Ravager, Variant (5e Class)

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Ravager

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

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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.

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: Medium Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Constitution and Your choice of Strength or Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Slight 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

    LevelProficiency
    Bonus
    Features
    1st+2Staunch, Strain, Vitality
    2nd+2Taunt, Transferal
    3rd+2Blood Rite Feature
    4th+2Ability Score Improvement
    5th+3Staunch Upgrade, Aura of Decay
    6th+3Blood Sense, Distortion
    7th+3Blood Rite Feature, Coagulation
    8th+3Ability Score Improvement, Staunch Upgrade
    9th+4Transferal Upgrade, Aura of Decay Upgrade
    10th+4Fountain of Life
    11th+4Strain Upgrade
    12th+4Ability Score Improvement
    13th+5Blood Rite Feature, Transferal Upgrade
    14th+5Aura of Decay Upgrade, Convergence
    15th+5LifeLock, Taunt Upgrade
    16th+5Ability Score Improvement
    17th+6Strain Upgrade
    18th+6Blood Rite Feature
    19th+6Ability Score Improvement
    20th+6Bleeding Wound

    Staunch

    Starting 1st level, as an action you may roll a single Hit-Die and lose that much HP, at the start of every round for the next 2 rounds you regain that much HP. This requires concentration to maintain

    Strain

    Also at 1st level, once per turn you may expend HP in order to push yourself beyond your own natural limits roll a single Hit-Die and lose that much HP to grant yourself a free movement or interaction

    Vitality

    Also at 1st level, Whenever you take another level in Ravager you gain an additional Hit-Die

    Taunt

    Starting 2nd level, as an action you may choose a creature you can see within 30ft, that target must make a Wisdom save the DC = 8 + your Proficiency bonus. On a failed save the creature must spend its turn trying to attack you, which it does so at Disadvantage. This lasts until the creature hits you. The creature may repeat the saving throw at the end of each of its turn.

    Transferal

    Also at 2nd level, as an action, you may roll a single Hit-Die and lose that much HP, you may select a creature within 20ft that you can see to gain double that amount in Temp HP

    Blood Rite

    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

    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.

    Staunch Upgrade

    Starting 5th level, as an action you may roll a single Hit-Die and lose that much HP, at the start of every round for the next 4 rounds you regain that much HP. This requires concentration to maintain

    Aura of Decay

    Also at 5th level, as an action you may turn on an aura that at the start of your turn consumes 1d4 HP from all creatures within 5ft of you and heal for half the amount rounded up. This requires concentration to maintain, and can be turned off as a bonus action

    Blood Sense

    Starting 6th level, when you make an attack against a creature who has less than ¼ rounded up of their max HP remaining that attack is made at advantage.

    Distortion

    Also at 6th level, when you or a creature you can see within 30ft is targeted with an attack, as a reaction, you may roll any number of six-sided dice, you lose an amount of HP equal to the total rolled and cause that attack to have a penalty to the attack roll equal to half the rolled total rounded up.

    Coagulation

    Starting 7th level, as a bonus action you may roll a single Hit-Die and lose that much HP, to increase your AC by one until the start of your next turn

    Staunch Upgrade

    Starting at 8th level, as an action you may roll a single Hit-Die and lose that much HP, at the start of every round for the next 5 rounds you regain that much HP. This requires concentration to maintain

    Transferal Upgrade

    Starting 9th level, as an action, you may roll a single Hit-Die and lose that much HP, you may select a creature within 10ft that you can see to gain double that amount in Temp HP.

    Aura of Decay Upgrade

    Also at 9th level, as an action you may turn on an aura that at the start of your turn consumes 2d4 HP from all creatures within 5ft of you and heal for half the amount rounded up. This requires concentration to maintain, and can be turned off as a bonus action

    Fountain of Life

    Starting 10th level, you regain twice as much healing from health potions.

    Strain Upgrade

    Starting 11th level, once per turn you may expend HP in order to push yourself beyond your own natural limits, you may roll a single Hit-Die and lose that much HP to grant yourself an additional bonus action, reaction, movement or interaction

    Transferal Upgrade

    Starting 13th level, as an action, you may roll a single Hit-Die and lose that much HP, you may select a creature within 20ft that you can see to gain double that amount in Temp HP.

    Aura of Decay Upgrade

    Starting 14th level, as an action you may turn on an aura that at the start of your turn consumes 2d4 HP from all creatures within 10ft of you and heal for half that amount rounded up. This requires concentration to maintain, and can be turned off as a bonus action

    Convergence

    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.

    Life Lock

    Starting 15th level, as a bonus action you may choose a willing creature within 10ft that you can see, their HP becomes yours and vis-versa until you or they leave the range this requires concentration to maintain

    Taunt Upgrade

    Also at 15th level, as an action you may choose a creature you can see within 30ft, that target must make a Wisdom save the DC = 8 + your Proficiency bonus + your Con mod. On a failed save the creature must spend its turn trying to attack you, which it does so at Disadvantage. This lasts until the creature hits you. The creature may repeat the saving throw at the end of their turns

    Strain Upgrade

    Starting 17th level, twice per turn you may expend HP in order to push yourself beyond your own natural limits, you may roll a single Hit-Die and lose that much HP to grant yourself a additional bonus action, reaction, movement or interaction

    Bleeding Wound

    Starting 20th level, as a bonus action, when you land an attack you may take damage equal to the amount of damage dealt to the creature and cause the target to bleed, at the start of each round this damage is reduced by half, rounded down and dealt to the target again. This can stack.

    Rite of the Dead

    Fatal Control

    Starting 3rd level when you take this Rite, when unconscious you gain advantage on death savings throws however any effect that would stabilize you, other than gaining three death savings throw successes, now only grants you a single death savings throw success.

    Spare the Living

    Starting 7th level, as an action you may choose one creature within 30ft that you can see and is unconscious to become unstable if they were not already and take a single death savings throw failure, you gain half of their max HP as temp HP that decays by half at the start of each of your turns.

    Relinquish

    Starting 13th level, when you regain consciousness from after reaching 0 HP you now regain half your max HP.

    Unrelenting Force

    Starting 18th level, when you reach 0 HP, you gain one HP and your max HP as temp HP that decays by half at the start of each of your turns. You may use this feature once, regaining the use of it after a long rest.

    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. The target 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 bonus action you may choose to have any damage dealt to either you or your tie until the start of your next turn is shared with the other at half the value rounded down

    Blood Tie

    Starting 7th level, as a bonus action you may roll a single Hit-Die. Both you and your tie lose that much HP at the start of both their and your turn until they or you break the tie.

    Essence Drain

    Starting 13th level, as an action any damage dealt to your tie until the start of your next turn heals you for half the amount rounded up.

    Syphon

    Starting 18th level, as an action you can cause yourself and any creature you can see within 25ft of you to take 1d10 damage, you may then choose one creature affected, including yourself, half the total amount of damage dealt is given as HP or dealt as damage. You may use this feature once but regain the use of it after a long rest.

    Rite of the Abused

    Vital Attack

    Starting 3rd level when you take this rite, as a bonus action you may roll a single Hit-Die and lose that much HP to add that much damage to your next attack.

    Vital Strike

    Starting 7sth level, when you perform an opportunity attack you now do so at advantage.

    Critical Status

    Starting 13th level, when you make an attack against a creature that has less than ¼ rounded up of their max HP remaining your critical range is increased to 18-20.

    Living Bomb

    Starting 18th level, as an action you are able to deal your current HP in damage to a single target you touch, you instantly go unconscious and gain one death savings throw failure after using this feature. You may use this feature once but regain the use of it after a long rest.

    Multiclassing

    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.

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