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 battlefield.
Path of the Reaver Features
Barbarian Level- Feature
3rd Level- Reaver's Superiority, Swift Strides
6th Level- Improved Technique
10th Level- Unstoppable Warrior
14th Level- Storm of Flesh and Steel
Reaver's Superiority
You have studied martial techniques to enhance your battlefield presence. At 3rd level, you gain the following features:
Maneuvers. You learn three Maneuvers of your choice from the list at the end of this subclass description. You can use only one Maneuver per attack. When you finish a long rest, you can replace one Maneuver you know with another of your choice. You learn two more maneuvers at 7th, 10th, and 14th level.
Superiority Dice. You have four Superiority Dice, which are d6s for you. You must expend a Superiority Die to use one of your Maneuvers. You regain all of your expended Superiority Dice when you finish a short or long rest. You gain another superiority dice at 7th and 14th level.
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.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
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 its 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.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
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 Attack
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 Strides
At Level 3, your speed and ferocity on the field of battle is a sight to behold.
When you use your action or bonus action to Dash, you can once per turn during the same action or bonus action make one melee weapon attack or attempt to shove a creature.
You may also gain this benefit once per turn if you move 25 feet in a straight line and use your bonus action to make one melee attack.
When meeting either of the above two conditions, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed), even if you dashed or not.
Improved Technique
At 6th level, your superiority dice turn into d8s. At 10th level, your superiority dice turn into d10s. At 14th level, your superiority dice turns to d12s.
Unstoppable Force
The chaos and danger of battle fuels your abilities. Starting when you reach 10th level, you are under the effects of the Freedom of Movement spell while you are raging.
For the duration of your rage, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
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 6), and your Superiority Dice become d12s.
If you enter a rage with no Superiority Dice remaining, you regain one Superiority Die.
Previous Versions
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