Base Class: Fighter
Upon our journey into some of the deeper regions of the jungle we found some of the most skilled, versatile and usually durable warriors, that seemed to use the tactics of the beats they shared that same jungle with. being blinded by the reflections of shiny materials often even use the scales of a Crystal Cobra that would use this to stun prey. The would vanish when attacked only to reappear like the Corvus Psittaciformes.
We Later found by questioning some of the more peaceful tribes that the techniques they utilize to be so durable and copying their environment takes a toll on the human body and mind damaging it.
Reaving
3rd-level Reaver feature
When you chose to become a Reaver at 3rd level, At will you can choose to roll 1d10 and Lose that many hit points, This damage can't be mitigated in any way. and gain temporary hit points equal to The damage taken from this ability + your constitution modifier (minimum 1) + Your proficiency Bonus. If reaving would reduce your current Hit points to 0 or less, it fails. You do not lose any hp, and you don't gain any temporary hit points.
You can convert temporary hit points back into hit points equal to half the value of temporary hit points consumed in this manner rounded up(minimum1), provided that you are conscious.
Additionally, you can spend 10 minutes uninterrupted. You must spend your action each turn continuing the ritual, and you must maintain your concentration while you do so. If your concentration is broken, the effect fails. Detecting all life around you, you can sense any living creature that isn't an undead or a construct with in a 300ft you. If you detect a creature in this way, and cannot perceive it through other means, you can only tell that it is living, the direction it's in and distance it is. Once a detected creature has been perceived, you can denote and remember its life force enough to separate and pick out this life from others surrounding you.
You can focus on a specific living creature detected through these means, to track it and only it, blocking out the sensing of any other life. If you do so, you can track this creature up to 1 mile away. Tracking a creature requires your concentration, as if you were a spellcaster. When you attack an invisible creature, they do not benefit from invisibility, however they still benefit from invisibility when attacking you. You can detect life or track in this manner for a time up to 2 X your proficiency bonus, or you can stop this at will.
At 10th level, your reaving now grants you temporary hit points equal to 2d10 + your constitution modifier (minimum 1) + Your proficiency Bonus.
Bloody Bulwark
3rd-level Reaver feature
While, you have temporary hit points. Acid, Cold, Fire, Lightning, Poison and Thunder damage that you take is reduced by Your constitution modifier.
As will, you can consume 4 temporary hit points to imbue your weapon with necrotic damage. Your next attack, that hits, deals 1d4 + your constitution modifier additional necrotic damage. A weapon can only be under the effect of one instance of bloody bulwark at a time.
At 10th Level, The damage increases to 1d6 + your constitution modifier.
Carrion Flash
7th-level Reaver feature
When you take the attack action you can replace one of your attacks, you can consume 5 temporary hit points. Enemies within a 10-foot cone of you must make a Constitution Saving throw equal to 8 + Your proficiency Bonus + constitution modifier. Creatures that fail are blinded until the start of your next turn. On a successful save, it is not blinded.
Additionally, when you make an attack roll against creatures with the blinded condition rolls of 18 or higher are considered critical hits.
At 18th level, in addition to the 5 temporary hit points spent on scaled flash. You can spend any amount of temporary hit points in increments of 5. Creatures in the area take 1d10 radiant damage for each 5 temporary hit points spent, or half as much on a save.
Fading Foray
10th-level Reaver feature
When you are hit by and attack, as a reaction, you can disappear into a flurry of viscera and reappear within a location you can see within 20ft. each creature within 5 feet of the space you left must make a Dexterity saving throw equal to 8 + Your proficiency Bonus + constitution modifier. taking Necrotic damage equal 2d10 on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Your reaving now grants you temporary hit points equal to 2d10 + your constitution modifier (minimum 1) + Your proficiency Bonus. Also, the damage granted by your Bloody Bulwark increases to 1d6 + your constitution modifier.
Truly Ravenous
15th-level Reaver feature
When a creature within 20ft of you dies, or you land a critical hit, your next use of Bloody Bulwark, Carrion Flash or Fading Foray before the end of your next turn doesn't require you to expend temporary hit points in order to be used.
When you use your Bloody Bulwark to deal damage feature, you can expend any amount of additional temporary hit points in increments of 4, in order to empower Bloody Bulwark to apply one of the following conditions: Envenomed, Sapped or Silenced until the end of your next turn. Expending 4 temporary hit points for each condition.
- An envenomed creature, takes 1d6 poison damage at the start of each of its turns and any healing that the creature receives is reduced by half.
- A sapped creature suffers a -2 penalty to their Strength ability score also they gain a -1 necrotic resilience.
- A silenced creature and any objects that the target is wearing or carrying also become muted as long as they remain on the person. Any disadvantages to stealth imposed by clothing or armour that would create noise are ignored. Additionally, a silenced creature gain a + 2 bonus to stealth checks. A silenced creature cannot cast spells that require the use of verbal components.
Resilience means, whenever the creature would take damage of the stated type, reduce that damage by a number of d4 of the value stated next to the resilience. If the value is negative, increase the damage instead.
Blood Price
18th-level Reaver feature
Whenever you gain temporary hit points you gain the max amount rather than rolling, however You still roll for the damage of reaving.
When you use your carrion flash feature, you can expend any amount of additional temporary hit points in increments of 5, in order to empower your carrion flash. The area of carrion flash extends by 5 feet and creatures in the area take 1d10 necrotic damage for each 5 temporary hit points spent, or half as much on a successful save.
When you use your Fading Foray feature, you can expend any amount of additional temporary hit points in increments of 5, in order to empower your Fading Foray. The distance at which you reappear can be 5 feet further away, and you can afflict one creature that is damaged by your fading foray with the weakened condition, which lasts the end of your next turn. For each 5 temporary hit points spent, you can target one creature in this way.
A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage.
Previous Versions
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9/10/2023 2:49:50 PM
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1/27/2024 2:35:29 PM
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