Table of Contents
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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, shortswords, 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. |