Best Dmg Type For Reaver
The build has incredible attack dmg done by the best dmg type for melee but even 3.1k effective DA, 2.8k armor, 15% adcth, 25% impaired aim/fumble and 80% dodge on a proc, Serenity, Ghoul, Prismatic Diamond and overcapped AS can’t guarantee you safety because of how incredibly unstable Cadence is. It’s just not comfortable to play. Actually, best twink item ever (for people under lvl 20) is swiftblade of zek. 18 delay, and you have a dmg cap anyways so you can only hit for 20 dmg. Plus, there is no recommended lvl so you get plus 100 hp and 10 ac and other great stats. Hands down, a lvl 1-10 using a. Reading the DR Type: The number listed is the amount of damage that an attack is reduced. After the slash (/), the damage type listed is the type of attack that will bypass the DR. For example, 'DR 10/Good' will take 10 off every attack unless that attack has the 'Good' descriptor attached to it. If there's a dash (-) after the slash, 'DR.
From D&D Wiki
- 1Shadow Reaver
- 1.1Class Features
- 5Fighting Style
- 7Cantrips
- 8Spells
Shadow Reaver[edit]
Shadow reaver is a special class that interact, use, consume and becoming one with shadows.Shadow reavers use weapons and spells equally and combine them aswell.As a shadow reaver, you use shadow points that you earn to cast spells or to interact with shadows. When you out of shadow points you can’t use spells that require shadow points until you long rest or consume them from enemys.You can consume shadows from dead creatures or steal them with special spells.
- Quick Build
You can make a Shadow Reaver quickly by following these suggestions. Put your highest ability score in Dexterity, followed by Charisma and Constitution.
Class Features
As a Shadow Reaver you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Reaver level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Reaver level after 1st
- Proficiencies
Armor: Light, Medium, and Shields
Weapons: Simple weapons and Martial weapons
Tools:
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a Light crossbow and 20 bolts or (b) two daggers
- Studded Leather armor and thieves tools
- (a) cloak and hood (optional color) or (b) common clothes
Level | Proficiency Bonus | Shadow Strike | Connection to Shadows | Features | Cantrips | Shadow Points |
---|---|---|---|---|---|---|
1st | +2 | 1d4 | +3 Stealth, +3 Shadow Medicine | Shadow Strike, Fighting Style, Dark Geysir, Path of Shadows | Shadow step | 2 |
2nd | +2 | 1d4 | +10 movement, +5 Shadow Medicine | Shadowball | Consume Shadows | 3 |
3rd | +2 | 2d4 | Checks with S. control are with Charisma | Crossbow Specialist | Shadow Shift | 4 |
4th | +2 | 2d4 | +Cha. mod. to Initiative rolls | Ability Score Improvement, Shadow Clone | Shadow View | 5 |
5th | +3 | 2d4 | Att.roll with weapons higher than 15 steal shadow | Extra Attack, Expertise | Shadow step (2) | 7 |
6th | +3 | 3d4 | If hiden, enemy has disadv. on SaveT | Meditation, Shadow Steal | - | 7 |
7th | +3 | 3d4 | Half incoming dmg from melee att. | Crossbow Specialist (2), Evasion | Shadow Shift (2) | 8 |
8th | +3 | 4d4 | Add Charisma mod. to Saving throws | Ability Score Improvement, Cleanse | - | 9 |
9th | +4 | 4d4 | +7 Shadow medicine | Shadow Binding | Shadow Bond | 10 |
10th | +4 | 4d4 | +2 on Att. roll with spells | Fighting Style (2), Expertise (2) | - | 10 |
11th | +4 | 5d4 | Dex. +2 (max.24) | Crossbow Specialist (3), Soul Drain | Shadow step (3) | 11 |
12th | +4 | 5d4 | +2 to Spell Save DC | Ability Score Improvement | - | 12 |
13th | +5 | 5d4 | Att.roll with weapons higher than 14 steal shadow | Umbral Disengage | Shadow Shift (3) | 13 |
14th | +5 | 5d4 | Spend 3 SP on critical rolls for triple dmg | Shadow Force | - | 14 |
15th | +5 | 5d4 | Add Charisma mod. to Att. rolls or dmg rolls | Corrupted Mind, Expertise (3) | Soul Restore, | 15 |
16th | +5 | 6d4 | Charisma +4 (max. 24) | Ability Score Improvement | - | 16 |
17th | +6 | 6d4 | +2 to Spell dmg | Paranoia | Shadow step (4) | 17 |
18th | +6 | 6d4 | Immunity to slash., pierc., bludg. dmg) | Fighting Style (3) | - | 18 |
19th | +6 | 6d4 | +10 movement, +15 Shadow medicine | Ability Score Improvement | Shadow Shift (4) | 19 |
20th | +6 | 6d4 | Att.roll with weapons higher than 13 steal shadow | Shadow Absorb | - | 20 |
Shadow Points[edit]
Shadow Reavers use shadow points for spells. The amount of points are shown in the Shadow reaver table. Costs for spells are shown in the spell discription as SP.
Connection to Shadows[edit]
How you level up, Shadow Reavers become more and more one with Shadows what gives you special bonuses shown in the Shadow Reaver table.
Shadow Strike[edit]
Beginning at 1st level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 of the damage type to a creature you hit with an attack. The attack must use a one handed melee weapon or ranged weapon.
The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Reaver table.
Fighting Style[edit]
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 10 & 18 level, you may choose another.
Piercing Shot[edit]
You gain + proficiency bonus to Damage rolls you make with ranged weapons.
Shadow aiming[edit]
You gain +2 to Attack rolls you make with ranged weapons.
Shadow defense[edit]
While you are wearing light armor you gain a +2 bonus to AC.
Path of Shadows[edit]
Starting at 1st level every Shadow Reaver has his own path. Your path of Shadows is shadow control.You can control shadows around of you, put them out of the flor and walls and control them in any form that you want.
Cantrips[edit]
Shadow Step (Concentration)[edit]
- Range: Selfcast
- Duration: Until you attack
- Casting time: 1 action, on 17th lvl bonus action
On 1st level you can become one with shadows and you become invisible until you move or you attack or you can enter a shadow of a living creature. You hear and see the same like the owner of the shadow. When invisible, you have the status “Unseen”, you have adv on att. rolls, and the enemy have disadv. on att. rolls against you.On lvl 5, 11 & 17 Shadow step is improved.
- On 5th level you stay invisible even when you move.
- On 11th level you can go through objects while invisible. If you’re in a object on the start of your turn you take 1d10 dmg until you left the object.
- On 17th level you can use Shadow step as a bonus action. The invisibility still breaks when you attack.
Shadow shift (Instantaneous)[edit]
- Range: 30/60 feet
- Casting time: 1 bonus action
On 3rd level you can use a bonus action to teleport to a shadow or a place with dim light within the range. On lvl 7, 13 & 19 Shadow shift is improved.
- On 7th level the range grows to 60 feet.
- On 13th level if you teleport from one place to another, if you hit a creature while teleporting you deal them 2d8 + Charisma modifier dmg or on the impact place 4d8 + Charisma modifier.
- On 19th level you can teleport everywhere in range.
Shadow view (Concentration)[edit]
- Range: Selfcast
- Casting time: 1 bonus action
- Duration: 1 min.
On 4th level you can use this cantrip. Your eyes turn completely black and radiate a dark aura. You gain the ability to see the souls of creatures if they have one & you see the outline of creatures. The soul of a living creature looks like a burning blue sphere & a soul of a dead creature like a burning red sphere. You can see the souls of creatures through objects if the object isn’t thicker than 5 feet.
Shadow bond (Instantaneous/Passive)[edit]
- Range: Selfcat
- Casting time: Reaction
- Duration: Until the condition ends
You can use this cantrip on 9th level. Your mind have a strong bond with the Shadow realm so that you immediately send to the Shadow realm when you have one of the following conditions Grappled, Incapacitated, Paralyzed, Restrained, Stunned or Knocked. You stay in the Shadow realm until the condition ends
Soul restore (Ritual)[edit]
- Range: Selfcast
- Casting time: 1 hour
- Duration: Until you die or recast this spell
On 15th level you can use this cantrip. You sacrifice 10 of your collected shadows to send a part of your soul to the Shadow realm. You need to meditate 1 hour without interrupting to succeed. The sacrifice offers you a respawn if you die on your journey in the Shadow realm counter part of your actual location with half of your HP. The ritual is very exhausting and you need to rest for few hours after the ritual. Because you mentally and physically trying to connect with the Shadow realm, everyone who interrupt the ritual, the shadows that dancing around you goes into the person a he lose consciousness and is persecute by painfull nightmares. In the worst case that person could die.
Spells[edit]
Dark geysir (Conjuration)[edit]
- Range: 60 feet
- Casting time: 1 action
At 1st level you gain this spell. U can use 1 SP and choose a point on the flor. A dark geysir shoots out from the ground and every enemy in a 30 feet radius must succeed a Dex. Saving throw or take 4d8 +Charisma modifier shadow damage on a failed save & half if succeed.
You can use more SP to increase the dmg for 1d8 for each SP spend.
Shadowball (Conjuration)[edit]
- Range: 60 feet
- Casting time: 1 action
- Duration of the shadow steal: 1 hour
At 2nd level you gain this spell. You use 1 SP to cast and throw a sphere of shadows in a direction of your choise. If the sphere hits a enemy, it deals 2d8 +Charisma modifier shadow damage. The target must succseed a Charisma Saving throw or you steal his shadow.
Best Dmg Type For Reaver Pc
You can use more SP to increase the dmg of Shadowball for 1d8 each.
Consume shadows (Transmutation)[edit]
- Range: Selfcast
- Casting time: 1 action
At 2nd level you gain this spell. You consume 1 SP to heal yourself for 1d8 + S.medicine mod.You can increase the healing effect for 1d8 for spending more SP.
Shadow clone (Conjuration)[edit]
- Range: 30 feet
- Casting time: 1 bonus action
- Duration: 1 min.
At 4th level you can use 1 SP to create a Shadow clone within the range. The clone have your shape and is completely black. The clone doesn’t have HP and disappear when damaged.The clone can attack instead of you and deals the same dmg like you would do with the attack, but you still lose bolts for the attack. You can have max. 3 clones active at once.
In addition to that you can use a reaction to change places with your clone. This feature can be used to avoid attacks or Saving throws, but the clone still disappear after get hit.
Meditation (Conjuration)[edit]
- Range: Selfcast
- Casting time: 1 bonus action
At 6th level, you can use your bonus action to regain Shadow points equal to your Dexterity modifier. You are only able to use this feature 1 time, and regain expended uses upon finishing a shor or long rest.
Shadow steal (Transmutation)[edit]
- Range: 60ft
- Casting time: 1 action
At 6th level, you can use 1SP to send your shadow to a target. The target must make a Dex. Saving throw. If he fails, he takes 2d8 +Charisma mod. shadow dmg and you heal yourself for the full amount of the dmg dealed, and if the target succseed, he takes only half of the dmg and you heal yourself half of the dmg dealed insteed.
Cleanse (Transmutation)[edit]
- Range: Selfcast
- Casting time: 1 action
At 8th level you are able to use 1 SP to send your shadow inside your body to remove all status conditions that let you move your body and if you’re conscious.
Shadow binding (Conjuration)[edit]
- Range: 30 feet
- Casting time: 1 action
- Duration: 1d4 turns
At 9th level you can spend 2 SP to cast shadows under the creature. The shadows sheathe the creature and the creature must succeed a Charisma saving throw or be Restrained by the shadows for 1d4 turns. While Restrained by this spell, the target takes 2d8 +Charisma modifier shadow damage at the start of each of its turns. A creature Restrained by the shadows or one that can touch the creature can use its action to make a Charisma check against your Spell save DC. On a success, the target is freed.If the creature succeed on the saving throw, you can spend 2 more SP as a reaction to sheathe the creature harder with more shadows what blocks the saving throw of the creature. You can only use this feature if the duration of the spell allows you to bind the creature more.
A Restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.The creature has disadvantage on Dexterity Saving Throws.
Soul drain (Enchantment)[edit]
- Range: Weapon range
- Casting time: 1 bonus action
At 11th level you can enchant your bolt with life draining shadows. You can use 2 SP and the next time you make a ranged attack (dmg rolle as normal) and you hit a creature, you heal yourself for half of the damage done to the creature. You can use 4 SP to heal yourself for the full amount dmg done.
Shadow Force (Conjuration)[edit]
- Range: 60 feet
- Casting time: 1 action
- Duration: 1 day
At 14th level you can use 5 SP to cast the most powerfull shadow spell with the highest damage peak.
You charge your shadow powers in your left arm and you can unleasch the power immediately and deal 2d10 shadow dmg to a creature or you can let it charge for every turn.For every turn the dmg grows for 1d10 + 5 shadow dmg up to a maximum from 10d10 +40 shadow dmg.While you charging you can move, cast other spells and attack normaly. Cause Shadow force only charging up in stressfull situations, the dmg only grows up in combat.The charge stays up to 1 day from the beginning of the spell, in this time you need to use the spell or the spell expires.
Paranoia (Transmutation)[edit]
- Range: 30 feet
- Casting time: 1 bonus action
- Duration: 1 hour
At 17th level you can use 10 SP to turn yourself in a monstrous creature made of shadows. On your transformation you project a phantasmal image of a creature's worst fears. Each enemy creature in a 60-foot cone must succeed on a Charisma saving throw or drop whatever it is holding and become Frightened for the duration.While Frightened by this spell, a creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Charisma saving throw. On a successful save, the spell ends for that creature.• A Frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.• The creature can’t willingly move closer to the source of its fear.While Paranoia is active you have adventage on Attack rolls and Saving throws, you restore 2 SP every turn, you steal the shadow from each creature that you attack and you have double dmg on Shadow strike. You are floating and can fly for the duration.
You can use this spell once per long rest.
Crossbow specialist[edit]
Archers who choose this path have trained extensively with crossbows. These specialists have mastered the technique of firing lethal bolts at an alarming pace, most often leading to deadly results. Dmg extractor app.
Starting at 3rd level, due to your training with the crossbow, you gain the following benefits:
- You ignore the loading property of crossbows with which you are proficient.
- You gain a bonus to damage rolls made with crossbows equal to half your proficiency bonus.
- You can switch between crossbows as bonus action
At lvl 7 & 11 you can improve as Crossbow specialist in Critical hits and Multi-attacks.
At 7th level, you gain the following feature:
- Critical strike improvement: Whenever you attcak with a Crossbow and you roll a 19 or 20 on a Att. roll it counts as a critical strike.
At 11th level, you gain the following feature:
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- Multi-targeting: You can choose a target that you can see and mark him. You make a Attack roll as normal and if there’re any other enemys around the marked enemy in a 30 feet radius your bolt splits and hit the other enemys & they take the same amount dmg like the target enemy. In addition to that, if there no other enemys around the target, you can attack him twice on a attack action. You need for every creature bolts.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expertise[edit]
At 5th level, you may choose one of your skills that you are proficient in. Your proficiency bonus for the selected skill is doubled.At 10th & 15th level, you may choose another one skill to double your proficiency bonus for this skill.
Evasion[edit]
At 7th level, your connection to the Shadow Realm protects you from certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Umbral Disengage[edit]
At 13th level, when a creature attacks you, you can use your reaction to disapear into the shadow realm for a moment. You dodged that attack and the creature that attacks you end his action immediatly.
Corrupted Mind[edit]
At 15th level, Your mind is a dark miasma of shadowy thoughts. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Shadow Absorb[edit]
At 20th level you gain the ability to absorb shadow from the surrounding. You gain at the start of every of your turns 2SP & and if Paranoia is active you gain 4SP .
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