Reaver

Class Description

As a Reaver your role is to master the blade. No one can move as fast or as elegantly as you can in combat. You slash and pierce from move to move in a flurry of blades. No one can match your grace in combat, nor shall they forget your dancing blade.

The Reaver is all about using chain-based attacks and combining moves and stances in order to deal large amounts of damage in the battlefield, while maintaining the mobility to dart from foe to foe, a solid alternative for a fighter esc class.

Class Features

Hit Points & Dice

1d10 per Reaver level Hp at 1st level: 10 + Constitution Mod. Hp after 1st level: 1d10 + Constitution Mod.

Proficiencies

Armour: Light armour, Medium armour, shields

Weapons: Simple weapons, martial melee weapons.

Tools: One type of artisan's or one musical instrument

Saving Throws: Dexterity, Charisma

Skills: Choose two from: Acrobatics, Animal Handling, Athletics, Forging, History, Insight, Intimidation, Perception, Sleight of Hand, Stealth.

Skill: Gain proficiency with Performance.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt or (b) leather armour and a dagger
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

Levelling Table

Level Proficiency Bonus Chain Length Features
1 +2 0 Quick Footed, Spirit of the Dance
2 +2 1 Dancing Blade, Basic Dances
3 +2 1 Reaver Archetype
4 +2 1 Ability Score Improvement
5 +3 2 Side Step
6 +3 2 Halting Dances
7 +3 2 Archetype Feature
8 +3 3 Silencing Song, Ribbon Mastery
9 +4 3 Ability Score Improvement
10 +4 3 Intermediate Dances
11 +4 4 Formless Dance
12 +4 4 Ability Score Improvement
13 +5 4 Archetype Feature
14 +5 5 Stance Mastery
15 +5 5 Archetype Feature
16 +5 5 Ability Score Improvement
17 +6 6 Advanced Dances
18 +6 6 Archetype Feature, Formless Dance
19 +6 6 Ability Score Improvement
20 +6 7 Archetype Feature, Flawless Dance

Features

Quick Footed

At 1st level, you find yourself learning the footwork of the dance. You are able to move in a more controlled manner as well as being able to move faster than before. Gain +20ft movement.

Spirit of the Dance

At 1st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your reaver level. Once you use this feature, you must finish a short or long rest before you can use it again.

Dancing Blade

At 2nd level, you learn the way of the dance. You flow with the blade from one strike to another. Each attack is just another move within your performance. You can chain Basic Dance moves using a blade as long you hit with your last move (for a maximum of your chain limit seen in the leveling table not including the first move). The chain starting move is what is used. For example, if the first move costs an action, then the dance costs an action to start, however anything chained afterwards is free. When dancing, the next move you wish to perform cannot be the same as the previous move.

Basic Dances

You learn your first stance, the basic stance. This is the stance that you start in at the beginning at combat and contains the following moves you can use to construct a dance.

Move Name Move Cost Stance Move Effect
Forward Strike Action Basic Stance Thrust forward into the target for 1d4 + Sword Damage + Dex Mod piercing damage.
Swiping Slash Action Basic Stance Slash the blade across a target dealing 2d3 + Sword Damage + Dex Mod slashing damage.
Graceful Parry Reaction Basic Stance Using your sword, you block an opponent’s attack. Roll a Dex check with the DC of the opponents hit roll. On a success raise your AC by 2 against the attack on you.
Forceful Strike Action Basic Stance Bash your opponent trying to knock them backwards 10 feet. Roll a successful strength against the opponent. On a success you move them back 10 feet and deal 1d4 bludgeoning damage. On a failed role you just do 1d4 bludgeoning damage.

Reaver Archetype

At 3rd level, you can choose a move from an archetype that you emulate in the exercise of your Reaver abilities. You can learn a new move at 3rd level and then again at 7th, 13th, 15th, 18th and 20th level. - Stance of the Crimson Lotus - Stance of the Stone Mountain - Stance of the Emerald Eagle After learning a move from a stance, you learn how to enter that specific stance.

Move Name Move Cost Stance Move Effect
Change Stance Chain Only Any Roll a performance check, if its greater than a 10 Change into any other known stance.

Side Step

At 5th level, your foot work is honed enough that they almost work by themselves allowing you to dodge attacks that you can see being make against you. For a reaction you can halve the attacks damage against you assuming you can see the attack.

Halting Dances

Beginning at 6th level you develop a new set of moves that can be used to interrupt attacks made against you. These moves can be done in any stance.

Move Name Move Cost Stance Move Effect
Redirect Missile Reaction Any Allows you to catch and throw back any projectile that isn’t fired by a firearm and is small enough to be caught in one hand and throw it back at the enemy for their hit roll -2
Grounding Swipe Reaction Any If a hostile moves past you within 10 feet roll an athletics roll against the hostile. If you succeed, then you knock it prone.
Reaver's Spite Reaction Any If you are engaged with a Reaver and they haven’t changed stance for longer than 3 chains against you then you can interrupt and break their next chain.

Silencing Song

At 8th level, you can close your eyes and force the song of the dance to sooth your mind. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Ribbon Mastery

At 8th level, you learn how to tie a ribbon to the end of your blade. Doing so allows you to flow better within your dances. Blades with attached ribbons give you an addition +2 to damage involving weapon damage.

Intermediate Dances

You hone your basic moves and create some new techniques. You can also now choose to start in this stance unless you are ambushed.

Move Name Move Cost Stance Move Effect
Honed Strike Action Intermediate Stance Thrust forward violently into the target for 2d4 + Sword Damage + Dex Mod piercing damage.
Feint Reaction Intermediate Stance Trick an opponent into thinking you’ve made a mistake, and then strike. Roll a deception against the hostile. On success your next move is at advantage assuming its offensive. Otherwise nothing happens.
Shocking Throw Action Intermediate Stance You get behind the target and try throw them behind you, slamming them into the ground. The user and target have a strength roll off. If the user wins then the target takes 1d6+str mod bludgeoning damage, the user and target swap positions and the target is knocked prone.
Takedown Action Intermediate Stance You jump of your horse starting your dance, landing on your target knocking them down. If on a horse roll a strength contest with advantage against your opponent. If you succeed you and the opponent take 1d4 bludgeoning damage and knock them prone. Otherwise on a failed roll take 1d4 bludgeoning damage.

Formless Dance

At 11th level, you refine your basic and intermediate stance into one new “Formless Stance” When in the formless stance you can use moves from both the basic and the intermediate stance. At 18th level you refine this stance to include the advanced move set.

Stance Mastery

Beginning at 14th level, at the start of a combat round you can choose any stance you start in as long as you haven’t been ambushed. The “Change Stance” Move DC is now 6 rather than 10.

Advanced Dance

At 17th level, you master a new set of advanced moves that you can execute in a new stance.

Move Name Move Cost Stance Move Effect
Target Strike Action Advanced Stance Thrust forward violently into the target for 2d8 + Sword Damage + Dex Mod piercing damage.
Crippling Swipe Action Advanced Stance Slash the blade across a target dealing 4d3 + Sword Damage + Dex Mod slashing damage.
Masterful Dodge Reaction Advanced Stance You quickly attempt dodge an attack made against you that you can see. Roll a dexterity check against the attackers hit result plus 5. On a success you take no damage.
Flash Mount Action Advanced Stance If a horse is within 5 feet of you in a direction roll an acrobatics check and if you beat a DC of 10 you are able to mount. On a failed roll take 1d4 Bludgeoning damage as well as the horse moving 10ft away in a random direction decided by the DM.

Flawless Dance

At 20th level you have mastered the dance in almost every way. With this knowledge you discover the perfect resonating rhythm to perform a flawless dance. If the first move in a dance is a critical success, enter a flawless dance. In a flawless dance a critical success does not cost any chain count. The flawless dance ends when you fail to get a critical success. If this happens you begin a normal dance treating the flawless dance as your first move.

Reaver Archetypes

Stance of the Crimson Lotus

Crimson Rhythm

Rapiers gain a plus 2 to damage. You can only have one rhythm at a time. You must have at least one move from the stance to learn this. It takes a full long rest to swap Rhythms.

Crimson Lotus Moves

These moves must be learnt in order.

Move Name Move Cost Stance Move Effect
Puncture Action Crimson Lotus You jab into the target for 2d8 + Sword Damage + Dex Mod piercing damage as well as afflicting one stack of bleeding.
Angering Kick Action Crimson Lotus You kick forward trying to maximise how far back you can push a target. Roll a successful strength against the opponent. On a success you move them back 15 feet and deal 2d4 bludgeoning damage. On a failed role you just do 2d4 bludgeoning damage.
Vulnerability Action Crimson Lotus You observe a bleeding target, analysing its weaknesses. Roll an insight check against the bleeding target. If they are bleeding and it’s a successful roll then your next move is at advantage assuming its offensive. Otherwise nothing happens.
Lacerate Action Crimson Lotus You jab several times into the target for 4d4 + Sword Damage + Dex Mod piercing damage as well as afflicting 1d3 stacks of bleeding.
Full Control Action Crimson Lotus You master the art of manoeuvring your opponent. You kick, shove and taunt your enemy. Roll a Performance roll against an opponent. If you succeed you move the opponent 1D10+10 feet in a direction you choose.
Fostering Death Action Crimson Lotus You focus on the critical weaknesses you’ve created on your opponents. Roll a dexterity roll against your opponent's AC. If successful for each stack of bleeding, you deal 2d8 damage.

Stance of the Stone Mountain

Stone Rhythm

You gain proficiency in Constitution Saving Throws. Gain +1 to your AC. Great swords gain a plus 1 to damage. You can only have one rhythm at a time. You must have at least one move from the stance to learn this. It takes a full long rest to swap Rhythms

Stone Mountain Moves

These moves must be learnt in order.

Move Name Move Cost Stance Move Effect
Spinning Blade Action Stone Mountain Spin in a circle slicing surrounding hostiles. 1d3 + Sword Damage + Strength Mod slashing damage to all hostiles within 5 feet of you.
Stone River Reaction Stone Mountain Using your sword, you block an opponent’s attack. Roll a Dex check with the DC of the opponents hit roll. On a success raise your AC by 4 against the attack on you.
Wind of the Valley Reaction Stone Mountain You can sense the wind moving around you, giving you a greater sense of what is coming towards you. Roll a dexterity check against the attackers hit result plus 5. On a success you take half damage.
Ground Slam Action Stone Mountain Use a larger blade to slam the ground pushing surrounding hostiles backwards. If you have a great sword you can slam into ground sending enemies in the surrounding 5ft area 5ft backwards.
Whirlwind Action Stone Mountain You spin quickly with a great sword dealing large damage to surrounding enemies. If using a great sword then enemies within 10 feet of you take 2d3 + Sword Damage + Strength Mod slashing damage while also pushing them away from you by 5ft.
Blissful Melody Reaction Stone Mountain The Dance drives you forward, you forget the pain you felt before. Half the damage taken from any attack.

Stance of the Emerald Eagle

Emerald Rhythm

You gain proficiency in Wisdom saving Throws. Gain +2 to your damage reduction.

You can only have one rhythm at a time. You must have at least one move from the stance to learn this. It takes a full long rest to swap Rhythms

Emerald Eagle Moves

These moves must be learnt in order.

Move Name Move Cost Stance Move Effect
Critical Strike Action Emerald Eagle Dart forward stabbing into the target for 1d8 + Sword Damage + Dex Mod piercing damage. If you get a critical strike on the hit roll gain +10 damage.
Hidden Weapon Action Emerald Eagle Assuming you have a hidden weapon (i.e. a Palm Needle) if your next move is offensive and hits then use that hit roll to throw that hidden weapon at a different hostile target.
Preparation Action Emerald Eagle Analyse your target thoroughly increasing the chance of hitting a critical spot on the target. Roll an insight check against your opponents’ deception. If you beat it the next offensive move attack you make will treat critical success number as one under what it normally is. (i.e. if you get a critical success on a 20 then you can now treat a 19 as a critical success)
Backstab Action Emerald Eagle You attack the enemy from behind, they didn’t see your blade coming. Roll a dexterity competition against the opponent with advantage. On a success deal 2d4 + Sword Damage + Dex Mod piercing damage and knock the target prone. On a failure deal 2d4 + Sword Damage + Dex Mod piercing damage.
Trained Roll Action Emerald Eagle You decide to attack someone else, and rolling is the quickest way to get there. If a target is within your movement/2 feet (rounded down) you move in front of them without causing any opportunity attacks from the previous attacker.
Fates Weapon Action Emerald Eagle Its time to finish the dance. Roll 1d4 + Sword Damage + Dex Mod piercing damage + 1d10 per previous unbroken critically successful move. The Current Dance ends after using this move.