(SETTING NOT FULLY DEVELOPED) MC Origins: Ravager (5e Class)

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Ravager[edit]

Ravagers are fighters that use tactics employed by vindicators, specializing in taking their opponents head on and smashing them into the ground with pure strength flowing in their arms. Capable of withstanding multitudes of blows while dishing out even more, they also make excellent frontliners to occupy enemies while their allies support the main show of the battle from the back.

Ravagers are mostly inclined towards being more animalistic than civilized, so it is no wonder why many ravagers are adventurers, but it is not uncommon to see them performing other combat-oriented duties.


Creating a Ravager[edit]

When you decide to create a Ravager, you have to think about why your character is so trained in arts of slaughter. What pushed your character into learning swordfight? was it because your settlement was constantly under threat of monsters, so you involuntarily had to prepare for the inevitable assaults. Or maybe you decided to train to fulfill your dreams of joining a military or becoming an adventurer. Maybe you were abducted by pillagers and they decided to raise you as one of them.

In addition, person who trained your character has also played its mark on the character. Who was this master: someone who was trained by pillagers, or a pillager themselves? How did the master treat your character? Was he friendly and assisted you in every way possible, or was he like bedrock, never showing a hint of softness? Did you have a close relationship, or did you despise each other, only being together because of your parents who forced your character to learn the sword?

Quick Build

You can make a Ravager quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, choose either iron armor if you do not have good dexterity, chainmail armor if your dexterity score is at least 15 and Leather armor if your dexterity score is higher than 15. Choose Melee weapon and a shield if you want to have maximum armor and two melee weapons if you want to maximize your damage.

This class does not feature Subclasses and functions without ones. If you wish, you can invent your own paths but it might upset the balancing of the class, which isn't stable to begin with.

Class Features

As a Ravager you gain the following class features.

Hit Points

Hit Dice: 1d12 per Ravager level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Ravager level after 1st

Proficiencies

Armor: All armor, Shields
Weapons: Martial weapons, Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Nature, Survival, Investigation, Intimidation or Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Set of Iron Armor or (b) Set of chainmail Armor or (c) Set of Leather Armor
  • (a) Martial Melee Stone weapon of your choice and a shield or (b) Two Melee Stone weapons
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • 5 Stone Javelins
  • If you are using starting wealth, you have 2d4x10 Iron Nuggets in funds.

Table: The Ravager

Level Proficiency
Bonus
Features Pillage Damage
1st +2 Blade Guard, Pillage 1d4
2nd +2 Danger Sence 1d4
3rd +2 Reckless Attack 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack, Charge 2d4
6th +3 Retribution 2d4
7th +3 Face Off 2d4
8th +3 Ability Score Improvement 2d4
9th +4 Brutality (1 use) 3d4
10th +4 Ruinous Strike 3d4
11th +4 Wildling, Keen Eyed 3d4
12th +4 Ability Score Improvement 3d4
13th +5 Brutality (2 uses) 4d4
14th +5 Paindrinker 4d4
15th +5 Persistence 4d4
16th +5 Ability Score Improvement 4d4
17th +6 Brutality (3 uses) 5d4
18th +6 Unpushable 5d4
19th +6 Ability Score Improvement 5d4
20th +6 Death Strike 5d4

Pillage[edit]

When you were trained in ways of Ravaging, you were also taught how to fully utilize savage attacks to strike your foes with much stronger brawn. Once per turn when you hit a creature with a melee weapon attack that was part of your attack action, you can add additional damage to the attack as shown on Pillage Damage column on Ravager table.

Critical hits do not increase amount of Pillage Damage dice rolled to determine damage dealt by Pillage feature.

Blade Guard[edit]

Your training has given you capacity to use your weapons as substitute shields to deflect attacks. For every melee weapon you are wielding in your hands, you apply -1 penalty against melee attack rolls made against you if you can see the attacker.

Danger Sence[edit]

At 2nd level, you become capable of detecting incoming hazards much quicker, giving you an edge when you attempt to dodge away from danger. You have advantage on Dexterity Saving Throws against effects that you can see, such as traps or spells. To gain this benefit, you must not be blinded, deafened or incapacited.

Reckless Attack[edit]

Starting from 3rd level, you can throw away all concern about defense to fully commit to the offensive. When you make your fist attack roll on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee attack rolls using Strength during this turn, but attacks rolls against you have advantage until start of your next turn.

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.

Extra Attack[edit]

Beginning from 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Charge[edit]

Starting from 5th level, you know how to use your momentum before striking to empower your attacks. If you have moved at least 20ft in a straight line towards a creature, you gain +5 bonus on attack and damage rolls on your first melee attack made against that creature.

Retribution[edit]

Starting from 6th level, whenever a creature within your wielded melee weapon reach deals damage to you, you can use your reaction to make a melee weapon attack against that creature.

Face Off[edit]

When you reach 7th level, enemies directly engaged with you start to have hard time taking their eyes away from your menacing presence, making it harder for them to attack anyone other than you. All Hostile creatures within 10 ft of you have disadvantage on attack rolls when they make an attack against creatures other than you.

Brutality[edit]

Beginning from 9th level, you become capable of making extremely brutal attacks that defy any humane capabilities. When you use your Reckless Attack Feature and manage to hit a creature with your melee weapon attack, you can turn that hit into a critical hit. Once you use this feature, you can't use it again until you finish a long rest. You can use this feature twice between long rests once you reach 13th level and thrice between long rests once you reach 17th level.

Ruinous Strike[edit]

Starting from 10th level, you can now focus your strength to damage integrity of enemy combatant's armor, opening a possibility for your allies to exploit. When you use your Pillage Feature, you can forgo dealing additional damage with the attack. If you do so, Target Creature's AC is reduced by amount of d4's that would be rolled to determine Pillage Damage Until start of your next turn.

(in other words, you reduce target creature's AC by 3 when you are 10th-12th level, by 4 when you are 13th-16th level and by 5 when you are 17th-2oth level, until start of your next turn.)

Wildling[edit]

When you reach 11th level, you gain expertise in two skills of your choice and proficiency in one skill of your choice. Skills chosen with this feature must be chosen from one of the following:

Athletics, Nature, Survival, Investigation and Intimidation.

Keen Eyed[edit]

Beginning from 11th level, your eyes become so keen that you become capable of seeing your surroundings near perfectly, even in total darkness. You gain expertise in Perception (if you didn't have it already). In addition, you see nonmagical darkness as dim light and you see dim light as bright light.

Paindrinker[edit]

Starting from 14th level, making others suffer now revitalizes you. Whenever you hit a creature with melee weapon attack you regain 3 hit points. Critical hits restore you 6 hit points.

Persistent[edit]

When you reach 15th level, putting you down for good becomes much harder. Whenever you are reduced to 0 hit points but not killed outright, you can make DC 10 Constitution Saving Throw, dropping to 1 hit point instead if you suceed. Every time you use this feature after first, increase DC by 5. DC resets back to 10 when you finish a long or short rest.

Unpushable[edit]

Beginning from 18th level, it becomes exceptionally difficult to move you against your will. You have advantage on all saving throws where failing a saving throw would force you to immidetly be moved against your will.

Death Strike[edit]

As you reach 20th level, your martial prowess reaches its peak, allowing you to make inhuman strikes that can rip people in half. When you hit a creature with a melee weapon attack, you can choose to activate this feature to turn this hit into a critical hit and deal additional 5d4 damage.

Once you use this feature, you can't do so again until you finish a long rest.

Multiclassing[edit]

This class was not designed to be multiclassed, and doing so might potentially create unbalanced characters. I strongly advice to DMs to refrain from allowing your players multiclassing into or out of this class.

.

Prerequisites. To qualify for multiclassing into the Ravager class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the Ravager class, you gain the following proficiencies: All armor, Shields, Martial weapons, Simple weapons.

Using this class in other settings[edit]

as this class was designed only for the Minecraft: Origins Setting (which isn't out yet), you can use this class in other settings by replacing set of Iron armor with chainmail, Set of chainmail armor with Scalemail and Set of leather armor with leather armor, and remove stone weapon type from starting equipment (So isntead of choosing any martial stone weapon, you choose any martial weapon instead). Similarly, replace starting wealth from iron nuggets to GPs.

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