Path of the Northern Reaver (5e Subclass)
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Path of the Northern Reaver
The Reavers are warriors amongst the barbarians of the north whom have taken to piracy and raiding as a means of living. The seas of the Old World are full of terrors, some Human, others subhuman. Among the most feared mariners are the North Reavers, brutal warriors who plunder the coastlines in search of foodstuffs, gold, and slaves. They are a merciless lot, hardened from their frequent battles with Imperial sailors and the feeble militias that stand against them. Reavers sail the seas to bring booty back to their settlements in their frozen lands.
Starting at 3rd level, while you are raging, your emotions are dulled and you cover yourself with an icy exterior. At the start of each turn while you are raging you gain temporary hit points equal to half (rounded up, minimum of 1) of your barbarian level, temporary hit points gained through this feature stacks with itself to twice your maximum of your barbarian level. The temporary hit points gained this way last until you stop raging.
Starting at 3rd level, you are adept on both sea and land, you have a swimming speed of 30 feet. If you already have a swimming speed, it increases by 15 feet.
At 6th level, when you use the reckless feature, you may also consume all your temporary hit-points, if you do so, your next weapon attack that hits does additional damage of that weapons equal to the amount of temporary hit points consumed.
Against the Odds
Additionally at 6th level, life has never been in your favor but yet you have learnt to thrive, when you score a critical hit on an attack with disadvantage (lower dice is a critical), you make an additional attack against the same target as part of your attack action.
Raider of the North
At 10th level, you are now a veteran of the north. You become acclimated to the extreme cold, if you already are, you have advantage on Wisdom (Investigation) check to track creatures while in the arctic environment.
Additionally, you can easily spend 1 hour to create a shelter that can fit 5 people. While in this shelter, creatures not acclimated cold will no longer suffer all non-magical penalties from the extreme cold environments, this shelter can only last for 10 hours, after which it collapses.
At 14th level, You are now the champion of the north. While raging, your focus becomes as hard as ice, you are immune to being charmed.
Furthermore at 14th level, while you are raging, once per turn, when you hit a creature, you may use the maximum damage instead of rolling. If you kill a creature with that hit, your next attack on this turn is a critical hit.
You can use this feature a number of times equal to your 1 + Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.