Ravager, Variant (5e Class)

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Ravager[edit]

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

< !-Introduction Leader->[edit]

Creating a Ravager[edit]

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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: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Strength, and your choice of Constitution or Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Sleight 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 Blood Rush, Taunt
2nd +2 Strain, Transferal
3rd +2 Blood Rite Feature
4th +2 Ability Score Improvement
5th +3 Bloodied Strike, Leach
6th +3 Adrenaline Surge, Distortion
7th +3 Blood Rite Feature, Coagulation
8th +3 Ability Score Improvement
9th +4 Willing Sacrifice, Blood Sense
10th +4 Blood Brothers, Fountain of Life
11th +4 Strain Upgrade, Blood Curse
12th +4 Ability Score Improvement
13th +5 Blood Rite Feature
14th +5 Hardened, Convergence
15th +5 Blood Bond, Survivor
16th +5 Ability Score Improvement
17th +6 Goad
18th +6 Blood Rite Feature
19th +6 Ability Score Improvement
20th +6 Force of Will

Strain[edit]

Starting 1st level, you gain the ability to sacrifice your own vitality to enhance your physical abilities or to produce supernatural effects. You have a Strain Die, which is a d6. Whenever a feature requires you to roll your Strain Die, you must roll the d6, and lose hit points equal to the number rolled. You have three strain features when you gain this feature: Blood Rush, Blood Shield and Transferal, but you gain more as you gain levels in this class.

When a Strain feature requires a save to avoid its effects, the save DC is 8 + your proficiency bonus + your Constitution modifier.

Taunt

You can use a Bonus Action to attract the attention and rage of a creature. Roll your Strain Die and choose one creature you can see within 30 feet. That creature must succeed on a Constitution saving throw, or is compelled into attacking you. That creature can't move further away from you than 30 feet, and have Disadvantage on attacks made against creatures other than you. The effect ends if you move further than 30 feet away from that creature, if you fall unconscious, if the creature die or if you taunt another creature.

Blood Rush

You can use a Bonus Action and roll your Strain Die to take the Dash, Disengage or Dodge actions. When you use Blood Rush, any Strain feature currently active on yourself ends.

Transferal

As a Bonus Action, you can roll your Strain Die and lose that amount of hit points to allow a creature you can see within 30 feet to regain hit points equal to the amount you just lost.

Blood Shield[edit]

Starting at 2nd level, your endurance grows as your vitality is sapped. When you roll your strain dice, you can create a magical blood shield on yourself that lasts until you finish a long rest. The blood shield has hit points equal to twice your Ravager level + your Constitution modifier. Whenever you take damage, the blood shield takes the damage instead. If this damage reduces the blood shield to 0 hit points, you take any remaining damage.

While the blood shield has 0 hit points, it can't absorb damage, but its power remains. Whenever you roll your Strain Die, the blood shield regains a number of hit points equal to the number rolled on the die (up to your shield maximum). Once you create the blood shield, you can't create it again until you finish a long rest.

Blood Rite[edit]

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[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.

Bloodied Strike[edit]

Starting 5th level, you can roll your Strain Die to make an attack using your Bonus Action. On a hit, you cause the normal damage of the attack, plus additional necrotic damage equal to the number rolled on the die, and your target bleeds. A bleeding creature loses hit points equal to your Strain Die at the end of each turn, unless itself or another creature uses an Action to make a Wisdom (Medicine) check against your Strain save DC, or until that creature regains at least 1 hit point.

Leech[edit]

Also at 5th level, once per turn when you are below half your maximum hit points and hit a creature that is bleeding due to your Bloodied Strike, you regain hit points equal to your Constitution modifier (minimum of 1).

Adrenaline Surge[edit]

Starting 6th level, when you must make a Savings Throw that does not have disadvantage imposed on it, you may choose instead to use your Constitution modifier instead of the normal ability modifier. This feature can be used a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.

Distortion[edit]

Also at 6th level, as a reaction when you or a creature you can see within 30 feet is attacked, you can roll your Strain Die to cause that attack to be made with disadvantage.

Coagulation[edit]

Starting 7th level, when your Blood Shield is depleted, the remaining damage from that attack is halved, rounded down.

Willing Sacrifice[edit]

Starting 9th level, when a creature you can see within 30 feet of you is damaged by an attack or ability, you can as a reaction choose to suffer all the damage that would have been dealt to them instead.

Blood Sense[edit]

Also at 9th level, when you make an attack against a creature who has the bleeding condition that attack is made at advantage.

Blood Brothers[edit]

Starting 10th level, when taking a short rest and using hit dice to recover hit points, you can choose to give out some of your hit dice to other members of your party; if they roll these, they do not add their Con mod to the roll.

Fountain of Life[edit]

Also at 10th level, whenever you regain hit points through non-magical means, the amount of hit points you recover is doubled.

Blood Curse[edit]

Also at 11th level, When you make an attack against a creature with the bleeding condition you may choose to instead of dealing damage as normal, to roll a six-sided dice and suffer that much damage and have them make a Con Savings Throw, DC = 8 + Con mod + Prof bonus, if they fail, impose disadvantage on everything they do until the end of their next turn, this can be used a number of times equal to your prof bonus and you regain all expended uses of this feature after a long rest.

Hardened[edit]

Starting 14th level, as an action, you may roll a six-sided dice and suffer that much damage, when you do this, until the end of your next turn, every creature that successfully hits you with a melee attack suffers damage equal to your Con mod. This damage can not be reduced, it also can not reduce the creature below 1 HP.

Convergence[edit]

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.

Blood Bond[edit]

Starting 15th level, when an ally uses your Blood Brothers feature to regain hit points during a short rest they now add your Con mod to the roll, they also become bonded with you. If a bonded creature falls unconscious you can instead choose to take the damage they would have suffered to yourself, if you do the bond breaks afterward.

Survivor[edit]

Also at 15th level, you gain the following benefits, your carrying capacity doubles, you can hold your breath for twice as long, you roll hit dice during a short rest at advantage, you only require 4 hours of sleep during a long rest but still require a full 8 hours to complete the long rest and you roll Con Saving throws at advantage.

Goad[edit]

Starting 17th level, when a creature under the effects of your Taunt feature misses their attack against you, you may make an attack against them in turn, this does not cost a reaction.

Force of Will[edit]

Starting 20th level, if you have any Blood Shield at the start of your turn, reduce the amount remaining by half rounded down instead of losing it entirely.

Rite of the Focused[edit]

Force of Life

Starting 3rd level, when you take this Rite, you find it that no matter where you look there will always be some one that need to be aided. When you generate Blood Shield from your Ravager abilities you also give an amount of Temp HP equal to the amount generated to one willing creature you can see within 15ft of you.

Marked for Death

Starting 7th level, as an action you may roll a six-sided die and suffer that much damage to mark an amount of creatures equal to your prof bonus, if a creature marked for death suffers damage, you heal yourself a number of Hit Points equal to your Con mod and the mark is removed. At the start of your next turn all creatures are no longer marked.

Aura of Vitality

Starting 13th level, when an unconscious creature regains Hit Points while within 15ft of you they automatically also regain a number of hit points equal to their level as well.

Mark of Death

Also at 13th level, When a creature is marked for death all attacks made against them are at advantage.

Unrelenting Force

Starting 18th level, when an ally’s HP is reduced to zero within sight of you, as a reaction you may roll a six-sided die and suffer that much damage to immediately grant that ally another movement and an attack action, they then fall unconscious but remain stable.

Rite of the Soul[edit]

Soul Tie

Starting 3rd level, when you take this rite, as an action you may choose a creature within 30ft that you can see. If the target is not willing it 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 reaction you may trigger one of your linked target's reactions, if they are not willing to they can make a DC = 8 + Prof bonus + Con mod, to resist. If they successfully resist then they lose their reaction and you loose yours but nothing else happens, if they fail the save then they are forced to make the reaction according to how you choose.

Blood Tie

Starting 7th level, as a bonus action roll a six-sided dice and suffer that much damage. You may choose to have all linked targets either regain HP or lose HP equal to half the amount you suffered, all linked creatures must have the same effect applied, this effect does not apply to you.

Essence Drain

Starting 13th level, as a bonus action you may force the target to move up to half their speed in any way you choose, if they are not willing to they can make a DC = 8 + prof bonus + con mod to resist. If they successfully resist then they lose half their movement that round and you lose your bonus action but nothing else happens. This does count as forced movement.

Tethered

Starting 18th level, you are now able to designate another creature as a link, allowing you to have a maximum of two linked creatures. Additionally when you use the Blood Tie feature you are now able to designate how many, six-sided die worth of damage you take and effect with this number can not exceed your proficiency bonus.

Rite of the Abused[edit]

Vital Attack

Starting 3rd level, when you take this rite, as a bonus action you may roll a six-sided dice and suffer that much damage to add that much damage to your next attack.

Vital Strike

Starting 7th level, when you perform an opportunity attack you now do so at advantage and you can now make an opportunity attack when a creature enters your melee range as well.

Critical Status

Starting 13th level, when you make an attack against a creature that has the bleeding condition your critical range is increased to 18-20.

Hemorrhage

Starting 18th level, when you successfully make an attack, as a bonus action you may roll a six-sided dice and suffer that much damage and mark the target causing the next attack that hits the target to hemorrhage. At the start of next round and each round thereafter the damage from the attack is reduced by half, rounded down and dealt to the target again. This effect stops when the damage becomes reduced to 1 or the target regains Hit Points in some way. You may use this feature once and regain the ability to use it again after a Long Rest.

Rite of the Envenomed[edit]

Shared Trauma

Starting 3rd level, you no longer gain Hit Points when your Blood Shield breaks, instead if you get hit when you have Blood Shield you deal damage to the attacker equal to your Con Mod.

Septicemia

Starting 7th level, when you make an attack against a creature that has the bleeding condition you can inflict them with the poisoned condition as well, when a bleeding and poisoned target takes damage the dealer can choose to have it be converted to poison damage instead.

Revitalise

Starting 13th level, if you have Blood Shield at the start of your turn you now heal yourself for half the amount remaining.

Living Bomb

Starting 18th level, as an action you may touch a creature and shatter your Blood Shield causing them to suffer force damage equal your Blood Shield, they can make a Con Save, DC = 8 + prof + Con mod to take half damage instead. Your Blood Shield is reduced to 0 afterward.

Rite of the Masochist[edit]

Strength Through Pain

Starting 3rd level, You no longer regain Hit Points when your Blood Shield Breaks. When you suffer damage to your Hit Points you instead gain twice as much as the damage suffered as Blood Shield.

Blood and Bone

Starting 7th level, At the start of your turn you can choose to roll a six-sided die and suffer that much damage in order to keep your entire Blood Shield.

Affliction

Starting 13th level, when you roll a six-sided dice for suffering damage to fuel your Ravager abilities you now do so twice and choose which roll you want to use.

Sacraficial Cost

Starting 18th level, if at the start of your turn you have more Blood Shield than you do Hit Points the next instance of using one of your Ravager features is done without sacrificing Hit Points.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into or out of the Ravager class, you must meet these prerequisites: Have a Constitution score of at least 13 or a total maximum HP of 80.

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