Blood Ravager (5e Class)

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Creating a Blood Ravager[edit]

A Blood Ravager harnesses a craving for violence unlike anything else. If they can't harm others, then they tend to start harming themselves to keep the flow of blood going.

Quick Build

You can make a Blood Ravager quickly by following these suggestions. First, Constitution and Strength strength should be your highest ability scores. Lastly, choose either the Soldier or the Outlander as your background.

Class Features

As a Blood Ravager you gain the following class features.

Hit Points

Hit Dice: 2d12 per Blood Ravager level
Hit Points at 1st Level: 2d12 + Constitution modifier
Hit Points at Higher Levels: 2d12 (or 13) + Constitution modifier per Blood Ravager level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Torture Tools
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) one piercing weapon or (b) one bludgeoning weapon
  • (a) one simple weapon or (b) one martial weapon
  • one slashing weapon
  • Torture Tools
  • If you are using starting wealth, you have 1d4x10gp in funds.

Table: The Blood Ravager

Level Proficiency
Bonus
Features
1st +2 Bloodrush, Life of Pain
2nd +2 Blood Mark
3rd +2 Way of Blood
4th +2 Ability Score Improvement, Thrill of The Kill
5th +3 Extra Attack, Way Feature
6th +3 Dripping With Fear
7th +3 Way Feature
8th +3 Ability Score Improvement, Paint The Town Red
9th +4 Way Feature
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Bloodrush[edit]

Starting at 1st level, you have a pool of Bloodlust. Whenever you deal or take damage, add either the damage you dealt or the damage you took to your pool of Bloodrush. If you go unconscious from an attack, add twice the damage you took to your pool of Bloodrush. If you or a creature targeting you fails to deal damage on their turn, you lose 1d10 + your Blood Ravager level from your Bloodrush pool. Your pool of Bloodrush is decreased by 1d12 every hour. This timer is reset every time you gain Bloodrush.

Bloodrush Table
Bloodrush Amount Benefits
30 Your movement speed is increased by 5ft.
60 You gain a +1 to your attack rolls, but your AC is decreased by 1 to a minimum of 10.
90 You deal an additional 1d8 to any enemy that is NOT missing any hit points.
120 You can now land a critical hit on both a 19 and a 20, but your AC is decreased by 1 to a minimum of 10.
150 Your movement speed is increased by 5ft and you can use Dash as a bonus action.
180 Whenever you land a successful melee attack made against a prone creature can be considered as a critical hit.
210 You now get 2 reaction per turn, but your AC is decreased by 1 to minimum of 10.
240 You can give yourself disadvantage on your next attack in return for a bonus 1d10 to your damage roll.
270 If an enemy hits a creature other than you, you can use your reaction to gain a +1 to your next attack roll.
300 You have advantage on Initiative rolls, but your AC is decreased by 1 to a minimum of 10.

Life of Pain[edit]

Your life of pain has caused you to develop endurance beyond that of a Barbarian. Also starting at 1st level, whenever you level up, you roll your Hit Dice twice, but only add your Constitution Modifier once.

Blood Mark[edit]

Also starting at 2nd level, As a bonus action, you can consume 30 stacks of Bloodrush to mark a creature you can see. Anytime you would gain Bloodrush from the marked creature, the amount of Bloodrush you would gain is doubled. If the marked creature dies, you gain an additional 1d10 + your Blood Ravager level to your Bloodrush pool.

Way of Blood[edit]

At 3rd level, a Blood Ravager can choose their Way of Blood. They can choose the Way of Instinct, embodying the power of fright. Or they may choose the Way of Reflection, turning your enemies into your weapons.

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.

Thrill of The Kill[edit]

Starting at 4th level, whenever you kill a creature, you can use your reaction to consume 25 stacks of Bloodrush and regain a number of hit points equal to 1d4 x your Blood Ravager level.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.

Dripping With Fear[edit]

Starting at 6th level, if you injure yourself while a creature is watching, you have advantage on Intimidation Checks against that creature. You can also use an action to consume 15 stacks of Bloodlust to cast Cause Fear at 1st level. You can optionally spend and additional 15 stacks to upcast Cause Fear. This can be done up to 5th level.

Paint The Town Red[edit]

Starting at 8th level, whenever you land a successful melee attack, you can spend 30 stacks of Bloodlust to deal an additional 2d10 force damage.

Way of Instinct[edit]

Hunting Instincts[edit]

Starting at 3rd level, whenever a creature moves more than 15ft away from you in a single turn, you can use your reaction to consume a blood point. Doing this allows you to move up to your movement speed towards the creature and make an attack action. If the attack is successful, the creature must use it's next turn to deal damage to itself in whatever way the DM see fit.

Anxious Step[edit]

Starting at 5th level, your movement speed is increased by 10ft.

Blood Letting[edit]

Starting at 7th level, you can sense any creature with an open wound within 40ft of you. This sense doesn't give a location, only that a creature is within range. You can also spend a blood point to sense the direction of all creatures with an open wound within 160ft of you.

Fight or Flight[edit]

Starting at 9th level, any creature who is afraid of you must make a DC 15 Wisdom Saving Throw at the start of it's turn, or be incapacitated until the start of it's next turn.

Way of Reflection[edit]

The Way of Sight gives a Blood Ravager the power of supernatural perception.

The Way of Sight under construction!

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blood Ravager class, you must meet these prerequisites: Strength 15.

Proficiencies. When you multiclass into the Blood Ravager class, you gain the following proficiencies: Simple Weapons, Martial Weapons.


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