Path of the Reaver

For some, the horrors of battle is a terrifying experience, in which many do not pass through unscathed. For others, it is a grim companion, a reminder and warning to what lies ahead if they slip. For those who walk the Path of the Reaver, however, it is a tool to be used, like any other. Pain, blood, fear and violence are the currencies in which reavers trade, allowing them to inflict greater measures of such in the chaos of battle.

Avatar of Pain

Starting when you choose this path at 3rd level, you can channel extreme bloodlust whilst raging which assaults the minds of your quarry. If you choose to do so, you emit a dim red light up to 10 feet while raging. Any hostile creature which enters this area for the first time on a turn or starts its turn there takes psychic damage equal to 1d4 + half your barbarian level.

You are also no stranger to pain yourself, drawing on it to fuel your bloodsoaked frenzies. When your current hit point total is one quarter your maximum hit points or lower, your damage rolls with melee weapon attacks which use Strength can have their Strength modifier doubled. This lasts for one minute and may only be used an amount of times equal to your Constitution modifier + 1 (minimum of 1). You regain all expended uses once you finish a long rest.

Additionally, you can launch attacks driven by pain, ripping into foes while your wounds deepen. When you make a melee weapon attack, you can grant advantage on it in exchange for psychic damage equivalent to your Rage Damage Bonus, as shown in the Barbarian table.

Herald of Blood

At 6th level, you can rip into an enemy, allowing you to restore your vitality through the inflicting of pain and the shedding of blood. As an action, you can make a Devouring Strike, making a single melee weapon attack against a hostile creature within reach. You regain a number of hit points equal to the damage dealt.

Emissary of Fear

Beginning at 10th level, your experience in battle has inured you to fear. You are immune to the frightened condition.

Additionally, when you reduce a hostile creature to zero hit points, you can choose to brutalize it. If you do so, all hostile creatures within 20 feet of you must make 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.

Envoy of Violence

Starting at 14th level, whenever you score a critical hit or reduce a hostile creature to zero hit points while you are raging, you enter a state of fervor, which lasts until the end of your next turn.

During a state of fervor, your speed is doubled and you gain an additional action on each of your turns. This action can only be used to take the Attack (one weapon attack only), Dash, Devouring Strike, or Use an Object action.