Fighter
Base Class: Fighter

Reavers are warriors who use blood magic to give themselves power. It is believed that like blood magic, humanity learned how to harness this ability through Demons. To become a Reaver one must traditionally drink the blood of a dragon in a ritual.

Reavers are warriors who have unlocked a new level of control over their bodies. They command this untapped energy from deep within blood and bone. The Reaver path however is a double edge sword. The Reaver specialization trades pain for strength, by channeling their own life force into raw power and stealing the life from their foes. Reavers terrorize their enemies, feast upon the souls of their opponents and become more powerful as they begin to die. 

Powers of Blood: Increased Vitality

(Level 3, Passive Ability) Whenever the Reaver levels up, if you roll for additional health you may add a +3 to the roll or add a +1 if you take the average. If at level 3 your health is below 30, immediately increase it to 30.

Powers of Blood: Blood Frenzy

(Level 7, Passive ability) They thought you'd get weaker once they wounded you. They were wrong. When you drop below 25% of your max health, you add a 1d4 to any weapon attack made. This ability increases at certain level thresholds, only applies to physical attacks made with a melee or ranged weapons during your action, limit once per turn, and does NOT apply to spells, bonus actions, or attacks out of turn. 

Level 10: When you drop below 50% of your max health, add 2d4 to any weapon attack.

Level 15: When you drop below 75% of you max health, add 2d4 to any weapon attack.

Level 18: For each 25% health missing, add 1d6 to any weapon attack.

Powers of Blood: The Red Mist

(Level 10, Action) Surrounded by enemies the Reaver gives them exactly what they want, his blood. Sacrifice 10% of your own health to spray blood upon all enemies in a 10ft circle around you. All enemies must make a constitution or dexterity saving throw, DC 12 + Constitution Modifier. On a fail, their movement speed is halved and their attacks made against the reaver are made at disadvantage until the end of their next turn. On a save, no penalties are imposed.

This ability has 2 charges that refill on a long rest.

Powers of Blood: Bloody Vanguard

(Level 15, Ritual) It's only until you are hit do you feel the rush of the fight. Only when your blood has started to flow freely do you feel the adrenaline and truly come alive. So why should your allies get to have all the joy. They should share, and you thrive as a result. You make a dark pact with an ally that is a trade in blood, and perform a ritual that takes 10 minutes. The ritual consists of you drawing out a pentagram in your own blood and outline it in candles. You sit in the center, speak in abyssal, and focus on connecting your life essence to the person in question. Once complete, a red tattoo forms on both your neck and the other individual to symbolize the deal. This tattoo disappears when the ability ends. 

Select one ally, lose 5% of your current health, for the remainder of day you transfer half the damage they receive to you. Should you drop to 0 hitpoints while this ability is in use, you will steal 1/4 of their health (rounded up) to stay alive and the ability ends. This effect cannot be denied, and is a consequence of the exchange. The ally must agree to the deal. If they do not, you can still conduct the ritual however they must make a constitution save DC 12 + Constitution Modifier. On a fail: the dark pact is in place. On a save: nothing happens.

This ability can only be used once every 24 hours.

Powers of Blood: Feast

(Level 18, Passive) Whenever you use action surge, you recover health equal to the damage dealt if you use your action to attack with a physical weapon (melee or ranged). This health recovery can only restore you to 50% of your max health, and can only be used once per day.

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