Ravager, Variant (5e Class)
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- 1 Ravager
- 1.1 < !-Introduction Leader->
- 1.2 Creating a Ravager
- 1.3 Class Features
- 1.3.1 Table: The Ravager
- 1.3.2 Blood Rush
- 1.3.3 Taunt
- 1.3.4 Strain
- 1.3.5 Transferal
- 1.3.6 Blood Rite
- 1.3.7 Ability Score Increase
- 1.3.8 Bloodied Strike
- 1.3.9 Leech
- 1.3.10 Survivor
- 1.3.11 Distortion
- 1.3.12 Coagulation
- 1.3.13 Willing Sacrifice
- 1.3.14 Blood Sense
- 1.3.15 Blood Brothers
- 1.3.16 Fountain of Life
- 1.3.17 Strain Upgrade
- 1.3.18 Blood Curse
- 1.3.19 Hardened
- 1.3.20 Convergence
- 1.3.21 Blood Bond
- 1.3.22 Adrenaline Surge
- 1.3.23 Goad
- 1.3.24 Force of Will
- 1.4 Rite of the Guardian
- 1.5 Rite of the Soul
- 1.6 Rite of the Abused
- 1.7 Rite of the Vengeful
- 1.8 Rite of the Masochist
- 1.9 Multiclassing
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, Medium Armor, Shields
Weapons: Simple Weapons
Saving Throws: Constitution and Your choice of Strength or Dexterity
Skills: Choose three 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|
Starting 1st level, whenever you sacrifice your Hit Points by using a Ravager feature or you are granted Temp HP, you instead gain an amount of Blood Shield equal to what was lost or granted, this acts as Temporary Hit Points with the included benefit that it stacks. If your Blood Shield becomes depleted before the start of your next turn you are healed for an amount of HP equal to your Con mod. At the start of your turn all remaining Blood Shield is lost.
Also at 1st level, as a bonus action you may roll a six-sided dice and suffer that much damage to choose a creature you can see within 15ft, that target must make a Wisdom save the DC = 8 + your Proficiency bonus + Con mod. On a failed save the creature must spend its turn trying to attack you in any way it chooses, this lasts until the creature hits you. The creature may repeat the saving throw at the end of each of its turns.
Starting 2nd level, once per turn you may expend your life force in order to push yourself beyond your own natural limits. You may roll a six-sided dice and suffer that much damage to grant yourself a free movement action or bonus action.
Also at 2nd level, as an action, you may roll a six-sided dice and suffer that much damage to choose a creature within 15ft that you can see to gain double that amount in Temp HP, this lasts until the start of your next turn.
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 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.
Starting 5th level, as a bonus action, you may roll a six-sided dice and suffer that much damage to make an attack, if the attack hits, it deals damage as normal and also applies the condition bleeding to the target.
Also at 5th level, once per round when you strike a target that has the bleeding condition you may gain Hit Points equal to your Con mod.
Starting 6th 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.
Also at 6th level, when you or a creature you can see within 20ft is targeted with an attack, as a reaction, you may roll a six-sided dice and suffer that much damage to cause that attack to be made with disadvantage.
Starting 7th level, when your Blood Shield is depleted, the remaining damage from that attack is halved, rounded down.
Starting 9th level, when a creature you can see within 20ft 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.
Also at 9th level, when you make an attack against a creature who has the bleeding condition that attack is made at advantage.
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 regain twice as much healing from health potions.
Starting 11th level, once per turn you may expend HP in order to push yourself beyond your own natural limits, you may lose one Hit-Die worth of Hit Points, to grant yourself an additional action, bonus action, reaction or movement action.
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 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.
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.
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.
Also at 15th level, when you must make a Savings Throw, before you roll, you may choose to add your Con mod in addition to the end result. This feature can be used a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
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
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 Guardian
- 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 your prof bonus to one willing creature you can see within 20ft 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 marks 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 30ft of you they automatically also regain a quarter of their max Hit Points as well.
- Mark of Death
Also at 13th level, When a creature is marked for death attacks are made against them at advantage.
- Unrelenting Force
Starting 18th level, when an ally reduces a creature's HP to zero within sight of you, as a reaction you may roll a six-sided die and suffer that much damage to grant that ally another movement and an attack action.
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. 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 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. If they fail you may move them up to half their speed in any way you choose this does not count as forced movement.
Starting 18th level, you are now able to designate another creature as a link, allowing you to have a maximum of two linked creatures. and 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
- 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 19-20.
- Living Bomb
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 Vengeful
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.
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 as well, when a bleeding and poisoned target takes damage the dealer can choose to have it be converted to poison damage instead.
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
- 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.
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.
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.