Arden Reaver (5e Class)
Ardent Reaver[edit]
<!-Introduction Leader->[edit]
- Quick Build
You can make a Ardent Reaver quickly by following these suggestions. First, Charisma should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Ardent Reaver you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Ardent Reaver level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ardent Reaver level after 1st
- Proficiencies
Armor: light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Max Souls | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | Spellcasting, Xaldranar's Origin, Vampiric Touch as Cantrip | 4 | 2 | - | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 4 | 3 | 1 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 4 | 4 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 5 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 5 | 6 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 5 | 7 | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 5 | 8 | 6 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 9 | 7 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 5 | 10 | 8 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 6 | 11 | 9 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 6 | 12 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 6 | 12 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 6 | 13 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 6 | 14 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 6 | 14 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 15 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | 15 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 6 | 16 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 16 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 6 | 17 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Xaldranar's Origin[edit]
You're spellcasting ability comes from a ritual completed by the Lich King Xaldranar. The Lich King has granted you the ability to cast Vampiric Touch at level 1 as a cantrip and if it kills the target, you absorb the target's soul that can be used as a charge for spellcasting. You can also cast Vampiric Touch on a corpse for a creature that has died within the last 2 turns and absorb their soul before it leaves the body.
The ritual the Lich King used to grant you power sacrificed the life of a Druid giving you the ability to learn and use specific Druid spells. Prior to the ritual you were a young Wizard studying in the Necromancy school of magic. You will learn primarily necromancy spells as you level.
- Spell Charges
You can gain charges by absorbing the souls of fallen enemies that have souls. You gain 1 charge per soul with a maximum as shown in the table.
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
Vampiric Touch, Chill Touch, Thorn Whip, Light, Cause Fear, Ray of Sickness
- 2nd Level
Wither and Bloom
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Ardent Reaver class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes<!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><!-gets ability from a separate source, often doesn't have spellcasting-><!-pact-based arcane caster-><!-gains power through knowledge, almost always spellcaster->