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View Full Version : D&D 5e/Next IS THIS BALANCED? Primal Path of the Reaver



WhiteWolf
2022-09-03, 04:45 PM
I'm back with another primal path for my favourite class. Not 100% sure how balanced it is but I don't think it can deal any more damage than a zealot and probably isn't as tanky as a bear totem. As usual, all feedback is appreciated.

Path of the Reaver
More than just mindless brutes, barbarians that follow the path of the reaver supplement their primal fury with brutal cunning. Whether it’s midnight ambushes, lightning assaults or sheer overwhelming savagery, reavers use their skills to great effect as mercenaries, raiders and bounty hunters.

Primal Savagery
When you adopt this path at 3rd level, you gain an increased control over your inner might, allowing you to channel it into a variety of useful and deadly effects.

Savagery Points
You gain a number of savagery points equal to half your barbarian level (rounded up). You regain all spent savagery points when you finish a long rest.

Savage Blow
When you hit a creature with a melee weapon attack, you can expend savagery points to deal additional damage of that weapons type to the target. The extra damage equals 1d6 per savagery point spent, up to a maximum of 5d6.

Reaver’s Cunning
At 3rd level, you gain two of the following Reaver’s Cunning options of your choice.

Crushing Blow
When you hit a creature with a melee weapon attack, you can spend a savagery point to make a shove attack against that creature as a free action. If you choose the push the target, they move an additional 10 feet away from you.

Explosive Speed
You can spend a savagery point to move up to twice your speed as a bonus action on your turn.

Hit and Run
When you take the attack action on your turn, you can spend 1 savagery point to move up to half your speed as part of that action. This movement can happen before or after you make the attack roll.

Iron Grip
When you make contested ability check to either grapple a creature or prevent a creature from escaping your grapple, you may spend a savagery point to grant them disadvantage on their roll.

Lie in Wait
You can spend a savagery point to take the Hide action as a bonus action on your turn. When you do so, you need only be lightly obscured from the creature you attempting to hide from.

Mighty Throw
When you make a ranged attack with a weapon with the thrown property, you may spend a savagery point to allow the attack to benefit from your reckless attack and rage damage class features.

Channelled Aggression
At 6th level, you’ve honed your skills through countless skirmishes. You’ve learnt to direct your fury to feats of brutal aggression.
Pick another Reaver’s Cunning option, from the following list.

Crippling Strike
When you hit a creature with a melee weapon attack, you can spend a savagery point to give that creature disadvantage on attack rolls until the start of your next turn.

Deadly Ambush
When you hit a surprised creature with a melee weapon attack, you may spend 2 savagery points to turn the attack into a critical hit.

Feral Retribution
When you take damage from a creature within reach, you may spend a savagery point to make a melee weapon attack against that creature, using your reaction.

Great Cleave
When you hit a creature with a melee weapon attack, you may spend savagery points to deal damage to each other creature within five feet of you. This damage equals 1d6 per savagery point spent, up to a maximum of 5d6.

Grim Determination
When you fail a saving throw, you may spend a savagery point to add 1d6 to your total, potentially turning it into a success.

Renew Vigour
As a bonus action, you may expend up to 5 savagery points to spend an equal number of hit die, regaining hit points as usual.

Natural Instincts
At 10th level, you can rely on your savage nature to help you through a variety of challenges. Pick another Reaver’s Cunning option, from the following list.

Expert Hunter
You can spend a savagery point to gain advantage on one stealth or survival check

Primal Might
You can spend a savagery point to gain advantage on one athletics or intimidation check.

Wild One
You can spend a savagery point to gain advantage on one animal handling or nature check

Critical Savagery
Starting at 14th level, striking a grievous wound only drives you to further savagery.
When you roll a natural 20 on a melee weapon attack roll, you may regain one spent savagery point. You can also pick a final Reaver’s Cunning option, from the 3rd, 6th or 10th level list.