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weaseldust
2016-01-30, 08:56 PM
As a Reaver, you have a drive and a talent for robbing the homes and persons of your fellow creatures. You are no Rogue – you have a taste for confrontation that leads you to steal by force, rather than through guile. But neither are you a Fighter – you engage in violence only to take what you want and you have little interest in skill at arms for its own sake. You might be motivated to steal by a desire to spite the rich and powerful, to redistribute property to more deserving owners, or simply to amass wealth for yourself. All Reavers, however, share a thrill in demonstrating their superiority over their enemies, not only through violence, but also by taking what is dear to them.

Perhaps you adventure to seek out more challenging feats of robbery. Perhaps, because you are lured by stories of great hordes of treasure. Or, perhaps, because your violence is not tolerated in civilised areas. Whatever drives you, as an adventurer you thrive on your ability to overcome almost any obstacle to reach your goal and your ability to bowl over and make vulnerable those creatures unprepared for your determination and ferocity.

Basic Information

Hit Dice: d10
Saving throw proficiencies: Strength and Dexterity
Weapon proficiencies: Simple weapons, non-heavy martial melee weapons
Armour proficiencies: Light and medium armour
Other proficiencies: Either land or water vehicles
Skills: Choose any 2 from Animal Handling, Athletics, Intimidation, Investigation, Perception, Survival
Starting Equipment: Any non-heavy melee weapon; scale mail, or leather armour and a mule; a dagger and four javelins; a burglar's or dungeoneer's pack



Level
Features
Action Points



1
Thrill of the Raid, Smash and Grab

1



2
Barge, Improved Raiding I

1



3
Reaver Archetype

1



4
ASI
1



5
Extra Attack
2



6
Housebreaker

2



7

Archetype Feature

2



8
ASI

2



9
Improved Reaving II

2



10

Escape Route

2



11
Affray

3



12
ASI
3



13
Archetype Feature

3



14
Reaver Instincts

3



15
Improved Reaving III

3



16
ASI
3



17
Archetype Feature

4



18
Impossible Escape

4



19
ASI
4



20
Glory of the Raid

4





Features


Thrill of the Raid (1)

When you take an object worth at least 1GP from an enemy by force, you gain temporary HP equal to your strength modifier plus your Reaver level. The temporary HP lasts until it is lost or replaced or until you complete a long rest.

The stolen object must have been on the creature's person or in an occupied home or lair and cannot belong to a creature you have already robbed in the last 24 hours. Collections of coinage and sets of objects that belong together (like chess pieces) can be considered single objects.

Once you have used this ability, you may not use it again until you complete a short or a long rest.


Smash and Grab (1)

As a bonus action, you can gain 1 action point which can be used in the ways listed below. At higher levels, you gain more action points as shown in the Reaver table. Unused points are lost at the start of your next turn.

Smash – When you move to within 5 feet of an object, you can spend 1 action point to make an attack against it with a melee weapon or to otherwise attempt to break it.

Grab – When you move to within 5 feet of an object of the same size category as you or smaller, you can spend 1 action point to grab it or pick it up.

Run – While moving horizontally under your own power, you can spend 1 action point at any time to burst forwards up to 10 feet in a straight line. You can jump gaps with this movement and you can spend multiple points to jump larger gaps.


Barge (2)

When you move to within 5 feet of a creature of the same size category as you or smaller, you can spend 1 action point to attempt to shove it. You can spend multiple points to target an equal number of creatures.


Improved Reaving I (2)

Choose 1:

Improved Smash – When you spend an action point on the Smash option, a melee weapon attack you make against the object deals twice the usual damage and you have advantage on any strength check made to break it.

Improved Grab - When you spend an action point to Grab an object, you can carry, lift, push, or drag it for the next round as if it weighed one quarter its real weight. You can spend an action point on subsequent turns to maintain this effect.

Improved Run - When you spend action points on the Run option, you automatically succeed on checks made to climb or to overcome physical obstacles.


Reaver Archetype (3)

Choose either the Raider or Despoiler archetype. Both are detailed at the bottom of this document.


Housebreaker (6)

You have advantage on checks to notice traps and hidden doors or recesses and your passive perception and investigation correspondingly increase by 5 for those purposes.


Improved Reaving II (9)

Choose 1:

Improved Smash - When you spend an action point on the Smash option and target an obstacle like a door or wall, if you encounter enemies on the other side of the obstacle and roll initiative, those enemies are surprised.

Improved Grab – At any point in your turn, you can take the Grab option to retrive and/or use an object you carry. When you use an object that requires other creatures to make a save or check, your proficiency bonus is added to the DC for that save or check.

Improved Run - When you spend action points on the Run option, the additional movement does not provoke attacks of opportunity.


Escape Route (10)

At the end of your turn, you can spend 1 action point to take the Ready action. You may name any trigger you like, but the only response you can ready is to move up to 10 feet. You use your readied movement before the triggering event is resolved. If you have any action points remaining when the trigger occurs, you can use them on any of the Smash, Grab, and Run options when you move.


Affray (11)

When you spend action points on the Barge option while wielding a melee weapon, any creature you successfully shove takes damage equal to one weapon damage die and of the type dealt by the weapon.

You can even use the Barge option to target a creature within 5 feet that you cannot shove, due to its size or any other reason. It must make an Athletics or Acrobatics check opposed by your Athletics check to avoid taking damage, though it suffers no other effect if it fails.


Reaver Instincts (14)

You instantly become aware when a creature you can see lies about the degree to which they value an object or about the location of an object they value.


Improved Reaving III (15)

Choose 1:

Improved Smash - When you spend an action point on the Smash option and succeed in destroying the object you target, you regain the action point you spent.

Improved Grab - Once per turn, you can take the Grab option to retrieve and/or use a Common magic item that normally requires an action to use.

Improved Run - When you spend action points on the Run option, your movement ignores difficult terrain.


Impossible Escape (18)

Whenever you are faced with a magical obstacle that prevents you from moving past or that will cause you to take damage by moving through it, you may use your action to make a strength check against a DC equal to 10 plus the level of the spell that created the obstacle. If you succeed, you may move through the obstacle once that turn without effect.


Glory of the Raid (20)

When you use your Thrill of the Raid feature to gain temporary HP, you can choose to instead gain temporary HP equal to the value of the object stolen in GP, to a maximum of 100. Once you have used this ability, you may not do so again until you have completed a long rest.



Reaver Archetype: Raider

Throughout history, civilisations have been plagued by raiders who emerge from the darkness, take what they want, and leave before any kind of solid defence can be mustered. As a Raider, you have a very pragmatic approach to reaving. To you, the joy of theft lies in knowing how you can use your loot, or what you can sell it for. Likewise, the joy of violence lies not in risk, but instead in confidence in your success. As such, you specialise in prepare yourself for raids, in appearing without warning, and in exerting yourself to the maximum precisely when it is most necessary, with the ability to escape if, against all odds, your assault is successfully opposed.

Swift Assailant (3)

When you use your Smash and Grab feature, you may choose to also activate this ability. On that turn, you may spend any number of action points to make one weapon attack per point spent in addition to any other attacks you make. You may also spend action points in other ways as normal. Once you have used this feature, you cannot use it again until you have completed a short or a long rest.


Looter (3)

You are proficient with thieves' tools and with the Stealth skill. If you are already proficient with either, choose another tool or skill respectively to gain proficiency with instead.

You are also proficient with checks to appraise the value of objects and to recall where a buyer is most likely to be found.


Abduction (7)

You can take the Grab option to attempt to grab a creature instead of an object. If the creature is unwilling, you must succeed on an opposed athletics check as if grappling them. You can then move at full speed with the creature. When your turn ends, you can choose for the creature to remain grappled by you, but you cannot drag them at full speed on subsequent turns unless you spend an action point to do so.


Pillager (7)

You can cause any mount you ride or vehicle you pilot to benefit from the Run option when you take it. You can also take the Grab option to pull an object or creature onto your mount or vehicle. In the case of an unwilling creature, you must first succeed on a grapple attempt.


Shadowy Assailant (13)

You can spend 2 action points to hide. When you start your turn hidden from a creature, you have advantage on the first weapon attack or athletics check you make against it that turn, even if you have to emerge from hiding to attack it.


Sudden Assault (17)

Whenever you roll initiative and are not surprised, if the result is higher than for any enemy participating in the encounter, you can choose for all of your enemies to be surprised. Once you have used this ability, you may not do so again until you have completed a long rest.



Reaver Archetype: Despoiler

A few of those driven to reave are motivated by a sense of rootlessness and an instinctive antagonism towards those who succeed in making homes for themselves. For a Despoiler, this is not merely a quirk of personality, but a curse that makes itself felt more and more greatly as you grow in spirit and in power. You might belong to a tribe that was driven from its land by magic, or be descended from an individual who was cursed to wander by the gods, or have been subjected to magical energies that are subtly hostile to civilisation. Regardless, you can learn to channel your curse to cast spells, though realising the curse in this way will leave you a threat to any inhabited dwelling you reside in.

Despoiler's Curse (3)

After you spend the night in a dwelling, it becomes cursed in one of the ways listed in the Curse table below for the next week. If a dwelling has already been cursed by your presence, it always suffers the same curse as before.


Spellcasting (3)

You gain the spellcasting abilities of the Eldritch Knight, except that your spellcasting ability is charisma and you choose spells from the Sorcerer's list that are from the schools of evocation and transmutation. When the Eldritch Knight chooses spells from outside their restricted schools, so may you, but you must choose from the Sorcerer's list.


Path of Devastation (3)

You can use an action to expend a spell slot and curse the ground you tread. Until the end of your turn, whenever you move within 5 feet of each creature for the first time, it must make a constitution save. It takes 2d6 necrotic damage if it fails and half as much if it succeeds. Further, non-magical, inanimate vegetation within 5 feet of your path shrivels and dies.

If you use a spell slot of level 2 or greater, you deal an additional d6 damage for every level above 1.


Dismaying Presence (7)

When a creature that can see you fails a save against your Path of Devastation ability or against one of your spells of 1st level or higher, you can spend an action point to cause it to become frightened of you until the start of your next turn.


Curse Embraced (13)

By spending 1 minute concentrating in an occupied dwelling, you can cause it to be cursed for the next month in any of the ways listed on the Curse table. At the same time, you may dispel one kind of magical protection or sanctification placed on the dwelling.

Once you have used this ability, you may not do so again until you have completed a long rest.


Sudden Spell (17)

You can spend 3 action points to cast a spell of 1st level or higher that has a casting time of 1 action and that does not directly affect any creature besides you. When you do so, you may not use your action to cast another spell except a cantrip.

Once you have used this ability, you may not do so again until you have completed a short or a long rest.


Roll a d12 whenever you spend the night in a dwelling to determine the resulting curse.

1 - The roof springs leaks whenever it rains, no matter how often it is repaired.
2 - Unattended fires will ignite flammable material within 5 feet after a few hours.
3 - Milk, yoghurt, and other dairy products spoil overnight.
4 - Beer, wine, and other drinks left in the dwelling for more than 1 day come to taste foul.
5 - The dwelling is infested with rats, which may attack small pets or babies.
6 - The dwelling is infested with cockroaches, which may appear in the inhabitants' food at unfortunate times.
7 - The dwelling is infested with moths, which may attack fine clothes, furniture, and tapestries.
8 - Inhabitants of the dwelling frequently suffer minor illnesses and will contact any contagious disease they are exposed to unless already immune.
9 - Childbirth in the dwelling is inevitably fatal to either the mother or child.
10 - Anyone attempting to sleep in the dwelling suffers terrible nightmares and cannot benefit from a full night's sleep.
11 - Anyone attempting to recuperate from injury or illness in the dwelling fails to recover.
12 - Any object worth at least 1GP that is crafted in the dwelling has a minor but obvious flaw.

When you choose this archetype at level 3, your DM might allow you to choose alternative curse effects that suit your character.

The Remove Curse spell can be cast on an affected dwelling to end the effects, or on a particular inhabitant to make them immune to the curse on one dwelling.

Level 1: Burning Hands, Chromatic Orb, Expeditious Retreat, Feather Fall, Jump, Magic Missile, Thunderwave, Witch Bolt

Level 2: Alter Self, Darkness, Darkvision, Enhance Ability, Enlarge/Reduce, Gust of Wind, Knock, Levitate, Scorching Ray, Shatter, Spider Climb

Level 3: Blink, Daylight, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Slow, Water Breathing, Water Walk

Level 4: Ice Storm, Polymorph, Wall of Fire

EDIT: I'd cut off the per-rest restriction on Sudden Spell, which I've now restored.

Crusadr
2016-02-01, 02:53 PM
You've definitely got some very interesting concepts here and unfortunately for now I'm not going to go through it item by item but I'll just quickly say that it almost seems as though you'd be better off having made several archetypes rather than a new class overall.

Nothing about rogue says it needs to be a subtle, hide in shadows type, thugs are just as common, if not moreso than the cat burglar types within thieves guilds so it seems to me you'd have been better served having the reaver as a fighter archetype, raider as a rogue archetype, and the despoiler.. sorcerer maybe?

Rather than creating an action point system it might be simpler to have some of the extra abilities cost bonus actions or reactions as well, it just makes things simpler for both you and the player if you can use systems in place rather than have a new one to keep track of.

Also I gotta say while the concept of gaining temporary HP through theft is pretty cool how is such a thing justified in the game world? Personally I'd have a hard time making sense of this, others might be ok. Hopefully you get some more thoughts and ideas from others but that's just my at a glance thoughts.

weaseldust
2016-02-06, 08:33 PM
Sorry, I hadn't noticed this reply before. Thanks for commenting.


You've definitely got some very interesting concepts here and unfortunately for now I'm not going to go through it item by item but I'll just quickly say that it almost seems as though you'd be better off having made several archetypes rather than a new class overall.

Nothing about rogue says it needs to be a subtle, hide in shadows type, thugs are just as common, if not moreso than the cat burglar types within thieves guilds so it seems to me you'd have been better served having the reaver as a fighter archetype, raider as a rogue archetype, and the despoiler.. sorcerer maybe?

I think you could make all of those archetypes work, and I agree that there's overlap with the Rogue and Fighter. It is meant as an exercise in creating a base class (http://www.giantitp.com/forums/showthread.php?474734-Base-Class-Contest-III-Homestead-5E), so I'm obviously going to be biased towards making it a class rather than not.

At the same time, I think it can stand alone, partly because it's a different mechanical approach to old ideas (moving fast and grabbing things) and partly because it has a different flavour.

Though Rogues don't have to be subtle, they are explicitly about gaining advantage through subterfuge. Even if said subterfuge is a brick to the head, a Rogue specialises in delivering it when the target's back is turned. My concept of a Reaver is someone who wants to deliver it from the front because they get a thrill from confronting people face to face. The theft is partly about rubbing it in, and partly because having someone else's stuff makes the Reaver feel powerful.

On top of that, Rogues are very skill-focused, which doesn't suit my picture of the Reaver. I wanted to focus more on features relating to movement and overcoming obstacles.


Rather than creating an action point system it might be simpler to have some of the extra abilities cost bonus actions or reactions as well, it just makes things simpler for both you and the player if you can use systems in place rather than have a new one to keep track of.

It's sort of deliberately non-simple. I wanted to try something more granular and specialised than Cunning Action or Action Surge. I also wanted to experiment with very short term resources (on the level of a round, rather than per short rest).


Also I gotta say while the concept of gaining temporary HP through theft is pretty cool how is such a thing justified in the game world? Personally I'd have a hard time making sense of this, others might be ok.

There are a couple of features in 5e that relate temporary HP to having your spirits raised somehow. The Inspiring Leader feat and the spell Heroism both seem to work like that, so I suppose that's what I was drawing on.