JNAProductions
2023-08-24, 01:16 AM
HIT POINTS
Hit Dice: 1d12
Hit Points at 1st Level: 12+Constitution Modifier
Hit Points at Higher Levels: 1d12 (7)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple and Martial Weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Athletics, Stealth, Arcana, Religion, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Leather Armor
-Any two weapons you are proficient in[1]
-Any one simple weapon[1]
-Any one pack
[1]: If the weapon is thrown, you get two extra copies. If the weapon uses ammo, you get twenty pieces of ammo.
Reaver
Level
Proficiency
Bonus
Features
Cantrips
Known
Spell
Slots
Slot
Level
Invocations
Known
1st
+2
Pact Magic, Reaver's Arts
3
1
1st
-
2nd
+2
Invocations
3
2
1st
2
3rd
+2
Reaver's Path
3
2
1st
2
4th
+2
Ability Score Improvement
3
2
1st
2
5th
+3
Extra Attack, Path Feature
4
2
2nd
3
6th
+3
Undying Fortitude
4
2
2nd
3
7th
+3
Reaving Blow
4
2
2nd
4
8th
+3
Ability Score Improvement
4
2
2nd
4
9th
+4
-
4
2
3rd
5
10th
+4
Path Feature
4
2
3rd
5
11th
+4
Improved Undying Fortitude
5
3
3rd
6
12th
+4
Ability Score Improvement
5
3
3rd
6
13th
+5
-
5
3
4th
6
14th
+5
Rending Blows
5
3
4th
7
15th
+5
Path Feature
5
3
4th
7
16th
+5
Ability Score Improvement
5
3
4th
7
17th
+6
Rip And Tear
6
4
5th
8
18th
+6
Greater Undying Fortitude
6
4
5th
8
19th
+6
Ability Score Improvement
6
4
5th
8
20th
+6
Path Feature
6
4
5th
8
Pact Magic
At level one, you gain pact magic. You have the number of slots indicated on the table, and regain them whenever you complete a short or long rest. Your spell slots are always cast at their highest level. Charisma is your spellcasting ability, and you may have a number of spells prepared equal to half your level plus your Charisma modifier.
Reaver's Arts
Also at level one, you learn how to properly rend the world asunder. You may wield two one-handed weapons at the same time, one in each hand, and when doing so, may make an attack with a weapon you did not already strike with as a bonus action on a turn where you use the Attack action.
Invocations
At level two, you learn two Invocations-magical tricks and abilities you've acquired.
Reaver's Path
At level three, choose which path to follow. This grants you features at levels three, five, ten, fifteen, and twenty.
Ability Score Improvement
Usual levels, usual deal. :P
Extra Attack
At level five, you may attack twice when you take the Attack action, rather than once.
Undying Fortitude
At level six, you gain six additional HP, and gain one extra HP whenever you take a level in Reaver. You also gain proficiency in one save of your choice.
At level eleven, you gain eleven additional HP, and gain one extra HP whenever you take a level in Reaver. You also may choose to, when you would die or be dropped to 0 HP, instead ignore the effect that would kill you or instead drop to 1 HP. You may do so once, and regain the ability to do so after completing a long rest.
At level eighteen, you gain eighteen additional HP, and gain one extra HP whenever you take a level in Reaver. You also gain proficiency in one save of your choice.
Reaving Blow
At level seven, you may now use any versatile weapon wielded in one hand with the higher damage die. Additionally, if you kill a creature or drop them to zero HP with a melee attack, you may follow through, using the same attack and damage roll against a creature adjacent to your original target and within reach.
Rending Blows
At level fourteen, when you hit a creature with more than one attack in the same turn, you deal additional damage equal to the weapon damage die. So, for instance, if you were wielding two longswords (1d10 damage each) and you attacked a foe three times, hitting with all of them, you would deal (before Strength modifier) 1d10+2d10+2d10 damage.
Rip And Tear
At level seventeen, you may now wield two-handed weapons in the same manner as one-handed weapons. Additionally, you may make two attacks as a bonus action in a turn you Attack with your main action, or one attack with your bonus action if your main action was anything other than Attack.
Path Of The Blood-Soaked
Blood Tokens
At level three, whenever you slay a creature, you may use your bonus action to coalesce a Blood Token. You may have a number of these at any given moment equal to your Constitution modifier. As part of an action, you may consume a Blood Token to add your Constitution modifier to any d20 roll or damage roll you make.
These tokens last until used, but may not be given away.
Bloody Rebirth
At level five, you may use a Blood Token as a bonus action to spend a number of hit dice, up to your Constitution modifier, and immediately regain HP equal to the total dice rolled plus your Constitution modifier. You may also, as a reaction upon being reduced to 0 HP, use two Blood Tokens to do the same thing.
Blood Bombs
At level ten, you may hurl a Blood Token as a projectile. It is a thrown weapon you have proficiency with and has a range of 40'/120', dealing 1d4 piercing damage on a hit. Hit or miss, it explodes in the target's square, dealing 4d10+your Constitution modifier necrotic damage on a failed Constitution save (DC of 8+your Proficiency Bonus+your Constitution modifier) or half on a success.
Ample Blood
At level fifteen, you increase the number of Blood Tokens you may have at any given moment by your Proficiency Bonus.
Bloody Body
At level twenty, increase your current and maximum Constitution by 4, to a maximum of 30.
Cantrips
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Fire Bolt
Frostbite
Mage Hand
Poison Spray
Ray Of Frost
Resistance
Shocking Grasp
Thaumaturgy
Toll The Dead
True Strike
1st Level
Absorb Elements
Arms Of Hadar
Bane
Burning Hands
Cause Fear
Command
Compelled Duel
Detect Magic
Dissonant Whispers
Faerie Fire
False Life
Fog Cloud
Hellish Rebuke
Hex
Ice Knife
Inflict Wounds
Longstrider
Ray Of Sickness
Shield
Thunderwave
Witch Bolt
Zephyr Strike
2nd Level
Alter Self
Blindness/Deafness
Cloud Of Daggers
Crown Of Madness
Dust Devil
Earthbind
Enlarge/Reduce
Flaming Sphere
Hold Person
Invisiblity
Levitate
Magic Weapon
Mind Spike
Misty Step
Phantasmal Force
Ray Of Enfeeblement
Scorching Ray
Shadow Blade
Shatter
Silence
Spike Growth
Tasha's Mind Whip
Vortex Warp
3rd Level
Bestow Curse
Dispel Magic
Elemental Weapon
Enemies Abound
Erupting Earth
Fear
Fireball
Haste
Hunger Of Hadar
Hypnotic Pattern
Lightning Bolt
Sleet Storm
Slow
Vampiric Touch
4th Level
Banishment
Blight
Confusion
Dimension Door
Elemental Bane
Evard's Black Tentacles
Grasping Vine
Ice Storm
Phantasmal Killer
Sickening Radiance
Storm Sphere
Vitriolic Sphere
Wall Of Fire
5th Level
Antilife Shell
Cloudkill
Cone Of Cold
Contagion
Danse Macabre
Enervation
Far Step
Hold Monster
Immolation
Insect Plague
Maelstrom
Negative Energy Flood
Steel Wind Strike
Synpatic Static
Wall Of Stone
Spell And Sword
Requires: Extra Attack
When you take the Attack action, you may replace one attack with a cantrip.
Armor Of Shadows
You may cast Mage Armor at-will.
Beast Speech
You may cast Speak With Animals at-will.
Skilled
You gain proficiency in any two skills. You may take this more than once, however, each one taken after the first only grants one additional skill.
Devil's Sight
You may see normally in both magical and non-magical darkness, out to 120'.
Resilient Mind
You gain advantage on Concentration saves.
Eldritch Sight
You may cast Detect Magic at-will.
Vigor
You may cast False Life as a 1st level spell on yourself, at-will.
Gift Of The Depths
Requires: 5th Level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Mobile Melee
You may, on a successful melee attack, move the target up to 5' in any direction.
Magical Blows
Requires: 5th Level
Your attacks are treated as magical.
Hamstring
When you successfully strike a creature with a melee attack, you may reduce their speed by 10'. This does not stack with itself.
Brutality
Requires: 11th Level
You may add your Charisma modifier to all damage rolls you make with weapon attacks.
Whispers Of The Grave
Requires: 9th Level
You may cast Speak With Dead at-will.
Hit Dice: 1d12
Hit Points at 1st Level: 12+Constitution Modifier
Hit Points at Higher Levels: 1d12 (7)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple and Martial Weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Athletics, Stealth, Arcana, Religion, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Leather Armor
-Any two weapons you are proficient in[1]
-Any one simple weapon[1]
-Any one pack
[1]: If the weapon is thrown, you get two extra copies. If the weapon uses ammo, you get twenty pieces of ammo.
Reaver
Level
Proficiency
Bonus
Features
Cantrips
Known
Spell
Slots
Slot
Level
Invocations
Known
1st
+2
Pact Magic, Reaver's Arts
3
1
1st
-
2nd
+2
Invocations
3
2
1st
2
3rd
+2
Reaver's Path
3
2
1st
2
4th
+2
Ability Score Improvement
3
2
1st
2
5th
+3
Extra Attack, Path Feature
4
2
2nd
3
6th
+3
Undying Fortitude
4
2
2nd
3
7th
+3
Reaving Blow
4
2
2nd
4
8th
+3
Ability Score Improvement
4
2
2nd
4
9th
+4
-
4
2
3rd
5
10th
+4
Path Feature
4
2
3rd
5
11th
+4
Improved Undying Fortitude
5
3
3rd
6
12th
+4
Ability Score Improvement
5
3
3rd
6
13th
+5
-
5
3
4th
6
14th
+5
Rending Blows
5
3
4th
7
15th
+5
Path Feature
5
3
4th
7
16th
+5
Ability Score Improvement
5
3
4th
7
17th
+6
Rip And Tear
6
4
5th
8
18th
+6
Greater Undying Fortitude
6
4
5th
8
19th
+6
Ability Score Improvement
6
4
5th
8
20th
+6
Path Feature
6
4
5th
8
Pact Magic
At level one, you gain pact magic. You have the number of slots indicated on the table, and regain them whenever you complete a short or long rest. Your spell slots are always cast at their highest level. Charisma is your spellcasting ability, and you may have a number of spells prepared equal to half your level plus your Charisma modifier.
Reaver's Arts
Also at level one, you learn how to properly rend the world asunder. You may wield two one-handed weapons at the same time, one in each hand, and when doing so, may make an attack with a weapon you did not already strike with as a bonus action on a turn where you use the Attack action.
Invocations
At level two, you learn two Invocations-magical tricks and abilities you've acquired.
Reaver's Path
At level three, choose which path to follow. This grants you features at levels three, five, ten, fifteen, and twenty.
Ability Score Improvement
Usual levels, usual deal. :P
Extra Attack
At level five, you may attack twice when you take the Attack action, rather than once.
Undying Fortitude
At level six, you gain six additional HP, and gain one extra HP whenever you take a level in Reaver. You also gain proficiency in one save of your choice.
At level eleven, you gain eleven additional HP, and gain one extra HP whenever you take a level in Reaver. You also may choose to, when you would die or be dropped to 0 HP, instead ignore the effect that would kill you or instead drop to 1 HP. You may do so once, and regain the ability to do so after completing a long rest.
At level eighteen, you gain eighteen additional HP, and gain one extra HP whenever you take a level in Reaver. You also gain proficiency in one save of your choice.
Reaving Blow
At level seven, you may now use any versatile weapon wielded in one hand with the higher damage die. Additionally, if you kill a creature or drop them to zero HP with a melee attack, you may follow through, using the same attack and damage roll against a creature adjacent to your original target and within reach.
Rending Blows
At level fourteen, when you hit a creature with more than one attack in the same turn, you deal additional damage equal to the weapon damage die. So, for instance, if you were wielding two longswords (1d10 damage each) and you attacked a foe three times, hitting with all of them, you would deal (before Strength modifier) 1d10+2d10+2d10 damage.
Rip And Tear
At level seventeen, you may now wield two-handed weapons in the same manner as one-handed weapons. Additionally, you may make two attacks as a bonus action in a turn you Attack with your main action, or one attack with your bonus action if your main action was anything other than Attack.
Path Of The Blood-Soaked
Blood Tokens
At level three, whenever you slay a creature, you may use your bonus action to coalesce a Blood Token. You may have a number of these at any given moment equal to your Constitution modifier. As part of an action, you may consume a Blood Token to add your Constitution modifier to any d20 roll or damage roll you make.
These tokens last until used, but may not be given away.
Bloody Rebirth
At level five, you may use a Blood Token as a bonus action to spend a number of hit dice, up to your Constitution modifier, and immediately regain HP equal to the total dice rolled plus your Constitution modifier. You may also, as a reaction upon being reduced to 0 HP, use two Blood Tokens to do the same thing.
Blood Bombs
At level ten, you may hurl a Blood Token as a projectile. It is a thrown weapon you have proficiency with and has a range of 40'/120', dealing 1d4 piercing damage on a hit. Hit or miss, it explodes in the target's square, dealing 4d10+your Constitution modifier necrotic damage on a failed Constitution save (DC of 8+your Proficiency Bonus+your Constitution modifier) or half on a success.
Ample Blood
At level fifteen, you increase the number of Blood Tokens you may have at any given moment by your Proficiency Bonus.
Bloody Body
At level twenty, increase your current and maximum Constitution by 4, to a maximum of 30.
Cantrips
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Fire Bolt
Frostbite
Mage Hand
Poison Spray
Ray Of Frost
Resistance
Shocking Grasp
Thaumaturgy
Toll The Dead
True Strike
1st Level
Absorb Elements
Arms Of Hadar
Bane
Burning Hands
Cause Fear
Command
Compelled Duel
Detect Magic
Dissonant Whispers
Faerie Fire
False Life
Fog Cloud
Hellish Rebuke
Hex
Ice Knife
Inflict Wounds
Longstrider
Ray Of Sickness
Shield
Thunderwave
Witch Bolt
Zephyr Strike
2nd Level
Alter Self
Blindness/Deafness
Cloud Of Daggers
Crown Of Madness
Dust Devil
Earthbind
Enlarge/Reduce
Flaming Sphere
Hold Person
Invisiblity
Levitate
Magic Weapon
Mind Spike
Misty Step
Phantasmal Force
Ray Of Enfeeblement
Scorching Ray
Shadow Blade
Shatter
Silence
Spike Growth
Tasha's Mind Whip
Vortex Warp
3rd Level
Bestow Curse
Dispel Magic
Elemental Weapon
Enemies Abound
Erupting Earth
Fear
Fireball
Haste
Hunger Of Hadar
Hypnotic Pattern
Lightning Bolt
Sleet Storm
Slow
Vampiric Touch
4th Level
Banishment
Blight
Confusion
Dimension Door
Elemental Bane
Evard's Black Tentacles
Grasping Vine
Ice Storm
Phantasmal Killer
Sickening Radiance
Storm Sphere
Vitriolic Sphere
Wall Of Fire
5th Level
Antilife Shell
Cloudkill
Cone Of Cold
Contagion
Danse Macabre
Enervation
Far Step
Hold Monster
Immolation
Insect Plague
Maelstrom
Negative Energy Flood
Steel Wind Strike
Synpatic Static
Wall Of Stone
Spell And Sword
Requires: Extra Attack
When you take the Attack action, you may replace one attack with a cantrip.
Armor Of Shadows
You may cast Mage Armor at-will.
Beast Speech
You may cast Speak With Animals at-will.
Skilled
You gain proficiency in any two skills. You may take this more than once, however, each one taken after the first only grants one additional skill.
Devil's Sight
You may see normally in both magical and non-magical darkness, out to 120'.
Resilient Mind
You gain advantage on Concentration saves.
Eldritch Sight
You may cast Detect Magic at-will.
Vigor
You may cast False Life as a 1st level spell on yourself, at-will.
Gift Of The Depths
Requires: 5th Level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Mobile Melee
You may, on a successful melee attack, move the target up to 5' in any direction.
Magical Blows
Requires: 5th Level
Your attacks are treated as magical.
Hamstring
When you successfully strike a creature with a melee attack, you may reduce their speed by 10'. This does not stack with itself.
Brutality
Requires: 11th Level
You may add your Charisma modifier to all damage rolls you make with weapon attacks.
Whispers Of The Grave
Requires: 9th Level
You may cast Speak With Dead at-will.