Barbarian
Base Class: Barbarian

While most barbarians focus on overcoming their foes with raw power and brute force, barbarians known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as shock troops or advance forces, and their combat ability and resilience in battle strike fear into the heart of any who stand against them on the battle field.

Reaver's Superiority

You have studied martial techniques to enhance your battle field presence. At 3rd level, you gain the following features:

Maneuvers. You learn two Maneuvers of your choice from the list at the end of this subclass description. You can use only one Maneuver per attack. When you gain a level, you can replace one Maneuver you know with another of your choice.

Superiority Dice. You have three Superiority Dice, which are d6s for you. You must expend a Superiority Die to use once of your Maneuvers. You regain all of your expended Superiority Dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Reaver Maneuvers

The maneuvers listed below are available to Reavers, who focus on overcoming their foes with skill and technique.

Brutal Strike When you hit a creature with a melee weapon attack, you can expend one Superiority Die to deal additional damage to the target. Roll your Superiority Die twice, and add the results to the damage roll of the attack.

Crippling Strike When you hit a creature with a melee weapon attack, you can expend a Superiority Die to cripple it. You add the Superiority Die to the damage of the attack, and the target must succeed on a Constitution saving throw, or it's speed is reduced to 0 until the start of your next turn.

Disarming Strike When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack, and attempt to force it to drop an item (your choice) it is holding. The target must succeed on a Strength saving throw or drop the object at its feet.

Sweeping Attack When you hit a creature with a melee weapon attack, you can expend a Superiority Die to try to hit another creature within reach. If the attack would hit the second creature, it takes your Superiority Die in damage.

Taunting Strike When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to your damage roll and forcing the target to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll against targets other than you until the end of your next turn.

Threatening Attack When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and attempting to frighten the target. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Trip Attack When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and to attempt to knock the target down. A Large or smaller target must succeed on a Strength saving throw or be knocked prone.

Brutal Strike

When you hit a creature with a melee weapon attack, you can expend one Superiority Die to deal additional damage to the target. Roll your Superiority Die twice, and add the results to the damage roll of the attack.

Crippling Strike

When you hit a creature with a melee weapon attack, you can expend a Superiority Die to cripple it. You add the Superiority Die to the damage of the attack, and the target must succeed on a Constitution saving throw, or it's speed is reduced to 0 until the start of your next turn.

Disarming Strike

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack, and attempt to force it to drop an item (your choice) it is holding. The target must succeed on a Strength saving throw or drop the object at its feet.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend a Superiority Die to try to hit another creature within reach. If the attack would hit the second creature, it takes your Superiority Die in damage.

Taunting Strike

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to your damage roll and forcing the target to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll against targets other than you until the end of your next turn.

Threatening Attack

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and attempting to frighten the target. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Trip Attack

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and to attempt to knock the target down. A Large or smaller target must succeed on a Strength saving throw or be knocked prone.

Swift Stride

Rather than become blinded by rage, you instead are able to focus on moving about the battle field with purpose. When you adopt this Primal Path at 3rd level, opportunity attacks targeting you have disadvantage while you are raging.

Improved Technique

Your combat prowess rivals that of heroes of great renown. Upon reaching 6th level, you gain an additional Superiority Die, and all of your Superiority Dice become d8s.

You also learn one additional Maneuver of your choice.

Unstoppable Warrior

The chaos and danger of battle fuels your abilities. Starting when you reach 10th level, you are under the effects of the freedom of movementspell while you are raging.

You also learn one additional Maneuver of your choice.

Storm of Flesh and Steel

You have reached the pinnacle of your training, and woe to any who stand against you on the field of battle. At 14th level, you gain a final Superiority Die (for a total of 5), and your Superiority Dice become d10s. If you enter a rage with no Superiority Dice remaining, you regain one Superiority Die.

You also learn one additional Maneuver of your choice.

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