Barbarian
Base Class: Barbarian

When a Reaver steps onto the battlefield, all take notice. They have fallowed the way of the Barbarian, and have left fear behind. Having tasted of the blood of dragons and lived, the Reaver embraces the blood shed on the battlefield, turning their own pain into fuel for their rage, and in turn pulling vitality from the blood of their foes. It is rumored that some can even command the elemental power of the dragons they've felled.

When you choose this path, choose one dragon elemental type from Fire, Cold, Lightning and Poison. You have resistance to damage of this type.

Elemental Resistance

You gain resistance to an element based on the dragons blood you consumed.

Cold

You gain resistance to Cold damage

Fire

You gain resistance to fire damage

Lightning

You gain resistance to lightning damage

Poison

You gain resistance to poison damage

Blood Fury

Your newly found dragon blood has granted you the ability to sacrifice a hit die during rage to strengthen your attacks with the element of the dragons blood you consumed. When you rage, you can choose to sacrifice one of your hit die to roll 1d6 and add the result to all of your melee attacks during the time of the rage. The added damage is of the type that you chose resistance too when choosing this path.

Cold

The extra damage you deal with Blood Fury is Cold

Fire

The extra damage you deal with Blood Fury is Fire

Lightning

The Extra Damage you deal from Blood Fury is Lightning

Poison

The Extra Damage you deal from Blood Fury is Poison

Devour

.At level 6 you also learn the healing power of the blood of your enemies. You gain the ability to pull vitality from your foes, healing yourself for the damage they take from your next successful melee attack against them, sacrificing a hit die to do so. You may do this a number of times equal to your proficiency bonus. You may do this only once per round. You regain your uses of Devour after a short rest.

Ring of Pain

At 10th level you can call upon the dragon blood within you and radiate an aura of pain within a 10 foot radius, centered on yourself. The ring moves with you. At the start of your turn, you may choose to take 1d8+ proficiency necrotic damage to yourself, and deal that number + your proficiency bonus in necrotic damage to all creatures in that radius. The die increases to a d10 at 14th level, a d12 at 19th level

Rage beyond Death

Beginning at 14th level, the vital force of blood drives you mad beyond death. 

While you’re raging, when you would fall to 0 hit points, you no longer fall unconscious. When you fall to 0 hit points and at the start of each of your turns while you have 0 hit points, you must sacrifice 1 hit die or you will fall unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If an ally is within 30ft of you when you would expend a hit die for this feature, they can, if willing, expend their hit die to sustain you. Doing so makes the ally suffer necrotic damage equal to the max value of the die used. 

You may also use this feature and expend a hit die to render a death save null and continue without rolling it that turn. This decision and cost must be made before the roll is done. 

 

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