Some barbarians go so far down the path of rage that they fill themselves with demonic power, feeding on the pain they inflict on others around them. While some heroic figures can fight against losing themselves in this violence, others give themselves over to it completely.
Path of the Ravager Some barbarians glory in inflicting destruction, gaining power from the damage they exact. The Path of the Ravager is one of unequalled destruction, thrilling from the pain of others. Ravager’s Curse Beginning at 3rd level when you choose this archetype, you gain the ability to cast Hellish Rebuke as if using a spell slot equal to your proficiency bonus. The saving throw is Constitution-based. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Ravager’s Fury Starting at 3rd level, you gain power from the enemies you slay. Whenever you reduce a hostile creature to 0 hit points, you gain a number of temporary hit points equal to 5x their Challenge rating (minimum 1). These last for 1 hour or until ‘used up’. Undead or construct enemies do not grant this benefit. Aura of Pain From 6th level, you can radiate an aura of psychic pain, inflicting your constant agony on others around you. You can activate or deactivate this aura as a bonus action, and you and all creatures within 10 feet of you take 3 (1d6) psychic damage at the start of their turns or when they enter the aura. This damage increases to 7 (2d6) psychic damage at 14th level. Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Rampage Starting at 14th level, your causes constant and unceasing destruction. Once per turn, when you hit a creature with an attack, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wound on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. As foes, reavers are terrifying and relentless enemies. Their attacks are devastating, and they seem unstoppable. REAVER Medium humanoid (any race), any evil Armour Class 15 (unarmoured defense) Hit Points 90 (12d8 + 36) Speed 40 ft. Str 18 (+4); Dex 15 (+2); Con 17 (+3); Int 10 (+0); Wis 12 (+1); Cha 7 (-2) Damage resistance resistant to bludgeoning, piercing and slashing damage Skills Athletics +7, Intimidate +1 Senses passive Perception 14 Languages one language (usually Common) Challenge 6 (2,300xp) Aura of Pain. A reaver can radiate an aura of pain, activating or deactivating this as a bonus action. While it is active, the reaver and all creatures within 10 feet takes 3 (1d6) psychic damage at the start of their turns or when they enter the aura. Danger Sense. A reaver has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. It doesn't gain the benefit if it is blinded, deafened, or incapacitated. Ravager's Fury. Whenever the reaver reduces a hostile creature to 0 hit points, it gains a number of temporary hit points equal to 5x their Challenge rating (minimum 1) or Hit Dice. These last for 1 hour or until ‘used up’. Undead or construct enemies do not grant this benefit. Reckless Attack. When it makes its first attack in a turn, the reaver can choose to make reckless attacks. Doing so gives it advantage on Brutal greataxe attacks, but attack rolls against the reaver have advantage until the start of its next turn. Actions Multiattack. The reaver makes two brutal greataxe attacks against the same or different targets. Brutal Greataxe. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 14 (1d12+7) slashing damage. On a critical hit, the reaver causes 26 (3d12+7) slashing damage. Reaction Ravager's curse. When the reaver is damaged by a creature that it can see, it can cast Hellish rebuke for 3d10 fire damage (Dexterity saving throw DC 14 for half damage). The reaver can use this ability three times, and regains all expended uses of this ability when it finishes a long rest. Also posted on Game Masters Stash on 14 January 2021. Comments are closed.
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