Reaver (Tales from Thedas)

*“This is not a road for those who worry about what others think. You want power? Admit it. You’ve battles to win. If you give a toss about opinion you can write your own history **after** you win.”*

— Breaker Tham

Demonic spirits teach more than blood magic. The first reavers were born through the ingestion of dragon’s blood, though the blood of similar beasts can produce a similar result. Changed without and within, reavers are no longer fully whole.

Reavers are pain incarnate, be that their own pain or their enemies’. With abilities fueled by dark power, reavers cut bloody swathes through the battlefield, reveling in death and gore. Reavers can terrify and demoralize their enemies, and use the harm they inflict on others to heal themselves.

Adapted from Paladin Oath of Conquest,  and homebrew.

* Hit dice: 1d10
* Saving Throws: Strength, Constitution
* Proficiencies: Light and Medium armor, simple and martial weapons.
* Skills: Choose two from Deception, Athletics, Intimidation, Perception, Survival, Nature, and Animal Handling.

### **Equipment**

* a) Chain shirt or b) Leather armor,
* a) Two martial weapons  or b) A two-handed weapon
* An explorer’s pack

## **Fighting Style**

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

### **Dueling**

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

### **Great Weapon Fighting**

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

### **Two-Weapon Fighting**

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### **Devour**

Reavers revel in death and blood, and exposure to such has the possibility of healing their wounds. As an action, you can restore 1d4 hit points for every enemy creature or friendly creature within 30 ft missing any amount of hit points, and 1d6 for any dead creatures within 30 ft.

You can use this action once per short rest. At 13th level, the hit points restored by hurt enemy creatures and friendly creatures increases to 1d6, the hit points restored by dead creatures increases to 1d8, and you can use devour two times per short rest.

### **Bloodlust**

You live for dealing death. If you have any hit points missing, you get +2 to hit and do +2 damage for all melee attacks.

Starting at 10th level this bonus  increases to +4 to hit and +4 to damage for all melee attacks if you have less than 3/4s of your hit points, and  to +6 to hit and +6 to damage for all melee attacks at 18th level if you have less than ½ of your hit points.

## **Channel Dragon’s Blood**

At 3rd level, you have learned to stir the power now inside your veins, and gain the following two Channel Dragon’s Blood options. When you use your Channel Dragon’s Blood, you choose which option to use. You must then finish a short or long rest to use your Channel Dragon’s Blood again.

**Conquering Presence.** You can use your Channel Dragon’s Blood to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

**Guided Strike.** You can use your Channel Dragon’s Blood to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Dragon’s Blood to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## **Features**

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Blood Frenzy**

Once you reach 6th level, killing simply spurs you to kill more. If you kill an enemy or score a critical hit, you can roll 1d6 and add the result to either the hit or damage of your next attack roll. This choice must be made before you see the results of either roll. You must use this extra die on your next attack, and it must be used by the end of your next turn or the bonus is lost.

At 14th level, the die increases to 1d10, and any enemy within 5 ft. that can see the kill or critical must pass a Wisdom saving throw or become frightened of you for one minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

### **Frightening Appearance**

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Reaver level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

### **Ring of Pain**

Starting at 9th level, you’ve learned to send the power of your blood outside your body. As a bonus action, you can place down a 10ft dome centered on you. The dome moves with you. Creatures that end their turns inside the dome take 4d6 psychic damage, and every time your turn ends and the dome is still up you take 1d8 psychic damage. You cannot be healed or use Devour while this effect is active. As a bonus action, you can end this effect.

At 15th level, the damage done to creatures in the dome increases to 4d8, and you can now use Devour while Ring of Pain is active, though its effects are halved.

### **Improved Critical**

Starting at 11th level, you now land critical hits on a 19 or 20.

### **Draconic Rebuke**

Starting at 15th level, your blood aches to wound others even at rest, and those who dare to strike you are psychically punished. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Constitution modifier (minimum of 1) if you're not incapacitated.

### **Dragon-Kin**

You are more than you were before, and the power of ancient beasts is yours to command.

At 20th level, you can take on draconic traits of your choice. For example, your skin might turn to resemble scales up close, or your eyes might become reptillian.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

* You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
* You have resistance to all damage.
* If your attack kills an enemy, you can make an additional attack against another enemy within 5ft as a bonus action.

Once you use this action, you can’t use it again until you finish a long rest.