Reaver in The Azure Sea | World Anvil

Reaver

Whether they're just a sailor with a deeper scowl than the rest or a fully fledged pirate, one thing is certain: Reavers are adventurers of the sea, as comfortable on a ship's deck as a fish is in water.   Whether the Captain or the cabin boy, Reavers know that a good fight is a fast fight, so they aim to make every attack strike both body and spirit of their enemies.   Highly manoeuvrable, incredibly quick and devastatingly skilled, Reavers strike fear into the hearts of those who are their targets.  

Reavers around the Azure Sea

Reavers are commonly found onboard ships, especially those with a loose respect for the law of the seas. They are especially prevalent in the Hold of the Sea Princes, though many rogue-ish types in the more uncivilised areas of the world also follow the path of the Reaver.   Braig Deighton is one of the more infamous Reavers of recent times.   The Reaver is based on original work by Eventyr Games.

Reaver by Carl Frank

Class
Rogue

Reaver


Rigging Runner. (Level 3)
When you choose this archetype at 3rd level, you gain proficiency with the Dexterity (Acrobatics) and Charisma (Intimidation) skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Rattling Blow. (Level 3)
At 3rd level, you learn how to strike fear into the heart of your enemies. Whenever you deal Sneak Attack damage to a creature, it must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is frightened of you until the start of your next turn.

Sea Legs. (Level 9)
Starting at 9th level, you have advantage on Strength and Dexterity ability checks and saving throws made to avoid being shoved back, knocked prone, or losing your balance.

Tell No Tales. (Level 13)
Starting at 13rd level, you've learned how to make a gruesome spectacle of your kills. Once per turn when you kill a creature, you can choose to have any number of creatures within 30 feet of that creature who can see it make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). A creature that fails this saving throw is frightened of you until the start of your next turn.

Cut of their Jib. (Level 17)
At 17th level, when a creature within 5 feet of you makes an attack with disadvantage, you can use your reaction to make a weapon attack against that creature.


Cover image: Classes by Kazunori Aruga

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