Path of the Reaver

Most barbarians are a menacing presence on the field of battle, but none match the pure bloodlust and fanatism for violence of the Reaver. Channeling dark magic through the power of their blood, Reavers share an ambivalent relationship to both life and death. As such, they are often feared by their enemies as much as by their allies.

Known for their ability to survive the gravest of injuries and fueling their might by the lifeforce of friend and foe alike, these warriors quickly build up an unnerving reputation, wherever their path may take them.

Bloodrage As blood boils within your veins, you feel your strength growing with each swing you take and every enemy you fell. Starting at 3rd level, while you are raging, anytime you critically hit or kill an enemy with a melee weapon attack, you regain a number of Hit points equal to half your Constitution modifier, rounded down. Also, when you hit a creature with a melee weapon attack, that enemy takes an additional amount of Necrotic damage equal to half your Constitution modifier, rounded down. You can amplify both of these effects by using a reaction to spend a Hit die when you enter a rage. If you do so, both the healing you receive and the Necrotic damage your enemies suffer is doubled for the duration of that rage.

Sanguine Magic When you reach 3rd level, you augment your martial prowess with the ability to cast spells. You learn the Armor of Agathys, Cause fear and Hex spells. As you reach higher levels in this archetype, you learn new spells. All spells gained through this subclass share the following qualities: To cast one of these spells, you must spend a number of Hit Dice equal to the level that the spell is being cast at.

The maximum level of a spell cast using this feature is equal to your Constitution modifier.

You may ignore the material components of a spell cast using this feature if you choose to take an amount of damage equal to the level of the spell being cast.

You may cast these spells and maintain Concentration on them even while raging.

Constitution is your spellcasting ability for these spells and your spell save DC is equal to 8 + your proficiency bonus + Constitution modifier.

Crimson Visage A subtle aura surrounds you, causing man and beast alike to shiver in your mere vicinity. Beginning at 6th level, you have advantage on all saves and ability checks against spells and effects that would render you frightened. Furthermore, you may add your Constitution modifier as a bonus on all Charisma (Intimidation) and Wisdom (Animal Handling) checks you make. Additionally, you learn the Enthrall, Hold person and Ray of enfeeblement spells that you can cast using your Sanguine Magic class feature.

Scion of Death More than once have you crossed the Veil and looked onto the other side. But yet, it is not your time, locking eyes with Death itself, you have seen an ally worthy of admiring. At 10th level, you gain resistance to Necrotic damage and proficiency in death saving throws. Additionally, you learn the Bestow curse, Revivify and Vampiric touch spells, which you can cast using your Sanguine Magic class feature.