Base Class: Barbarian
“Behold... the blood of the dragon, drawn from the beating heart of a wyvern. Drink in the strength of a thousand generations.”
- Chief Thrald, Conqueror of Dragons
Reavers are a special type of savage who use blood magic to give themselves power. It is believed that this barbaric type of magic was taught to them by demons. Yet many scholars believe that this contributes more to their myth than fact.
There is a story told among their tribes of a stranger long ago who came across a young people struggling to survive. This man came to rid the skies of a great serpent but was injured. Even though the people had nothing, they healed him. As a show of gratitude, the man taught the people how to use his unique magic, blood magic.
Some believe a blood hunter on the trail of a dragon taught them how to harness this barbaric power but misunderstood how it worked and took to ingesting the blood of the powerful beast to gain power instead of the blood hunter's traditional yet no less heinous way.
Ring of Pain
When you choose the Path of the Reaver at the 3rd level, you mark part of the battlefield as yours (10 ft. Sphere). While your rage is active, enemies inside the ring must succeed a Dexterity saving throw (DC8 + your Strength modifier + your proficiency) at the beginning of your turn or take 1d4 piercing damage. At the same time, your attacks hit harder (1d4 extra damage). The more you are hurt (75%, 50%, 25% health) the stronger both effects are (75% = +1, 50% = +3, 25% = +5, to both types of damage). The damage increases to 2d4 at the 6th level, 3d4 at the 11th level, and 4d4 at the 16th level.
Dragon-Rage
At the 3rd level, the Ritual of Blood has finally awakened within you, and you now gain true power from dragons' blood. Consuming dragons' blood gives you the power, and you even begin to acquire the characteristics of the specific dragon you devoured. But there is a cost to this power. Your body is like a full glass straining to hold everything, every time you attack, you take 1d4 damage.
Dragons Blood Effects
- Gold Dragon, Brass Dragon, Red Dragon, Red Drake, and Dragon Turtle Blood: Fire Resistance
- Silver Dragon, White Dragon, White Drake, and Sea Serpent Blood: Cold Resistance
- Copper Dragon, Black Dragon, and Black Drake Blood: Acid Resistance
- Bronze Dragon, Blue Dragon, and Blue Dake Blood: Lightning Resistance
- Green Dragon, Green Drake, and Wyvern Blood: Poison Resistance
- Faerie Dragon Blood: Magic Resistance
- Topaz Dragon and Shadow Dragon Blood: Necrotic Resistance
- Emerald Dragon, and Deep Dragon Blood, and Pseudodragon: Psychic Damage Resistance
- Crystal Dragon, and Moon Stone Dragon Blood: Radiant Resistance
- Sapphire Dragon Blood: Thunder Resistance
- Amethyst Dragon Blood: Force Resistance
Every Time Dragon-Rage is activated, you must also roll 1d4 and gain one of the following traits.
- Wings. You sprout sturdy draconic like wings from your shoulder blades. You have a flying speed of 35 feet and gains a Wing Attack. (cost 2 actions) You beat your wings fiercely. Each creature within a 10-foot cone in front of you must succeed a Dexterity saving throw (DC8 + your Strength modifier + your proficiency bonus) or take (1d6 + your Strength modifier) bludgeoning damage and be knocked prone. You can only fly half your speed after using this for the round. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
- Tail. You sprout a draconic tail and now have a Tail Attack (Melee Weapon Attack + your Strength modifier + your proficiency bonus to hit, reach 5 ft., one target, 2d6 + strength modifier bludgeoning damage.) if you happened to drink Pseudodragon or Wyvern blood, your tail attack is now a Stinger (Melee Weapon Attack + your Strength modifier + your proficiency bonus to hit, reach 5 ft., one creature, 1d6 + strength modifier, piercing damage. The target must make a DC Con. modifier + proficiency bonus constitution saving throw, taking 2d6 of poison damage on a failed to save, or half as much damage on a successful one.) You also receive +2 to your Dexterity.
- Draconic Armor. Your skin calluses and almost looks like dragon scales. You now have +2 to your AC, and the grotesque nature of this transformation forces, everyone, to experience Frightening Appearance. It is only enacted once when you transform. Everyone within 10 feet of you must succeed a Wisdom saving throw (DC8 + 1/2 your level + your Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Breath Weapon (Recharge 6).
DRAGON
DAMAGE TYPE
BREATH WEAPON
Gold, Brass
Fire
15 ft. Cone (Dex. Save)
Silver, Sea Serpent
Cold
15 ft. Cone (Con. Save)
Copper
Acid
15 ft. Cone (Dex. Save)
Bronze
Lightning
15 ft. Cone (Dex. Save)
Red
Fire
5 ft. by 30 ft. line (Dex. Save)
White
Cold
5 ft. by 30 ft. line (Con. Save)
Black
Acid
5 ft. by 30 ft. line (Dex. Save)
Blue
Lightning
5 ft. by 30 ft. line (Dex. Save)
Green, Wyvern
Poison
5 ft. by 30 ft. line (Con. Save)
Amethyst
Force
15 ft. Cone (Dex. Save)
Crystal, Moonstone
Radiant
15 ft. Cone (Dex. Save)
Emerald, Deep, Pseudodragon
Psychic
15 ft. Cone (Dex. Save)
Sapphire
Thunder
15 ft. Cone (Dex. Save)
Topaz, Shadow
Necrotic
15 ft. Cone (Dex. Save)
Turtle Dragon
Steam
15 ft. Cone (Con. Save)
Faerie Dragon
Euphoria
5 ft. by 5 ft. Cricle (Wis. Save)
You can use your action to exhale destructive energy. The draconic blood you consume determines the exhalation's size, shape, and damage type. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the draconic blood. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. As a bonus action, you can roll one d6, and if a 6 is rolled, you recharge your breath weapon. If you use euphoria and the target fails its saving throw for 1 minute, it can't take reactions, and at the beginning of their turn, they must roll a d6 and apply the following effects. 1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6: The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
Frenzy or Fervor?
Starting at 6th level, while rage is active when your health drops below 50%. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Blood Frenzy
At the 6th level, while your rage is active, when your health drops below 50% (Rounded Down), you now do 25% more damage.
Ring of Pain (Upgrade)
At the 6th level, you have now both experienced battle and pain and found the latter somewhat lacking. Through these frustrations and befuddlement, you have found a new way to bring pain to the battlefield.
Painbringer
The ring of pain now moves with you instead of being stationary.
Torrent of pain
Your ring of pain is no longer tethered to you and is now a trap and instead, you choose an area within sight. You then set down a 15-foot Sphere which is considered difficult terrain, and traps your enemies within this pain-soaked prison. You no longer gain the extra damage to your attacks, but the ring now does 3d4 piercing damage if the enemy fails their Dexterity Save they then must make a Strength Save to leave the ring or get pushed back to the center of the circle.
Fury or Blood?
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Dragon-Rage (upgrade)
At the 10th level, your rage has is now either channeled or twice as relentless.
Leashed Fury
You have looked inside of yourself and seen that to deal more damage means you must control and channel your rage. Dragon-Rage can now only be used once per long rest, but you no longer take self-inflicting damage while using it. Now though, with channeled anger, your bonuses are that much stronger.
- Wings: Your sturdy wings now give you a movement speed of 45 ft. your Wing Attack now only costs 1 action instead of 2 and does not half your movement speed after use.
- Tail: Having more practice with your tail now gives you a 10 ft. range and prevents attacks of opportunity against you.
- Draconic Armor: You now have a +4 to your AC
- Dragon Breath: Your recharge is now 4-6.
Ravage
There is nothing but battle, nothing but blood, and there is no battle or blood without pain. You can now have two of the four abilities active during Dragon-Rage, and they each hit harder. The only downside is now you're destroying your body, for the thrill of it, take 2d8 damage every time you attack.
- Wings: Your wings now beat furiously from this newfound power. Your Wing Attack now has a range of 15 ft. and now does d8 damage instead of a d6 of damage.
- Tail: Your tail burns with its element depending on which dragon blood you drank and now does that type of damage (you no longer get a stinger). Your Tail Attack is now 2d8 + your Strength modifier.
- Draconic Armor: Your skin flows with the magic you gain immunity depending on the Draconic Blood you consumed.
- Breath Weapon: Your Breath Weapon now does d8 damage instead of d6 damage.
Devour
Beginning at 14th level, rage and hunger flood you sense, the ring of pain traps the life essence of those inside its boundaries now.
The Rin of Pain will now collect all of the damage it does and save it, and when your rage is active, you can use 2 actions to absorb the damage the ring has dealt as health. If you regain full hit points, then the remaining hit points will be added as bonus hit points. The ring only refills hit points and not bonus hit points. If the ring is dispelled or ends naturally, it will lose all of the hit points it had gathered. If your hit points become 0 while you are inside the ring of pain, you will instantly gain the hit points it has accumulated (if any), and the ring will then disperse. Conversely, though you may also do the reverse, at the cost of 2 actions, you may take all of the hit points inside the ring, target one creature within it, and deal damage with the gathered hit points instead of healing yourself.
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