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Ice Reaver

ICE REAVER BENEFITS
    Your people don’t fight all the time. You were raised to be a hardy hunter, and live off the great herds of the northern tundra or the seals and whales of the cold seas. The rugged mountains and broken glaciers of your homeland might be impassable to other travelers, but not to you. In battle, you rely on pure ferocity, charging into the thick of the fighting and hewing down your enemies with reckless abandon. Your many battles earn you a reputation among other raiding tribes and barbarian mercenaries employed in civilized lands, and they listen carefully when you speak. In time, your fame grows so great that hundreds of northern warriors answer your call when you decide to launch a raid of your own.   Skill Bonuses (1st level): You are proficient in Intimidation, and one other skill appropriate to your tribe: Athletics, Animal Handling, or boats and navigation tools. Ice reavers are renowned for their violent ways, and you are familiar with the hard terrain of your home.   Reaver’s Charge (1st level): You can perform a Reaver’s Charge before initiative is rolled in an encounter, as long as you are not surprised. You can also use a bonus action to perform a Reaver’s Charge any time you reduce an enemy to 0 hit points (or less) with a melee attack. When you perform a Reaver’s Charge, you move up to your speed and make a melee attack. You can use Reaver’s Charge once, and then you must take a rest before you can use it again.   Renowned Raider (6th level): Your name is known among the fighting peoples of Thule, and your reputation precedes you. When you make a skill or ability check to interact with barbarians, mercenaries, or outlaws, you gain tactical advantage.   Reaver Chief (10th level): You can call for raiders from your homeland to go marauding with you (including a ship if they are a seafaring people). Your raiders are equivalent to tribal warriors. Once per three years, you can raise a horde for a major attack.

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