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Razing Buster[edit]

A solitary figure walks across a blazing desert. Neither wind nor rain slows her down. A huge stinger bursts out of the ground, aiming to flank her. In a flash, she draws from one of the many weapons strapped to her body, a large blade. The stinger bounces off the flat of the blade with a sound like striking metal. From the sand emerges an angry Giant Scorpion, lashing its stinger about. The woman gnashes her teeth and slashes down hard, sending a rippling wave that easily cleaves the beast in half.

Hunger for Power[edit]

The Razing Buster is an indiscriminate destroyer of sorts, neither necessarily good nor evil. Though they differ in disposition, the nature of a Razing Buster is to destroy enemies, buildings, cities, you name it. Unlike a demolitionist, they often do so not as an end, but often as a result coming from their immense power in battle. As you can guess, they are the type to vie for battle and hate to be outmatched. If they are, they are quick to seek out greater and greater heights. It's just a guess, but perhaps they long to be god.

Creating a Godseeker[edit]

Razing Busters are powerful, vicious fighters. Little matters to them more than self-refinement through battle, as that is their sole purpose. Why did your character become a Buster? What life did your character leave behind as a result of this new occupation? What damage has your character already committed, if any? If your character is a newbie Buster, you might want to think about what caused such detachment to become so. Does your Razing Buster desire power? Destruction?

Quick Build

Strength should be your highest score, with Constitution being your second, followed by Dexterity. Then, pick a background that gives good depth to your power-hungry Razing Buster.

Class Features

As a Razing Buster you gain the following class features.

Hit Points

Hit Dice: 1d10 per Razing Buster level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Razing Buster level after 1st


Armor: light armor
Weapons: martial melee weapons, greatswords
Tools: None
Saving Throws: Constitution and Strength
Skills: Choose three from Athletics, Religion, Nature, Arcana, Intimidation, Investigation, Perception


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

  • 2 martial melee weapons of your choice
  • traveler's clothes, chain mail shirt
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • Medikit
  • If you are using starting wealth, you have 3d6 gp in funds.

Table: The Razing Buster

Level Proficiency
1st +2 Unarmored Defense, Two-Weapon Fighting
2nd +2 Two Force, Fists of Demolition
3rd +2 Path of Destruction Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Path of Destruction Feature
7th +3 Boundless Physique, Cry of the Blade
8th +3 Ability Score Improvement
9th +4 Chase Burst
10th +4 Might
11th +4 Godly Wield, Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Improved Two-Weapon Fighting
14th +5 Path of Destruction Feature
15th +5 Battle Sense
16th +5 Ability Score Improvement
17th +6 Path of Destruction Feature
18th +6 Guillotine
19th +6 Ability Score Improvement
20th +6 Path of Destruction Feature, Extra Attack(3)

Unarmored Defense[edit]

Razing Busters are tough, even unarmored. They have to be, to brave the hordes of enemies they often face. Beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Great Two-Weapon Fighting[edit]

Beginning at 1st level, you can fight with a different weapon in each hand, as long as it does not have the two-handed property. You can make one extra attack each round with the second weapon, expending your bonus action. The second weapon also uses your ability modifier and may only use your proficiency bonus if you are proficient in it. You take no penalty using your offhand weapon. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding which is a greatsword, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Two Force[edit]

Beginning at 2nd level, your dual-wielding style becomes more efficient. When you are Great Two Weapon Fighting, your melee weapon attacks have a base reach of 10 feet due to your strength pressurizing the air and elongating your strikes.

Fists of Demolition[edit]

What happens to a Razing Buster when all their arsenal fails them? They have to be able to stand their ground despite having no weapons. A Razing Buster has incredible amounts of raw strength to be channeled. Beginning 2nd level, your unarmed strikes gain the following:

  • Your fists are considered light finesse weapons. The damage die for your unarmed strike increases to a 1d6. This increases further when you reach higher levels: your unarmed strike's damage die increases to a 1d8 at 5th level, a 1d12 at 11th level, and a 1d20 at 17th level.
  • When you use the Attack action to make an unarmed strike on your turn, and you are not wielding a shield, you can make another unarmed strike as a bonus action.

Path of Destruction Feature[edit]

At 3rd level, you decide for yourself the path you will forge with your raw power. Choose from the Path of the Avenger, Path of the Hellraiser, Path of the Nihilist, and Path of the Harbinger.

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.

Extra Attack[edit]

Razing Busters deal insane amounts of damage attacking in a furious series of successive strikes. When you reach 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 11th level in this class and to four when you reach 20th level in this class.

Boundless Physique[edit]

Razing Buster physique is good and able to outdo that of other beings. When you reach 7th level, if you should fail a Strength saving throw, you may instead choose to succeed it. You may use this feature equal times your proficiency bonus. In addition, your jump distance is tripled. You automatically succeed checks to land on your feet and take no fall damage unless you are incapacitated, paralyzed, petrified, stunned, or unconscious.

Cry of the Blade[edit]

The weapons of a Razing Buster are akin to comrades. To a Buster, it's a bit like they have souls that can be channeled in battle. A Buster can utilize this to such extents that a single swing can make a shockwave that hits even opponents at a range. Starting at 7th level, you may expend an action and make a range weapon attack with a melee weapon against a target up to 30 feet away from you. On a hit, the target takes 3d6 force damage. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.

Chase Burst[edit]

Razing Busters are built with bodies capable of attaining the limits of man and smashing them. When you move at least 20 feet towards a target and use Cry of the Blade or take the attack action, your Two Force and Cry ranges are doubled and deal one additional damage die.


You are a real menace, so battle-hardened you can even will your blade to strike at the weakest spots. Starting at level 10, when you hit a creature with a melee weapon attack, you may have that hit become a critical hit. You may use this feature a number of times equal to your proficiency bonus, regaining all uses after finishing a long rest. Additionally, when you miss an attack roll, you may utilize your mighty strength to still cause collateral damage through air pressure and sheer force and inflict half the damage die on the target. You must finish a short or long rest before using this feature again.

Godly Wield[edit]

Beginning at level 11, you cannot be imposed with disadvantage to your attack rolls if you have a weapon in each hand or if you are unarmed in both hands. Like a god, you imbue your attacks with powerful qualities. Choose a damage type that is not radiant, force or necrotic. When you deal damage with a weapon attack or an unarmed attack you deal 2d8 damage of the selected damage type. This increases by 1d8 at 13th, and 17th level

Improved Two-Weapon Fighting[edit]

When you reach 13th level, you may now make two attacks when you use your bonus action to attack with your off-hand weapon.

Battle Sense[edit]

When you reach 15th level, your instincts have become so honed that you are more able to take advantage of enemies' weaknesses. Your weapon attacks now score a critical hit on a roll of 18–20. If you reduce a creature to 0 hit points with a melee weapon, you can continue your rampage. You may immediately make an attack roll against another creature within reach using the same weapon.


When you reach 18th level, You may instantly reduce a creature that has less than 100 hit points to 0 hit points if they are in melee range, and you are Greater Two Weapon Fighting, with an action. You may use this feature once, regaining use on finishing a long rest.

Path of the Avenger[edit]

You will destroy all, because you were wronged by all. You fight driven by vengeance and anger directed at all.

Pure Strong Will

Starting at level 3, you can channel your incredible will into strength which invigorates you. At the start of each of your turns, you regain 2 hit points.


You're fast and furious. No one's going to get away with hitting you without a good blowback. Starting at level 6, when you are hit by a melee attack, you may use your reaction to make a melee weapon attack against that creature. If you are Great Two Weapon Fighting, you may make an additional attack with your secondary weapon in addition with your primary hand weapon.

Braving Adversity

Starting at level 14, your strength is so overpowering it can often buffer you from your weaker points. You may choose to have Strength saving throws to be treated as Dexterity saving throws. In addition, when subjected to a spell with a Dexterity or Constitution saving throw where you take half damage on success, you instead take no damage on success and half damage on failure.


Starting at level 17, you (finally!) can expend a bonus action to dash instead of an action. Your movement speed also doubles.


The divine sword that will slice the heavens and render life extinct is in your power! Starting at level 20, you have the capacity to create a sentient sword as an action. It has its turn at the same time as your turn, expending your bonus action, during which it can hover about, up to a range of 30 feet from your position, occupy another creature's space, teleport back to you, and/or make an attack against a creature within 5 feet of it (no action required by you), dealing 5d10 magical slashing damage. The attack roll uses your stats as if you were proficient in it. If the sword goes outside the 30 feet range, it immediately teleports back to you. You may also choose to wield this sword; the stats are the same as when it is hovering. You cannot be forcibly disarmed of this sword while wielding it. If the sword is being used by another creature, you may have it immediately teleport to your space; this does not use a reaction and is considered a free action. It cannot exist in areas with an anti-magic effect. You may only have 1 sentient sword at a time and can dismiss it with an action.

Path of the Hellraiser[edit]

You destroy just for that. Destruction! Destroy, destroy! Isn't it so beautiful?!

Stygian Build

Beginning at level 3, your body becomes like that tempered of hellfire. You gain resistance to fire damage.

Face of Death

Starting at level 6, your countenance has become one to be reckoned with, as your stygian build now surrounds you with a hellish appearance of dark aura which you can will into appearance with no action on your part. You gain proficiency in Intimidation, and your proficiency bonus doubles for any ability check you make that uses Intimidation. When you are attacked at melee range, you may use a reaction to deal 1d10 magical fire or necrotic damage. You may use this feature portion equal times your constitution modifier. You also gain immunity against being Charmed.


Starting at level 14, you turn fear into a weapon. You may use your action to Glare at a creature that you can see and can see you within 30 ft. The creature must succeed a Wisdom saving throw of DC 10 + your proficiency bonus + your Strength modifier or become overwhelmed with fear, causing them to be paralyzed for 1 minute. On failure, they become frightened instead. The creature can make another Wisdom saving throw at the start of each of its turns to remove the condition. A creature subjected to Glare of the Divine will become immune to it for the next 24 hours. If you reduce a creature's hit points to 0 while creature(s) affected by Glare can see you, you regain one use of this feature. You may only use this feature three times, regaining all uses at the end of a long rest.

Sun Eater

You can send foolish opponents into a panic by summoning a divine darkness. Starting at level 17, you gain the power to radiate darkness from your position out to a 30-foot radius as an action. This magical darkness moves with you wherever you go. You alone can see through the darkness, and creatures without true sight cannot see past the darkness. This magical darkness lasts up to 10 minutes and can be dispelled with no action required by you. Creatures entering this darkness or ending their turn in this darkness must succeed a constitution save of 8 + your strength modifier or be crushed by the sheer volume of your power and take 1d10 force damage. You may only use this feature twice, regaining all uses at the end of a long rest.


You are able to dodge attacks that would otherwise be undodgeable, and make the attacker look stupid while doing it. Starting at level 20, if an attack would hit you, you may use your reaction to cause the attack to miss instead. Using this feature also forces the creature who would have hit you to end their turn. You may use this twice and regain all uses at the end of a long rest.

Path of the Nihilist[edit]

You feel nothing. The world is but a mass to be destroyed. That's all, nothing else. You're just doing your thing. Nothing else matters, really.

Earthly Eyes

Starting at level 3, you eschew the spiritual, moral, and all else metaphysical to gain the eyes which see all worldly, which is all that matters. You gain proficiency in checks to see through illusions. You also gain advantage in rolls against being charmed.

Ephemeral Surprise

Starting at level 6, your indifference catches enemies off guard easily. You may have the first attack against a creature roll with advantage and deal 2 extra damage die. Upon a successful hit, the creature is surprised until its next turn. You must complete a short or long rest after using this feature to use it again.

Shielded Mind

Starting at level 14, you have trained your mind against the mind tricks enemies may try to cast on you. You gain an advantage in Wisdom and Intelligence saving throws. In addition, if you fail a Wisdom or Intelligence saving throw, you may choose to reroll, but treating it as a Strength or Constitution saving throw. When using this feature to reroll, you may give yourself advantage in the saving throw. You may only choose to give advantage to the reroll a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Protection from Polarity

Light and Dark, good and evil. All semantics. And you are now proof, walking the path of nil. Beginning at level 17, you gain resistance to radiant and necrotic damage. You are also considered to be permanently under the effects of protection from evil and good.

Blink Nirvana

Beginning at level 20, you gain the ability to harness all energies around you to make a burst of energy which heals you and gives you the temporary ability to rip time and space as a god-like deity. As an action, you can teleport to any point in the same plane that you can see, manifesting your enlightened self to transcend mortal limits of time and space. When you recompose yourself in your destination, you restore yourself as if you had just finished a long rest, as well as curing all diseases, removing the poisoned condition, and regaining all of your hit points but without removing temporary hit points, if you had any. You may only use this once, regaining use of this feature after you finish a long rest.

Path of the Harbinger[edit]

The material world is an illusion. Destruction is to free oneself from the illusion. Help free yourself and others by breaking a few houses.

Ascended Stride

Little can impede your steps as you walk towards complete freedom from material. Beginning at level 3, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws that use magic to impede movement.


Flight is always a good way to deal with those pesky flier enemies. At level 6, you gain the ability to summon and dismiss wings of pure light as a free action, with a flight speed of 30 feet. If you already had flight speed, add 15 feet to it. This speed is not affected by armor nor encumbrance.

Healing Ripple

Surprise! The Harbinger is a Buster who mostly pledges to destroy stuff and usually not people. In fact, they tend to try and help a bit. They can even heal. At level 14, you can emit a wave of healing energy washes out from your position. As an action, choose up to six creatures within 30 feet of you to be affected. Each target regains hit points equal to 4d8. This spell has no effect on undead or constructs. You may only use this feature three times, regaining all uses after a long rest.

Fangs of Light

At level 17, as an action, you can summon flying swords of pure light to float next to you. These swords last for 1 minute, with each new cast refreshing the duration. You may only have up to four of these at a time; casting it further will just refresh the duration. As an action, target a creature within 120 feet and make a ranged spell attack, launching all the swords at it, dealing 2d8 radiant damage for each sword. You may also choose to launch the swords as part of the same action you summoned them. You are considered proficient in these swords.

Incantation Rune

At level 20, you have gained the power to harness runes to do your destructive bidding. Using your action, you may target a point that you can see and cause an immense light with a radius of up to 50 feet to rain down upon it. You can concentrate on this spell for 1 minute. Creatures entering or starting their turn within the radius must make a Dexterity saving throw with a DC of 20 + your Strength or Constitution modifier. Those who fail take 5d10 radiant damage, ignoring resistance or immunity, or half as much on success. Aberrations, fiends, monstrosities, and undead automatically fail the saving throw and take max damage; they also become paralyzed for 10 minutes after getting hit. After using it once, you must finish a long rest before being able to use it again.

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