Base Class: Barbarian
Piracy is a grave threat in the Known World. Whether privateers sponsored in secret by various nations or criminals engaging in high seas robbery, anyone setting foot on a ship runs the risk of encountering pirates. The most feared pirates on the sea are the reavers, drugfueled madmen who exist only to slaughter. No one nation can lay claim to reavers, anyone with a deathwish that can bury an ax into an enemy sailor can be a reaver. To help them with their slaughter, they imbibe a large number of narcotics that give them almost supernatural abilities. The drugs they take before battle inflict a terrible toll on their bodies, many of them have survived a fierce battle only to drop dead from the effects of the toxic drugs that gave them their prowess in combat. While most reavers are human, anyone desperate enough to risk their health for any advantage in combat is capable of becoming one. Elf and dwarf reavers are rare but not unheard of, even the hin pirates from the Five Shires have been known to have one or two reavers in their crews. Reavers can be found off the coasts of Ierendi and Minrothad, even as far east as Alphatia or up the coast of the Northern Reaches. A ship known to carry reavers will often have targeted ships strike their colors rather than face the horrors of the reavers. Despite their undeniable effectiveness in combat, most ships fear reavers among their crew. Reavers have but one purpose, to kill who they are told to kill. Reavers that go too long without combat become irritable and quick-tempered, more than willing to take out their frustrations on their fellow crew. Most captains, for this reason, consider reavers expendable.
Run Amok
Starting at 3rd level, when you enter a rage, you can choose to run amok. To run amok, you take a single dose of the following drugs and apply the effects for the duration of the rage. You can only take each drug once per rage, and you can take a number of different doses equal to your Constitution modifier. While you are running amok after the turn you started your rage, you take damage per dose taken, ignoring all resistances, immunities, and temporary hit points. You have to spend 10 GP per week to restock your stash of drugs. You also gain a climb and swim speed equal to your normal move.
Black Fury: Add your Proficiency Bonus when rolling for damage from melee attacks.
Coward's Bane: At the start of each round, you gain a number of temporary hit points equal to your Constitution modifier plus your proficiency bonus. Remember that temporary hit points do not stack.
Gorgon Tears: You gain resistance to all forms of damage except psychic.
Quickling Essence: You may use your bonus action to take another attack.
Tempus Fugitive: You have advantage on all saving throws
Boarding Party
At 6th level, you can’t wait to get into combat. When you roll initiative you can move up to your normal movement for free.
Knave to Chops
When you critically hit an opponent, you hit hard. When you reach 10th level, all critical hits against a creature gain an additional attack that must be against the same creature. If that creature is dead you gain advantage on your next attack this combat.
Feel No Pain
Starting at 14th level while in a rage, you can use your reaction to take no damage from one attack that hits you. You can use this ability once per rage.
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