Base Class: Fighter
There are many who are called to the battlefield for many different reasons. Some seek glory; some dream of honour. The Reaver has no such lofty ambitions. The Reaver only seeks to spill blood and have their own blood spilt in turn. They are fighters who sacrifice their own life essence to bolster their defences in battle, allowing them to focus on slaughtering their opponents.
Pugno Ergo Sum
At 3rd Level, the Reaver has ignores normal rules regarding Temporary Hit Point stacking.
Additionally, all Temporary Hit Points gained from the Reaver’s subclass features have resistance to Bludgeoning, Piercing and Slashing Damage. The maximum number of hit points a Reaver can have is equal to their 4 times their Fighter Level. The Reaver cannot gain Temporary Hit Points by any other means
All Reaver features only apply to sentient, hostile creatures.
Blood Drinker
Addtionally at 3rd level, As a Bonus Action after taking the Attack action, the Reaver can roll one of their Hit Dice and gain Temporary Hit Points equal to the amount rolled + Their Con Modifier
If the Reaver kills an enemy in combat with a melee weapon attack, they can use their reaction to sacrifice up to half their current Total Hit Points and gain that many Temporary Hit Points.
Carnage
At 7th level, the Reaver has learned to take advantage of the fear their kills inspire in their enemies. They can sense any hint of falter in a nearby enemy and use that information to hyperfocus on killing their next foe.
When the Reaver kills an enemy during combat with a melee attack, they can select a number of creatures up to half their Proficiency Modifier (Rounded Up) within 30 feet. For the next minute, all melee attacks the Reaver makes against these targets have Advantage. All enemies that are not targeted by this feature have Advantage on their Attack Rolls against the Reaver.
Scorched Earth
At 10th level, whenever the Reaver takes the Attack Action against creatures affected by their Carnage feature, they can roll a number of HD equal to their Con. Modifier and deal Force Damage equal to the amount rolled + their Con Mod.
Inhuman Vitality
Starting at 15th level, when the Reaver takes a Short or Long Rest, roll 1d6. You regain that many spent Hit Dice.
Monstrous Resolve
At 18th Level, the Reaver’s lust for battle cannot be stopped even by a mortal blow
When the Reaver is reduced to 0 Hit Points or below, they can use their reaction to remain at 1 Hit Point instead.
Additionally, you can roll a number of HD equal to your Constitution Modifier and gain that many Hit Points as Temporary Hit Points. These Hit Points last until the end of combat, at which point the Reaver suffers 1 point of exhaustion. This feature can only be used once per Long Rest.
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