Traditional Reavers have gone through a ritual to become the soul bending monstrosities that they are. They go through a process of implanting a gem into the hand of the Reaver to store and control spiritual life energy. They take the souls of the fallen and can twist and squirm their own soul through it to control it.
Throughout mental training, they gain the ability to read the memories and thoughts of people who have fallen and gain their knowledge of weaponry, war, conflict, and other major events in the history of the land. This gives them a vast knowledge of past events and styles of fighting making them quite feared warriors or people who have great traditions to uphold.
Saving Throws
Strength
Wisdom
Starting Equipment
Leather armour and a shield
A martial weapon
A martial weapon or two handaxes
A dagger
Hit Dice
1d8
Initiative:
Dexterity modifier
Quick Build:
Put points into Strength to be able to deal the most damage with soul weapons, then Wisdom or Constitution
Level
Proficiency Bonus
Soul Points
Abilities
1
+2
+0
Soul Collector, Soul Stance, Proficiencies
2
+2
+0
Abyssal Reconstruction
3
+2
+0
Corrupt Blood
4
+2
+1
Ability Score Improvement
5
+3
+1
Extra Attack, Spirit Magic
6
+3
+1
Soul Stance Passive
7
+3
+2
Soul Blast
8
+3
+2
Ability Score Improvement, Abyssal Counterstrike
9
+4
+2
-
10
+4
+3
Spirit Sight, Spirit Magic
11
+4
+3
Soul Stance Ability 1, Necrotic Smite
12
+4
+3
Ability Score Improvement
13
+5
+4
-
14
+5
+4
Spiritual Movement
15
+5
+4
Spirit Shroud, Spirit Magic
16
+5
+5
Ability Score Improvement
17
+6
+5
-
18
+6
+5
Soul Stance Ability 2
19
+6
+6
Spirit Focus
20
+6
+6
Spirit Guardian, Spirit Magic
Level 1:
Proficiencies
You can choose two of the following:
Deception
Perception
Athletics
Acrobatics
History
Sleight of Hand
Soul Collector
When you choose the Reaver class, you gain an equal number of soul points as your Wisdom modifier. You gain extra soul points as depicted on the ‘Soul Points’ column in the character table.
When a creature’s health drops to 0 within 25ft of you or by your own hands, you can make that creature fail their saving throws and gain 1d4 soul point(s) back.
Soul Stance:
Takes 1 soul point to cast and while active, you gain certain abilities from the archetype you chose. This lasts until cast away or your soul points reach 0.
You gain the following features to your appearance:
Black smoke erupts from the back of your body
Your eyes glow a very light purple colour
Archetypes:
Grim Harvester:
Collector of the Damned:
When you choose this archetype, you gain a two-handed scythe weapon which deals 2d6 necrotic damage, you are proficient with this weapon and has a Hit DC modifier of +4.
While using this weapon, you can spend 1 soul points to make the weapon damage in a 10ft cone instead until the end of your turn.
Daring Escape:
At level 6, when a successful attack occurs, you can dash backwards 15ft or make the enemy do a Strength saving throw with a DC of 10+ (your Strength modifier). on a fail, push the enemy back 10ft and inflict 1d4 necrotic damage. On a success, you get pushed back 5ft.
Restless Souls:
At level 11, you can spend 1 soul point to launch a projectile which deal 4d8 necrotic damage in a 7ft sphere with a range of 25ft. This can bypass resistances but not immunities (immunities act as resistances) and will hit unless you are incapacitated.
Second Chance:
At level 18, you can spend 3 soul points to rise a creature that died back from the dead as a reaction. This only works if you are not blinded and the enemy is within 25ft of you. Once you successfully risen it back, you get to use the abilities of it but the creature has only 5 health points.
The creature’s initiative is the same as your own.
Executioner:
Beheader of the Damned:
When you choose this archetype, you gain a two-handed great-axe which deals 1d8 necrotic damage, you are proficient with this weapon and it has a Hit DC modifier of +4.
Each subsequent hit adds a dice to the attack roll when attacking the same creature.
Unending Oath:
At level 6, on a successful attack, you can gain an equal amount of temporary health as your Reaver level. This goes to a maximum of 20+ (your Constitution Ability Score).
Severing Sweep:
At level 11, as an action or bonus action, you can spend 1 soul point to swing your great-axe in a 10ft cone and deal 3d8 necrotic damage. This also activates ‘Unending Oath’.
You can use this an equal number of times as your Strength modifier. Once you have expended these uses, you can’t use it until you finish a short or long rest.
Public Execution:
At level 18, once every short or long rest, you can spend 3 soul points to target an enemy in melee distance and perform an attack that requires the enemy to perform a Strength saving throw with a DC equal to 10+ (your Strength modifier). If it fails, they take 5d10 necrotic damage and enemies that can see the attack are frightened. If it succeeds, they take half damage and the enemies are not frightened.
It this performs a killing blow; the target can’t perform Death saving throws and immediately fails.
Silent Whisper:
Whisper of the Damned:
When you choose this archetype, you gain a Longbow which deals 1d10 necrotic damage, you are proficient with this weapon and it has a Hit DC modifier of +2.
It has a range of 140ft (300ft long range)
It draws no attention when shot, only hitting an enemy will draw attention
Spirit Manipulation:
At level 6, If an attack misses, you can spend 1 soul point to make the attack hit and impose advantage on the attack.
If you successfully hit an enemy, you can spend 1 soul point to deal 1d4 necrotic damage and push them 15ft back. The enemy must be within 15ft of you to use this benefit.
Focussed Shot:
At level 11, you can clear your mind and fire a piercing shot at a distance of 140ft that deals 3d8 necrotic damage and continues in a 1ft by 30ft line as an attack. You can use this 3 times before a short or long rest.
If you have used this attack once in a turn, you are not allowed to use it again until your next turn.
Storm of Restriction:
At level 18, you can spend 3 soul points to choose up to 5 creatures that you can see in a 30ft cone and attack them and deal 4d8 necrotic damage and inflict the ‘Restrained’ condition.
Once you have used this ability, you must perform a long rest before you can use it again.
Poltergeist:
Hunger of the Damned:
When you choose this archetype, you gain the ability to call to spirits to strike your enemies which deals 1d8 necrotic damage in a 6ft sphere, you are proficient with this weapon and it has Hit DC modifier of +4.
It has a range of 30ft (60ft long range).
While attacking, you can spend soul points to add more projectiles. Each extra projectile costs 2 soul point up to a maximum of 4 projectiles launched.
Spirit Lift:
At level 6, You gain the ability to fly or swim. While it is your turn, you can start to fly or swim with a flying or swimming speed of 30ft.
You can still attack while in this mode unless it is a melee attack.
Unfinished Business:
At level 11, you can spend 1 soul point and target an enemy that you can see 30ft away and make them perform a Strength saving throw with a DC of 8+ (your Wisdom modifier). If it fails, inflict 2d10 necrotic damage and the ‘Restrained’ condition until the end of your next turn. If it succeeds, they take half damage and do not get the ‘Restrained’ condition.
Abyssal Vortex
At level 18, as an attack using 1 soul point, you can inflict 5d10 necrotic damage in a 15ft sphere from where you are. You can 3 soul points to give advantage, or give 6 and automatically hit and have a range of 25 ft radius.
Once you have used this ability, you can’t use it again until you finish a long rest.
Soul Flayer:
Nail of the Damned:
When you choose this archetype, you gain a blade attached to a chain which has an uncut, embedded gem in it which deals 1d8 necrotic damage, you are proficient with this weapon, it has the reach property and has a Hit DC modifier of +4.
You can use an attack as a bonus action.
You score critical hits on 18’s and up.
Soul Flay:
On a critical hit with your soul weapon, you gain 1 soul point back.
Spirit Combustion:
On a successful attack, you can spend 1 soul point to deal 1d12 necrotic damage in a 15ft sphere at where the attacked target is. You can use this an equal amount of times as your Strength modifier per short rest (minimum of 1).
Spiritual Dual Wield:
When you start your turn, you can spend 3 soul points to gain twice as many attacks while using this and gain 1d4 extra necrotic damage.
Once you have used this, you must complete a long rest before you can use this again.
Level 2:
Abyssal Reconstruction:
As an action, you can heal an ally or yourself by half of your missing health (rounded up). You use 1 soul point to heal. You can use this an equal number of times as your Constitution modifier.
Once you have expended these uses, you must complete a short or long rest to regain these uses.
Level 3:
Corrupt Blood:
Your blood has been tainted by corrupt souls so much, that you have become immune to Disease and gain a resistance to Poison but gain a weakness to Radiant damage.
Level 5:
Extra Attack:
You can gain an extra attack in a turn. To attack a third time, you must spend 1 soul point.
Spirit Magic:
As an attack, you can spend 1 soul point to call upon the spirits to unleash elemental magic, this can deal - in a 3ft by 20ft line, 2d8 ______ damage. The damage type can be:
Fire
Cold
Lightning
Radiant
You gain one damage type at level 5, two at level 10, three at level 15, and four at level 20.
You can use this 1 time, then you must kill an enemy to use it again.
Level 7:
Soul Blast:
As an attack, you can spend 1 soul point to deal 3d8 necrotic damage in a 10ft cone and push the enemy back by 5ft. You can use this 1 time then can’t use it again until you kill an enemy.
Level 8:
Abyssal Counterstrike:
As a reaction, you can make an attack roll. If it succeeds, halve incoming damage and inflict 2d6+ (your Strength modifier) necrotic damage. If it fails, you reduce the damage by 1d6 and do not attack.
Level 10:
Spirit Sight:
If you make a History Check, spend 2 soul points and you can add +9 to the roll.
Can be used once per day.
Level 11:
Necrotic Smite:
When performing an attack with a weapon or an unarmed strike, you can add 1d8 necrotic damage to the roll. This does not count for your soul weapon.
Level 14:
Spiritual Movement:
During your turn, you can spend 2 soul point to move up to 40ft in one direction. If you come within 5ft with an enemy along the way, they take 1d6 necrotic damage. You can use this 1 time per round.
Level 15:
Spirit Shroud:
As an action, you can create a shroud of black smoke in a 20ft cube. While you are in this cube, you gain advantage in attacks and an increase in your AC by +2. You can use this 1 time every short or long rest
Level 19:
Spirit Focus:
As a turn, you can meditate and draw in spiritual energy and gain 1d12 soul point(s) back. Once you have used this, you can’t use it until you finish a long rest.
Level 20:
Spirit Guardian:
As an action, you can spend 5 soul points to halve your Health and sever your soul in two, projecting the half as a manifestation of your preferred weapon:
The manifestation gains the abilities of your chosen archetype and your soul weapon, and gains the following appearance of the archetype:
If the ‘Grim Harvester’ archetype was chosen, it appears as a cloaked figure with the skin that is exposed being wrapped around the bones.
If the ‘Executioner’ archetype was chosen, it appears as a fully armoured knight with the armour having many layers of metal to them.
If the ‘Silent Whisper’ archetype was chosen, it appears as a hooded figure wearing leather and plate armour with a tampering cape.
If the ‘Poltergeist’ archetype was chosen, it appears as a ghostly figure with black smoke emanating from it.
If the ‘Soul Flayer’ archetype was chosen, it appears as a man in robes wearing a mask that conceals his face.
The creature has resistance to all damage, immune to necrotic and has the same AC as your own and can use their abilities, but their health is equal to what health was sacraphised. They come after the Reaver’s turn but must skip the first. They have a walking speed of 40ft.
You can’t use your soul stance while this is active.
This is a cool class. There are only a few problems I think: some of the wording and grammar is wrong, or sounds weird. This class is thematically very cool, but fills a very similar gap to the blood hunter, and so be careful that you make it different. Also, you will need to add more soul points for higher stuff, not just 1 like everything else, so it uses them properly, and it's like charges for a magic item. My final thing is this: it seems like you are thinking primarily about combat. I am making a class too, and it can be hard to make stuff that isn't just about combat. You could do some really cool stuff with soul points, take the phantom rogue as an example for what you could do. Some exploration would be cool, as would roleplay potential. I like the class, and hope this helped.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
D&D HOMEBREW CLASS
Name:
Reaver
Description:
Traditional Reavers have gone through a ritual to become the soul bending monstrosities that they are. They go through a process of implanting a gem into the hand of the Reaver to store and control spiritual life energy. They take the souls of the fallen and can twist and squirm their own soul through it to control it.
Throughout mental training, they gain the ability to read the memories and thoughts of people who have fallen and gain their knowledge of weaponry, war, conflict, and other major events in the history of the land. This gives them a vast knowledge of past events and styles of fighting making them quite feared warriors or people who have great traditions to uphold.
Saving Throws
Starting Equipment
Hit Dice
Initiative:
Quick Build:
Level
Proficiency Bonus
Soul Points
Abilities
1
+2
+0
Soul Collector, Soul Stance, Proficiencies
2
+2
+0
Abyssal Reconstruction
3
+2
+0
Corrupt Blood
4
+2
+1
Ability Score Improvement
5
+3
+1
Extra Attack, Spirit Magic
6
+3
+1
Soul Stance Passive
7
+3
+2
Soul Blast
8
+3
+2
Ability Score Improvement, Abyssal Counterstrike
9
+4
+2
-
10
+4
+3
Spirit Sight, Spirit Magic
11
+4
+3
Soul Stance Ability 1, Necrotic Smite
12
+4
+3
Ability Score Improvement
13
+5
+4
-
14
+5
+4
Spiritual Movement
15
+5
+4
Spirit Shroud, Spirit Magic
16
+5
+5
Ability Score Improvement
17
+6
+5
-
18
+6
+5
Soul Stance Ability 2
19
+6
+6
Spirit Focus
20
+6
+6
Spirit Guardian, Spirit Magic
Level 1:
Proficiencies
Soul Collector
Soul Stance:
Archetypes:
Grim Harvester:
Executioner:
Silent Whisper:
Poltergeist:
Soul Flayer:
Level 2:
Abyssal Reconstruction:
Level 3:
Corrupt Blood:
Level 5:
Extra Attack:
Spirit Magic:
Level 7:
Soul Blast:
Level 8:
Abyssal Counterstrike:
Level 10:
Spirit Sight:
Level 11:
Necrotic Smite:
Level 14:
Spiritual Movement:
Level 15:
Spirit Shroud:
Level 19:
Spirit Focus:
Level 20:
Spirit Guardian:
If you have any questions or thoughts please say it in the comments, I'm open for criticism!
This is a cool class. There are only a few problems I think: some of the wording and grammar is wrong, or sounds weird. This class is thematically very cool, but fills a very similar gap to the blood hunter, and so be careful that you make it different. Also, you will need to add more soul points for higher stuff, not just 1 like everything else, so it uses them properly, and it's like charges for a magic item. My final thing is this: it seems like you are thinking primarily about combat. I am making a class too, and it can be hard to make stuff that isn't just about combat. You could do some really cool stuff with soul points, take the phantom rogue as an example for what you could do. Some exploration would be cool, as would roleplay potential. I like the class, and hope this helped.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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