Ravager, Variant (5e Class)

From D&D Wiki

Revision as of 08:27, 12 November 2020 by Anastacio (talk | contribs)
Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: missing introduction and "creating a..." section


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Ravager

A class that focuses on the very life force that drives all creatures and how to manipulate it.

<!-Introduction Leader->

Creating a Ravager

1a75526cbaf5313e950a2fa73a6c4115.jpg


Quick Build

You can make a Ravager quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Urchin background.

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: Medium Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Constitution and Your choice of Strength or Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Slight of Hand, Stealth and Survival.

Equipment

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

  • If you are using starting wealth, you have 2d4 X 10 GP in funds.

Table: The Ravager

Level Proficiency
Bonus
Features
1st +2 Staunch, Strain, Vitality
2nd +2 Taunt, Transferal
3rd +2 Blood Rite Feature
4th +2 Ability Score Improvement
5th +3 Staunch Upgrade, Aura of Decay
6th +3 Blood Sense, Distortion
7th +3 Blood Rite Feature, Coagulation
8th +3 Ability Score Improvement, Staunch Upgrade
9th +4 Transferal Upgrade, Aura of Decay Upgrade
10th +4 Fountain of Life
11th +4 Strain Upgrade
12th +4 Ability Score Improvement
13th +5 Blood Rite Feature, Transferal Upgrade
14th +5 Aura of Decay Upgrade, Convergence
15th +5 LifeLock, Taunt Upgrade
16th +5 Ability Score Improvement
17th +6 Strain Upgrade
18th +6 Blood Rite Feature
19th +6 Ability Score Improvement
20th +6 Bleeding Wound

Staunch

Starting 1st level, as an action you may roll a single Hit-Die and lose that much HP, at the start of every round for the next 2 rounds you regain that much HP. This requires concentration to maintain

Strain

Also at 1st level, once per turn you may expend HP in order to push yourself beyond your own natural limits roll a single Hit-Die and lose that much HP to grant yourself a free movement or interaction

Vitality

Also at 1st level, Whenever you take another level in Ravager you gain an additional Hit-Die

Taunt

Starting 2nd level, as an action you may choose a creature you can see within 30ft, that target must make a Wisdom save the DC = 8 + your Proficiency bonus. On a failed save the creature must spend its turn trying to attack you, which it does so at Disadvantage. This lasts until the creature hits you. The creature may repeat the saving throw at the end of each of its turn.

Transferal

Also at 2nd level, as an action, you may roll a single Hit-Die and lose that much HP, you may select a creature within 20ft that you can see to gain double that amount in Temp HP

Blood Rite

At 3rd level, you choose a Blood Rite. Choose between The Rite of the Dead, The Rite of the Soul, The Rite of The Abused, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 13th and 18th levels.

Ability Score Increase

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.

Staunch Upgrade

Starting 5th level, as an action you may roll a single Hit-Die and lose that much HP, at the start of every round for the next 4 rounds you regain that much HP. This requires concentration to maintain

Aura of Decay

Also at 5th level, as an action you may turn on an aura that at the start of your turn consumes 1d4 HP from all creatures within 5ft of you and heal for half the amount rounded up. This requires concentration to maintain, and can be turned off as a bonus action

Blood Sense

Starting 6th level, when you make an attack against a creature who has less than ¼ rounded up of their max HP remaining that attack is made at advantage.

Distortion

Also at 6th level, when you or a creature you can see within 30ft is targeted with an attack, as a reaction, you may roll any number of six-sided dice, you lose an amount of HP equal to the total rolled and cause that attack to have a penalty to the attack roll equal to half the rolled total rounded up.

Coagulation

Starting 7th level, as a bonus action you may roll a single Hit-Die and lose that much HP, to increase your AC by one until the start of your next turn

Staunch Upgrade

Starting at 8th level, as an action you may roll a single Hit-Die and lose that much HP, at the start of every round for the next 5 rounds you regain that much HP. This requires concentration to maintain

Transferal Upgrade

Starting 9th level, as an action, you may roll a single Hit-Die and lose that much HP, you may select a creature within 10ft that you can see to gain double that amount in Temp HP.

Aura of Decay Upgrade

Also at 9th level, as an action you may turn on an aura that at the start of your turn consumes 2d4 HP from all creatures within 5ft of you and heal for half the amount rounded up. This requires concentration to maintain, and can be turned off as a bonus action

Fountain of Life

Starting 10th level, you regain twice as much healing from health potions.

Strain Upgrade

Starting 11th level, once per turn you may expend HP in order to push yourself beyond your own natural limits, you may roll a single Hit-Die and lose that much HP to grant yourself an additional bonus action, reaction, movement or interaction

Transferal Upgrade

Starting 13th level, as an action, you may roll a single Hit-Die and lose that much HP, you may select a creature within 20ft that you can see to gain double that amount in Temp HP.

Aura of Decay Upgrade

Starting 14th level, as an action you may turn on an aura that at the start of your turn consumes 2d4 HP from all creatures within 10ft of you and heal for half that amount rounded up. This requires concentration to maintain, and can be turned off as a bonus action

Convergence

Also at 14th level, as an action, you can take 1d6 damage for every creature that you choose within 20ft. The next attack that you make that hits one of those creatures adds this amount of damage to the attack.

Life Lock

Starting 15th level, as a bonus action you may choose a willing creature within 10ft that you can see, their HP becomes yours and vis-versa until you or they leave the range this requires concentration to maintain

Taunt Upgrade

Also at 15th level, as an action you may choose a creature you can see within 30ft, that target must make a Wisdom save the DC = 8 + your Proficiency bonus + your Con mod. On a failed save the creature must spend its turn trying to attack you, which it does so at Disadvantage. This lasts until the creature hits you. The creature may repeat the saving throw at the end of their turns

Strain Upgrade

Starting 17th level, twice per turn you may expend HP in order to push yourself beyond your own natural limits, you may roll a single Hit-Die and lose that much HP to grant yourself a additional bonus action, reaction, movement or interaction

Bleeding Wound

Starting 20th level, as a bonus action, when you land an attack you may take damage equal to the amount of damage dealt to the creature and cause the target to bleed, at the start of each round this damage is reduced by half, rounded down and dealt to the target again. This can stack.

Rite of the Dead

Fatal Control

Starting 3rd level when you take this Rite, when unconscious you gain advantage on death savings throws however any effect that would stabilize you, other than gaining three death savings throw successes, now only grants you a single death savings throw success.

Spare the Living

Starting 7th level, as an action you may choose one creature within 30ft that you can see and is unconscious to become unstable if they were not already and take a single death savings throw failure, you gain half of their max HP as temp HP that decays by half at the start of each of your turns.

Relinquish

Starting 13th level, when you regain consciousness from after reaching 0 HP you now regain half your max HP.

Unrelenting Force

Starting 18th level, when you reach 0 HP, you gain one HP and your max HP as temp HP that decays by half at the start of each of your turns. You may use this feature once, regaining the use of it after a long rest.

Rite of the Soul

Soul Tie

Starting 3rd level when you take this rite, as a bonus action you may choose a creature within 30ft that you can see. The target must make a constitution save against a DC = 8 + your proficiency bonus + your con mod, or be tied to you. Other abilities from this rite use this tie. The tied creature may attempt to repeat the save at the end of each of it's turns, this can also be broken by you at will

Life Link

Also at 3rd level, as a bonus action you may choose to have any damage dealt to either you or your tie until the start of your next turn is shared with the other at half the value rounded down

Blood Tie

Starting 7th level, as a bonus action you may roll a single Hit-Die. Both you and your tie lose that much HP at the start of both their and your turn until they or you break the tie.

Essence Drain

Starting 13th level, as an action any damage dealt to your tie until the start of your next turn heals you for half the amount rounded up.

Syphon

Starting 18th level, as an action you can cause yourself and any creature you can see within 25ft of you to take 1d10 damage, you may then choose one creature affected, including yourself, half the total amount of damage dealt is given as HP or dealt as damage. You may use this feature once but regain the use of it after a long rest.

Rite of the Abused

Vital Attack

Starting 3rd level when you take this rite, as a bonus action you may roll a single Hit-Die and lose that much HP to add that much damage to your next attack.

Vital Strike

Starting 7sth level, when you perform an opportunity attack you now do so at advantage.

Critical Status

Starting 13th level, when you make an attack against a creature that has less than ¼ rounded up of their max HP remaining your critical range is increased to 18-20.

Living Bomb

Starting 18th level, as an action you are able to deal your current HP in damage to a single target you touch, you instantly go unconscious and gain one death savings throw failure after using this feature. You may use this feature once but regain the use of it after a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into or out of the Ravager class, you must meet these prerequisites: Have a Constitution score of at least 14 or a total maximum HP of 80.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: