your max hit points, you gain resistance to all damage sources.
Numbing Madness
Prerequisite: Level 5
Description: While in a frenzy and under half of your max hit points, you can reduce damage taken equal to your proficiency bonus.
Reckless Barrage
Prerequisite: Level 15
Description: When you make an attack, you can make two attacks at disadvantage instead. You cannot use this feature if the attack was done by the relentless assault feature or to trigger the relentless assault feature.
Relentless Pursuit
Prerequisite: Level 7
Description: Starting at 13th level, immediately after you use the dash action, you can make one melee attack as a bonus action. If you are below a half of your max hit points, you can use the dash action as a bonus action.
Resilient Soul
Prerequisite: Level 12
Description: Increase the number of deaths saving throw failures you have to 6.
Rising Rage
Prerequisite: level 9
Description: Whenever you take damage while in a Frenzy, you gain a +1 bonus to damage rolls with your weapon attacks until the end of your next turn.
Syphoning Strikes
Prerequisite: Level 9
Description: While under the effects of frenzy and when you hit a creature with a melee weapon attack, you can heal a number of hit points equal to the rolled frenzy bonus damage. You can use this feature as many times equal to your strength modifier per short or long rest.
I must ask what is the true distinctive difference between Your Reaver and the barbarian class or its subclasses and by this i mean what about it makes it play and feel so different that no one would mistake the two. I have tried my own hand at a blood based tank in the past and would welcome you to my notes on it it you want them. It's called the supplicant and here is a link to it's google.docs for it. https://docs.google.com/document/d/1UVuGd0uucaGE5VlqC76Iz_ufi8cs9mf8G4w866N8SWA/edit?usp=sharing
Specifically i think the blood claw ability combined with your fury might make an interesting combo and other parts might give you some ideas if not then oh well none the less it is an excellent class but still fells to much like a subclass of the barbarian to me.
Originally it was a barbarian variant, but focused more on spending hit points and hit dice as a resource and I do plan on making a barbarian subclass once I finished this. Its been awhile since I've taken a look at this, but slowly been working on an overhaul on this class. There were too many balancing issues with stacking abilities on that iteration. Currently the main issue I was having is trying to keep the "frenzy" different from rage, which I feel I have a good balance now. Hopefully I can get around on making/sharing the next version in the next month or so, hoping sooner than later.
I see well i hope you can use my supplicant notes for ideas but i like were you are going so far with the reaver and wish you luck with finding a good distinctive place on the battle field. I stress Distinctive because if it does not feel different from the barbarian then no one will use it. at least that is what i have learned from my attempts from making classes in the past.
Will do, I'll take a look over it when I get the chance. Also after looking the reaver class is here, this looks nothing like iteration of the class I'm currently on (ex. blood rites are no longer a eldritch invocation variant but rather a point system to use various abilities). So I'm going to try to hash out some details then post the updated version hopefully either today or tomorrow.
Some of my group and I have been working on this homebrew class for sometime, but I feel like we're just going in circles at this point for balancing and indecision with some of the abilities/features. I'm hoping for an outside opinion about the class as a whole, and for what should be re-balanced, changed, or just reworded. For a quick summary, this class is a barbarian variant that uses its' hit dice and health as a resource, and has a similar flavor as the blood hunter (based on the Dragon Age Reavers). I know that some of the abilities are strong but when some of the feature/abilities done work until the character is below half health I feel they should be stronger than average. So, I hope you enjoy what we have so far and please let me know what you think.
Update: I'm currently putting this class on the back burner for now. I'm slowly working on the version, which is going to be an overhaul that fixes a lot of the balancing issues with this class. I've also temporary disabled the links to my WordDoc of the class until I get closer to the version that I'm happy with.
Reaver table
The Reaver Table
Level
Proficiency Bonus
Features
Blood Rites
1
+2
Frenzy, Relentless Assault
-
2
+2
Subclass Feature, Unyielding (One use)
-
3
+2
Blood Rites
2
4
+2
Ability Score Improvement
2
5
+3
Extra Attack
3
6
+3
Subclass Feature
3
7
+3
-
4
8
+3
Ability Score Improvement
4
9
+4
-
5
10
+4
Subclass Feature
5
11
+4
Beyond the Grave
5
12
+4
Ability Score Improvement
6
13
+5
Ferocious Charge
6
14
+5
Subclass Feature
6
15
+5
-
7
16
+5
Ability Score Improvement
7
17
+6
Unyielding (Two uses)
7
18
+6
-
8
19
+6
Ability Score Improvement
8
20
+6
Immortal Warrior
8
Class Feature (health, proficiencies, and starting equipment)
Class Features
Hit Points
Hit Dice: 1D10 per Reaver Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hits Point at Higher Levels: 1D10 (or 6) + Your Constitution Modifier per Reaver level after 1st
ProficienciesArmor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Medicine, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Starting Gold: 3D4 x 10 GP
Class features (the actual class feature list)
Class levels list
Blood rites (name in-progress)
Blood Rites
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if it helps there's the link to the google doc I'm using to make this class. I'm constantly making small changes to this doc, so any help is greatly appreciated.
Reaver v0.5
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My initial thought is that this could work more as a Barbarian subclass since the early features are very similar, and if you want this as a variant to a Barbarian like you mention, I think that leans more to the fact that it should be a subclass. Currently working on other things but I'll leave another comment later today with some critiques and comments that could help give a fresh perspective for your group.
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Thanks man. I did plan on making a barbarian subclass for this too once I finish wrapping up this class. Which should be fairly soon because both of my DMs are going to be looking through it together bouncing ideas and opinion off it. Anything you can add will help man.
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Since most of the features are just mechanics, it was pretty easy to go through. I can see where the effort is in including Hit Dice and Hit Point thresholds to trigger additional effects, but they are a bit sparse if the class is using that as the primary mechanic. Everything else feels like a hodgepodge collection of other barbarian's features (Frenzy is basically Rage with a different trigger, Beyond the Grave is the Zealot's Rage beyond Death feature, Ferocious Charge is the Charger feat, etc.) that don't have a lot of synergies. I've discovered in my own homebrewing attempts that there should be a throughline theme that can tie the features together, and I'm not getting that from this.
Frenzy
It's not initially clear on how long this lasts, it should likely be stated in the first part rather than the last sentence. It's also not clear on how it triggers.
"You can enter a Frenzy if you either take damage, or expend a hit die."
Is this a reaction to taking damage? When do you spend the hit die, is it an action or bonus action to spend one?
The rest of it is practically rage, but on a much shorter window since it lasts until the start of your next turn. Not 100% sure if I have a suggestion, but we'll see if I revisit it.
Relentless Assault
This is the unique feature that can set this class apart as its own thing. Spending HP to make additional attacks is powerful, and I would likely give it a limit based on short or long rests. I'd also probably remove the disadvantage debuff it has with that limitation.
Subclasses (Level 2)
As far as theming, what does the "tank" and "damage" subclasses look like? It can help inform on what choice is more appealing to a player.
Tank - Increasing Health by 2 per level is basically the Tough feat, and while combining it with the other passive skills it feels fairly boring as it doesn't interact with any choices that you make during your turn. I would split this into two features, one for the improved death saves, remove the poison advantage, and a new feature that has something more interactive or tied to Relentless Assault or Frenzy (defensive in nature).
Damage - These seem ok, would help would thematic context. Again I'd split this into two features; one with the bonus to initiative and another for gaining advantage after spending hit dice.
Subclass (Later Levels)
The other features seem ok, but it's hard to really place how it gels with the rest of the class without thematic context. I'd consider adding ribbon effects, or other features that add something to the other pillars of play instead of just combat.
Unyielding
Ties well into the use of the 1st level feature, though I'd make it more consistent than only once per long rest. Perhaps this instead:
"At 2nd level, your unyielding nature regenerates your inner reserve of vitality. After completing a short or long rest, you regain one expended hit dice in addition to any other hit dice you would regain. This increases to two at 6th level, three at 10th level, and four at 14th level." - This is very rough, I would probably do three or four iterations on this feature.
Blood Rites
So there's no information on how you get Blood Rites. They are obviously a take on a different style of Warlock Invocations and are interesting, so I'm not sure how it affects the power level of the class. I'll list commentary in red on each one in the spoiler below:
After reviewing each one, I think by having the Blood Rites available it would change your class feature progression as a whole. Each Rite can potentially be as powerful as features that other classes get baseline, and if there are more features from the Reaver on top of that, it will get very strong very fast.It is part of the progression, so ignore that critique above. It's a nice way to give more customizability to the class while keeping its power curve similar to others. I'd likely change the levels you get Blood Rites at to one at each level: 3rd, 5th, 7th, 9th, 11th, and 13th.
Beyond the Grave
The text you use is identical to that of the Zealot Barbarian, with a sentence added on about spending Hit Die when at 0 hp. If I'm being honest, it feels lazy and is received three levels earlier than when the barbarian gets it. I'd do a total rework to have it key off of the spending of hit die or something.
Ferocious Charge
Another feature that is something else in the game, this is the Charger feat. To me, it's not too bad considering feats are optional, but for a 13th level feature, it feels lackluster.
Immortal Warrior
Great thematic capstone, and ties in with Beyond the Grave very well. I'd increase the DC each time by 5 instead of 2, but otherwise, it's good. Obviously, with my critique of Beyond the Grave, I think this would need a change to tie in with its replacement.
As I mentioned in my first response, this feels very much like a different flavored Barbarian instead of its own class. Without any theme or role-play elements, it makes it even harder to distinguish as the feature names and mechanics all are Barbarian (I think that'll be the last time I type it) in theme. I hope a different perspective helps you and your DMs drill down to get what you want out of this class!
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Sorry for that, I left out the flavor text since "I" knew what I making (plus, it doesnt help that my group also knows so I didnt need to add the flavor text for them, again sorry) and not considering how it looked as just a list of flavorless mechanics of the class and since I knew it was a barbarian variant I didnt even try to hide the fact of what it is. But trust me, the parts you pointed out are things that I either over looked, needed to reword/balance, or just over reconsider. I also already have a list of changes that I'll be making no later than tomorrow, so hopefully with some of your suggestions and what I already plan with the suggestions that my DMs plan on adding will help put it back in line.
I'll send another update when I make further adjustments and add the flavor/lore text so that it makes more sense. Thanks again man
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So here's the most up to date version of the class. I made several changes, that were suggested previously, but left some just to see how it looks now or at least until I get more clarifications on the reasoning behind those suggestions. So let me know what ya'll think of this class, and what you think needs to be changed, removed, adding, or just whatever... I'm all ears.
Link to the google doc: Reaver Class
Class intro
Keep in mind that this is just the first draft of the lore/flavor of this class. I've never been much of a writer myself, so this part is going to take a could bouts of me editing and rewriting, but i figured that this is better than nothing.
An ax lands a blow, and several arrows hit their marks, the injured half-orc pulls the ax out from his side. Cackling while he moves towards his advisories, they must be shown the errors of their ways.
Making a small cut on her palm, a red energy emerges from the wound and surrounds the elf slowing decaying everything around her. Shifting her gaze to the way she came; nothing is left standing in the name of her god.
Covered in runic tattoos, the young goliath revels in the heat of combat, cutting down anyone who challenges his new attained role of chief. After each bout he owes the exiled shaman a new favor for granting him the power to obtain what he desired.
Reavers are the product of an ancient ritual that embraces forbidden knowledge and dark magic. This ritual unlocks the process of using one's own vitality to grant the user the power to defeat their enemies. One such ability is to harness ones anger in a frenzy that is only known to the reaver.
Blessings of Blood
The exact details of the ritual that a reaver must go through have been lost to the ages. Most who conduct such a ritual may include cults, religious orders, or as an inhumane experiment. Though their methods may vary during the ritual, one component seems to reside in all the rituals, the consumption of blood. If the recipient survives the ritual, depending on the blood that was consumed (ex. Dragon, Undead, Sladd, etc) will result in different effects and abilities that the reaver will obtain.
Embodiment of Fear
Due to the nature of a reavers’ origin being shrouded in mystery and lost knowledge, most look upon a reaver with fear and mistrust. If they are known as a reaver, the common folk often try to ignore them, or turn them away if they can. Nobles and high class folk, can see uses for them, but will find it not much better for the reaver. Mages and other casters can see them as helpful or as a curiosity, but will be reluctant to trust their true motives. As for clerics and paladins will generally keep a close eye on them. Due to society's outlook of a reaver, they are generally lone wanders until they can prove either their usefulness or trust..
Creating a Reaver
As you make a reaver character, spend some time thinking about where you got your power from. Was it from participating in a ritual, being an experiment of a scientist or wizard; or was the ritual was part of a religious following or bestowed from a being of great power. Do you still serve the being(s) that gave you this power and do you still work for them? If you don’t work for them, why not, but if you do, are still other obligations that you must uphold? Work with your DM to determine how big of a role the ritual will play in your character’s career.
Quick Build
As a Reaver, you gain the following class features. First, put yours highest ability score in Strength, followed by Constitution. Second, choose either Acolyte or Haunted One background.
Reaver table, starting equipment/health/proficiencies
I figured that this part is fine as if, but is ya'll find something that you're wondering on my opinion just let me know.
The Reaver Table
Level
Proficiency Bonus
Features
Blood Rites
1
+2
Frenzy, Relentless Assault
-
2
+2
Ancient Rituals, Unyielding
-
3
+2
Profane Rites
2
4
+2
Ability Score Improvement
2
5
+3
Extra Attack
3
6
+3
Ancient Rituals
3
7
+3
-
4
8
+3
Ability Score Improvement
4
9
+4
-
5
10
+4
Ancient Rituals
5
11
+4
Beyond the Grave
5
12
+4
Ability Score Improvement
6
13
+5
Stubborn Resolve
6
14
+5
Ancient Rituals
6
15
+5
-
7
16
+5
Ability Score Improvement
7
17
+6
Sacrificial Reserves
7
18
+6
-
8
19
+6
Ability Score Improvement
8
20
+6
Immortal Warrior
8
Class Features
Hit Points
Hit Dice: 1D10 per Reaver Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hits Point at Higher Levels: 1D10 (or 6) + Your Constitution Modifier per Reaver level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Medicine, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Starting Gold: 3D4 x 10 GP
Class features
I currently left this in list form just because it makes it so much easier for me to go through what each level gains. So sorry in advance if some of the flavor text isn't here yet (primarily for the subclasses for how they're suppose to be tied to lore/flavor), that will be added likely in the next iteration
Class levels list
While you are below 0 hit points, if you use an ability or feature that requires you to take damage or expend a hit die, you must choose the expend a hit die option.
List of Profane Rites (name still in-progress)
I finally changed it from blood rites to something else (yes, I've been working on this since before blood hunter was released), it's currently just a stand in so if anyone has a suggestion to what I should call these, I'm all ears. Now, let me know what you think about these additional abilities, and what needs to be changed, reworded, removed, or even added.
List of Profane Rites
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Peace, Fire, Sky, FallenPheonixIV
I must ask what is the true distinctive difference between Your Reaver and the barbarian class or its subclasses and by this i mean what about it makes it play and feel so different that no one would mistake the two. I have tried my own hand at a blood based tank in the past and would welcome you to my notes on it it you want them. It's called the supplicant and here is a link to it's google.docs for it. https://docs.google.com/document/d/1UVuGd0uucaGE5VlqC76Iz_ufi8cs9mf8G4w866N8SWA/edit?usp=sharing
Specifically i think the blood claw ability combined with your fury might make an interesting combo and other parts might give you some ideas if not then oh well none the less it is an excellent class but still fells to much like a subclass of the barbarian to me.
Glory to you, with regards
Sir_Matthious
Originally it was a barbarian variant, but focused more on spending hit points and hit dice as a resource and I do plan on making a barbarian subclass once I finished this. Its been awhile since I've taken a look at this, but slowly been working on an overhaul on this class. There were too many balancing issues with stacking abilities on that iteration. Currently the main issue I was having is trying to keep the "frenzy" different from rage, which I feel I have a good balance now. Hopefully I can get around on making/sharing the next version in the next month or so, hoping sooner than later.
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Blood,water,alchemy, FallenPhoenixIV
I see well i hope you can use my supplicant notes for ideas but i like were you are going so far with the reaver and wish you luck with finding a good distinctive place on the battle field. I stress Distinctive because if it does not feel different from the barbarian then no one will use it. at least that is what i have learned from my attempts from making classes in the past.
Honor to you, With regards
Sir_Matthious
Will do, I'll take a look over it when I get the chance. Also after looking the reaver class is here, this looks nothing like iteration of the class I'm currently on (ex. blood rites are no longer a eldritch invocation variant but rather a point system to use various abilities). So I'm going to try to hash out some details then post the updated version hopefully either today or tomorrow.
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