Reaver
Subclass of: Fighter
Reavers are the embodiment of ferocity and bloodlust on the battlefield, fighters who find profound exhilaration in the infliction of pain and the chaos of combat. These warriors thrive in the heart of battle, where the scent of blood and the thrill of adrenaline fuel their ruthless efficiency. Marked by their ability to focus intensely on their prey, Reavers can mark their targets to gain advantage on their attacks. As they advance, their attacks not only become more likely to hit critically but also more debilitating, capable of inflicting crippling wounds. Reavers delight in the downfall of their adversaries, gaining additional attacks whenever they down an opponent. Their strikes are calculated for brutality, maximizing damage and potentially knocking enemies off their feet. At the peak of their power, Reavers can declare a devastating reaving strike, ensuring their attacks land with lethal precision. In the ranks of fighters, Reavers stand out for being sadistic and aggressive, making them terrifying adversaries and invaluable allies in the heat of battle.
Reavers are fighters who get a thrill from causing pain to others. These brutal combatants live for the heat of battle, the smell of blood, and the rush of the adrenaline coursing through their veins. They bring a raw ferocity to the battlefield, and are always the first to rush to the front lines. Battle brings pain, which brings joy - and for reavers there’s nothing more invigorating than killing a foe.
Marked Focus
3rd-level Reaver feature
After making a successful melee attack against a target you may use your bonus action to mark the target until the end of your next turn. While marked, the target has your undivided attention and complete focus. You gain advantage on all attacks made against a marked target.
At 10th level, a target stays marked through your next two turns, and at 15th level an opponent stays marked through your next three turns.
Improved Critical
7th-level Reaver feature
Your weapon attacks score a critical hit on a roll of 19 or 20.
Crippling Wounds
7th-level Reaver feature
Your sadistic nature allows you to fight in more brutish styles, dealing crippling wounds. After hitting a target with a melee attack, you may inflict a crippling wound as a bonus action. The target must make a Constitution saving throw. The saving throw DC equals 8 + your proficiency bonus + you Strength modifier. If the target fails you may choose to do one of the following:
Break a finger / arm - the target makes its melee damage rolls with disadvantage until healed.
Break a foot / leg - the targets movement is reduced to half until healed.
Headbutt - the makes ranged attacks with disadvantage until healed.
You can use this feature a number of times per day equal to your proficiency bonus.
Cleaving Strike
10th-level Reaver feature
Causing a target to drop unconscious gives you a rush of adrenaline as you prepare another strike. You may make one additional melee attack against a target within 5 feet of you. This can trigger a maximum of 3 times per round.
Brutal Strike
10th-level Reaver feature
You have learned how to unleash attacks that inflict maximum amounts of pain. As a bonus action when making a melee attack, you may declare a brutal strike. You must choose to do so before the attack roll. On a hit the attack deals maximum damage, and the target must make a Dexterity saving throw or be knocked prone. The DC for the saving throw equals 8 + your proficiency bonus + you Strength modifier.
You can use this feature a number of times per day equal to your proficiency bonus.
Marked Assault
15th-level Reaver feature
Marking a target gives you brief insight into how to best inflict pain against it. You add your proficiency bonus to damage rolls on melee attacks made against a marked target a number of times per day equal to your proficiency bonus.
Reaving Strike
18th-level Reaver feature
When you make a melee attack you may choose to declare a reaving strike. You must choose to do so before the attack roll. On a successful melee attack, the attack is considered a critical hit.
After you have used this feature a number of times equal to your proficiency bonus, you cannot use it again until after you finish a long rest.