Ravager, Variant (5e Class)
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A class that focuses on the very life force that drives all creatures and how to manipulate it.
< !-Introduction Leader->
Creating a Ravager
- 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.
As a Ravager you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Sleight of Hand, Stealth and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger or (b) A simple weapon
- (a) A simple weapon or (b) A sling with 20 sling bullets or (c) 8 darts
- (a) Leather armor and an herbalist's kit or (b) Chain shirt and a shield
- If you are using starting wealth, you have 2d4 X 10 GP in funds.
|1st||+2||Blood Rush, Taunt|
|3rd||+2||Blood Rite Feature|
|4th||+2||Ability Score Improvement|
|5th||+3||Bloodied Strike, Leach|
|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|
|15th||+5||Blood Bond, Adrenaline Surge|
|16th||+5||Ability Score Improvement|
|18th||+6||Blood Rite Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Force of Will|
At 1st level, you learn how to convert your lost blood into a carapace of dry blood that covers your skin, offering you protection. Whenever you take damage from an attack, you can roll your blood die, which is a d4, and gain a number of temporary hit points equal to the amount rolled on the die + your Constitution modifier. As normal, your temporary hit points aren't cumulative.
The size of your blood die increases as you gain levels in this class, as shown in the Blood Die column on the Ravager table.
Starting 2nd level, you can use your lifeblood to increase your speed temporarily. As a bonus action, roll a blood die. You lose that amount of hit points, and can take the Dash, Dodge, Disengage or make one melee weapon attack using your bonus action. If you make an attack, you cause additional damage equal the amount of hit points you lost + your Constitution modifier on a hit.
Starting 2nd level, when a creature you can see within a range equal to your movement speed take damage, you can use your reaction to move towards that creature. You must end your movement closer to the creature than when you started. If you end your movement within 5 feet of that creature, you take damage in its place.
Starting 2nd level, when you hit a creature with a melee weapon attack, you can use a bonus action and roll your blood die and lose hit points equal to the amount rolled. The target must succeed on a Constitution saving throw, or is bleeding.
A bleeding target takes necrotic damage equal to your blood die at the start of each of its turns. At the end of each turn, it can make a Constitution saving throw against your Blood save DC to end the effect. The target can also use its action to make a Wisdom (Medicine) check against a DC equal your Blood save DC to end the effect. Finally, the bleeding ends if the creature recovers at least 1 hit point.
At 3rd level, you choose a Blood Rite. Choose between The Rite of the Guardian, The Rite of the Soul, The Rite of the Abused, Rite of the Vengeful, Rite of the Masochist all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th and 17th levels.
Also at 3rd level, when you or a creature you can see within 20 feet is targeted with an attack, you can use your reaction and roll a your blood die, losing an amount of hit points equal to the number rolled. You subtract the number rolled from the result of that attack. If you cause the attack to miss, you can give a new target to that attack, using the same attack bonus (without the reduction) against a new target within range.
At 4th level, you can use your action and roll a blood die, losing that amount of hit points. You cause an ally creature you touch to regain the same amount of hit points.
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.
Also at 5th level, once per turn when you hit a creature with a melee weapon attack, you gain temporary hit points equal to the damage caused. If you are under half your maximum hit points, you regain hit points, instead of gaining temporary hit points.
Also at 5th level, when you make an attack against a creature who is bleeding, that attack is made at advantage.
Starting 7th level, you gain the following benefits:
- Your carrying capacity doubles.
- You can hold your breath for twice as long.
- You only require 4 hours of sleep during a long rest but still require a full 8 hours to complete the long rest.
- If you are at half your maximum hit points or lower, you roll Constitution saving throws at advantage.
Starting 7th level, when your Blood Shield is depleted, the remaining damage from that attack is halved, rounded down.
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 instead do not add their Con mod to the roll.
Fountain of Life
Also at 10th level, you double the amount of hit points you regain from healing potions or spells that cause you to regain hit points.
In addition, when you roll hit dice to recover hit points during a short rest, you roll two dice and choose the highest result.
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 + Com 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.
Starting 143h 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.
Also at 14th level, whenever you fail a saving throw, you can roll a blood die and lose an amount of hit points equal to the number rolled. You add the number rolled to the result of the saving throw, potentially turning that failure into a success.
Starting 18th level, you can lose a number of hit points equal to your blood die and gain one additional action on your turn. Doing so reduces both your current and maximum amount of hit points. You can use this feature only once in each of your turns.
Maximum amount of hit points lost using this feature are recovered after a long rest.
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.
Force of Will
Starting 20th level, whenever you roll initiative, you regain a number of hit points equal to a roll of your blood die.
Rite of the Guardian
Ravagers who choose the rite of the guardian shed their blood to protect those who cannot protect themselves. They are martyrs, willingly sacrificing their own well-being for the sake of others.
- 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 gain temporary hit points trough your Shield of Blood, you can give the same amount of temporary hit points to a creature of your choice within 10 feet.
- Aura of Vitality
Starting 6th level, you can mimic the effects of the aura of vitality spell in a limited manner. You are always under the effects of the aura, but when a creature regain hit points from it, it can't regain hit points from the aura again until you finish a long rest.
If you use the aura on a creature before the long rest, your maximum amount of hit points is reduced by an amount equal to the amount that creature regain. This hit point loss can't be prevented by any means. You can only regain your hit point maximum after completing a long rest.
- Marked for Death
Starting 11th level, at the start of your turn, you can mark a creature for death. When that creature is reduced to 0 hit points, you or another creature within 30 feet of your choice regain a number of hit points equal to your blood die, if the creature is under half its maximum of hit points. If it is above maximum its hit points, the chosen creature gain that amount in temporary hit points.
In addition, whenever you make an attack against a creature marked for death, you deal additional damage equal to your blood die. You can't have more than one creature marked for death at the same time.
- Unrelenting Force
Starting 17th level, when a creature you can see within 60 feet is reduced to 0 hit points, you can roll your blood die to allow one willing creature to use its reaction and move up to its movement speed towards a creature and make a weapon attack. On a hit, you can roll additional dice, up to half your level in this class (rounded down), losing hit points equal to the amount rolled, allowing your ally to cause additional damage equal to the amount of hit points loss by you.
Rite of the Soul
Creatures who perform the rite of soul link their blood, becoming blood brothers, forming a strong bond that links soul and body into a powerful union. Rite of Soul followers are extremely adept empaths, capable of reading emotions like no one.
- Soul Tie
Starting 3rd level, when you take this rite, you can use your action or bonus action to form a bond with one creature of your choice within 30 feet. A unwilling creature can make a Wisdom saving throw to attempt to resist this effect. On a failed save, the creature can reattempt the save at the end of each of its turns.
When a creature is bonded, you can use your action to command the creature to make a weapon attack, using its reaction. You can also use your bonus action and roll a blood die, losing that amount of hit points. The creature can make an attack using its reaction, dealing additional damage equal to the amount loss by you + your Constitution modifier on a hit.
- Life Link
Also at 3rd level, you can freely transfer lifeblood trough creatures who share the link. You can use your Transfusion feature with linked creature, as long as they are within 30 feet.
- Blood Tie
Starting 6th level, as a bonus action roll two blood dice and lose hit points equal to the number rolled. You can cause the linked creature to regain or take necrotic damage equal to the amount of hit points you lost + a roll of your blood die. A creature can make a Constitution saving throw to avoid losing hit points.
- Essence Drain
Starting 11th level, whenever a creature linked by you is reduced to 0 hit points, you can your reaction to rob its essence. When you do so, you can use it in one of the following, manners:
- Steal Life. If you have less than half your maximum hit points, you can use a bonus action until the end of your next turn to drain vigor from the soul and regain hit points equal to a roll of your blood die.
- Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
- Borrow Experience. You can use a bonus action until the end of your next turn to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage.
- Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
You can have only one soul stored at each time, and if you don't use the soul until the end of your next turn, it is lost.
Starting 17th level, you can form one additional soul link, up to a maximum of two. In addition, when a linked creature take damage, you can reduce or increase the damage taken by the creature by an amount equal to your blood die + your Constitution modifier, as a reaction.
Rite of the Abused
Not all have chosen to become a blood ravager. Some have been forced to it by circumstance. These ravagers were tortured and twisted, gaining this power for reasons outside their control.
- Vital Attack
Starting 3rd level, when you take this rite, all suffering you have undergone taught you how to deliver suffering. You can use your bonus action to add your blood die to the damage of all attacks you make until the end of your turn.
- Defensive Strike
Starting 6th level, the trauma you have suffered have honed your senses and make your reflexes quick. Whenever a creature enters a space within 5 feet of you, you can make an opportunity attack against it. You can also roll your blood die, losing that amount of hit points, and add the same value to the result of your attack.
- Critical Status
Starting 11th level, you can roll a blood die using your bonus action, losing that amount of hit points. For 1 minute, your attacks score a critical hit on a roll of 18-20. If the target is bleeding, this increases to 17-20.
- Living Bomb
Starting 17th level, when you successfully make an attack, as a bonus action you may roll a blood die and lose hit points equal to the amount rolled to mark the target. The next attack made until the end of your next turn against the marked target causes it to hemorrhage. The target takes necrotic damage on the start of its next turn equal to the damage caused while marked.
Rite of the Vengeful
- Shared Trauma
Starting 3rd level, when you use your blood shield, instead of gaining temporary hit points, you can instead force the target to make a Charisma saving throw, or take psychic damage equal to the amount of temporary hit points you would gain using Blood Shield.
Starting 6th level, when you hit a target that is bleeding, you can cause it to be poisoned until the end of your next turn.
Starting 11th level, when you are under half your maximum of hit points, you can use your bonus action to regain hit points equal to the amount of temporary hit points you have. Doing so causes your temporary hit points to become 0.
- Living Bomb
Starting 17th 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
- Strength Through Pain
Starting 3rd level, when you take damage, you can choose to not gain temporary hit points. Instead, you gain a number of pain points equal to your blood die + your Constitution modifier. Whenever you hit a creature with a melee weapon attack, you can cause additional damage equal to the amount of pain points you have, and your pain points become 0.
Pain points aren't cumulative, and much like temporary hit points, are replaced whenever you gain more pain points.
- Blood and Bone
Starting 6th 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.
Starting 11th 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 17th 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.
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.