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- Path of the Reaver
- For some barbarians, blood is all they want. It sates their thirst, and they can even use it to heal, or go into a further fury emboldened by madness called the Black Rage. Reavers are subject to go completely insane one day, due to the cursed nature of their blood.
- Red Thirst
- Upon drinking blood, you regain 1d4+CON hit points, which at lvl 5 increases to 1d8+Con, and at level 10 is 2d8+Con. At Level 15, it is 3d10+Con, and at Level 20 it is 4d10+CON. Tainted blood works at half efficiency for purposes of damage. On the contrary, anything drinking the Reavers blood takes 2d8 Necrotic damage, due to the nature of the cursed blood within them.
- Black Rage
- At 6th level, you can go into a frenzy when you rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. If you do not sate your thirst, you will take a level of exhaustion.
- Reaver's Touch
- At level 10, as a bonus action, you can make all melee attacks during this turn do an extra 8d8 Necrotic damage, marking them for the next minute. If the Reaver is below half health, every turn the marked foe is alive and within melee range, the blood oozing from their cursed wound flows into the Reaver, healing the Reaver for 1d8+Con per turn until above half health. Can only be used once per long rest.
- A Touch of Sanguine
- At level 14, the simple act of shedding blood during Rage empowers the Reaver, doubling their strength rolls and gaining resistance to all damage through sheer willpower and madness. After the Rage, they suffer exhaustion and his wounds ooze blood for 1d8 damage per wound sustained during his rage. You can smell wounds within you from a 30 ft radius, even if they are invisible.
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