Base Class: Barbarian
Some barbarians have a rage that goes beyond pure anger into a blood lust. These tribes revel in the carnage they create, drawing on ancient techniques that siphon the blood of their enemies to empower and sustain them in battle, while striking fear into the hearts of their enemies. When a barbarian follows this path, they can turn their wounds and the wounds of their enemies into great power.
Barbarians who draw on the path of the reavers are vicious and unrelenting. They undergo rituals where they learn the power of the ancient blood techniques, infusing it with their very essence so they may call upon it in their time of need. These rituals take days, and only those with the sturdiest constitutions emerge as reavers.
Aura of Pain
Starting when you choose this path at 3rd level, you emanate an aura of pain while you rage. The aura extends 15 feet from you in every direction, but not through total cover.
Your aura has a passive effect that activates when you enter your rage. For each damaged enemy within your aura, you are granted a porton of power...siphoning the blood energy from their wounds to increase your strikes. You gain a +1 chance to hit for each wounded enemy within your aura, up to a maximum of your STR modifier (minimum 1). Additionally, if you are below 50% of your maximum hp, your attacks deal an extra 1 point of damage to targets within your aura.
Devour
Beginning at 6th level, you siphon the blood essence from your enemy's wounds to sustain yourself longer in battle.
As a reaction, when an your or an ally damage an enemy within your aura of pain, you may choose to devour their blood essence to gain a portion of its power. When you devour an enemy, you gain temporary Hit Points equal to your CON modifier. These temporary hit points last for up to 1 minute. Additionally, temporary hit points you gain from devour stack with each other. However, if you gain temporary hit points from a source other than devour, these hit points are overwritten by that new source regardless if they are higher or lower than your current temporary hit points.
Terrifying Fury
Beginning at 10th level, when you would reduce an enemy's hit points to 0, your savage blows strike fear into the hearts of your enemy. Creatures in your aura of paid that can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. On subsequent turns, they may reroll this saving throw at the end of their turn.
Blood Frenzy
At 14th level, blood is life. Your power over the essence of blood has only grown, empowering your abilities further.
Aura of Pain. When you are below 50% of your maximum health points, your attacks now deal extra damage equal to your STR modifier.
Devour. On a successful attack against an enemy, you may choose to expend all of your temporary hit points to deal additional spirit damage to the enemy equal to the total of your Temporary Hit Points. You can use devour like this a number of times equal to your STR modifier (minimum of 1) before requiring a short rest.
Terrifying Fury. Terrifying fury now also works when you score a critical hit on an enemy target. The frightened effect does not effect the target of the critical effect.
Comments