Ravager (5e Class)

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Ravager

Driving his sword into the elf's neck, the human twisted his blade, exacerbating the wound. The elf struggled to fight back but quickly slumped over, dead.

Curved steel glinting in the sunlight, the orc stared down the the wolves. Dodging with practiced precision, the lunging wolves propelled themselves into her counterattacks.

Metal spinning through the air, the daggers hooked themselves into the back of the bandit. The shadowy figure yanked the wires, ripping the jagged blades out as they returned to him.

Rip not Slice


Creating a Ravager

A ravager forgoes clean cuts in favor of wounds that persist and disable. When creating a ravager, think about what reason your character took up this bloody way of combat. Did they do so because they enjoy the pain suffered by their victims? Are they against taking lives and use injury as a deterrent from being harmed themselves? No matter the reason, ravagers rely on a war of attrition to defeat or slay their foes. How do they feel about this truth and how do they rationalize it to others?

Fighting with intent to maim may be frowned upon by others for its seemingly cruel nature. Decide how this perception ties into their personality and interactions with the world. Do they ignore outside opinions on it? Do they attempt to only fight when not being observed, for fear that they will be ostracized if discovered? The attitude towards those who view their fighting often will have a large impact on their willingness to trust.

Quick Build

You can make a ravager quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Third, choose two shortswords and scale mail.

Class Features

As a Ravager you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Insight, Intimidation, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two martial weapons or (b) a martial weapon and a shield or (c) two daggers
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Table: The Ravager

LevelProficiency
Bonus
FeaturesJagged Wound
1st+2Serrated Weapons, Jagged Wounds1
2nd+2Fighting Style1
3rd+2Form of Laceration1
4th+2Ability Score Improvement1
5th+3Extra Attack2
6th+32
7th+32
8th+3Ability Score Improvement2
9th+43
10th+43
11th+43
12th+4Ability Score Improvement3
13th+54
14th+54
15th+54
16th+5Ability Score Improvement4
17th+65
18th+65
19th+6Ability Score Improvement5
20th+65

Serrated Weapons

At 1st level, you learn to modify your weapons in order to inflict grievous wounds upon your enemies.

You can modify a weapon with the light and finesse properties to give it the serrated property. This process takes 10 gp worth of materials and 4 hours. When modifying a magical weapon, consult with your DM to determine if it is possible and, if so, what process is required.

Serrated

By slightly grinding the edge, a weapon no longer causes smooth cuts, instead ripping and tearing flesh as it passes through.

Jagged Wounds

At 1st level, you know how to turn a damaging strike into a lasting injury. When you roll max on the damage dice for a serrated weapon, the target gains one stack of jagged wound.

A creature can have a number of jagged wounds applied to it equal to your proficiency bonus.

Jagged Wound

At the beginning of a creature's turn, for each jagged wound it has, it takes 1 damage. This damage changes as you gain ravager levels, as shown in the Jagged Wound column of the Ravager table.

If three rounds have passed without another jagged wound being applied to it, a creature can make a DC 13 Constitution saving throw. On a failed save, the wounds bleed for another round. On a successful save, the wounds stop bleeding and all instances of jagged wound end on that creature.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Throwing

You double the range of your throwing weapons and have a +2 bonus on attack rolls with throwing weapons not made from long range.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Form of Laceration

At 3rd level, you chose a Technique. Choose between the Effusion, Helix, and Reprisal Techniques, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 14th 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Effusion Technique

The rare few with the accuracy and power to do so may use Effusion: a technique characterized by a slow incapacitation.

Splicing Needles

When you take this subclass, you gain the ability to modify darts/daggers. On a hit, catches on enemy. BA to pull out.

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Helix Technique

The most savage of techniques, those who choose the Helix find themselves tearing through their foes with ease.

Shredding Spiral

When you hit with an attack, you may twist the blade dealing extra damage.

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Reprisal Technique

The presence of patient fury causes users of Reprisal to be seen as cold messengers of death when angered.

Ferocious Foil

As an Action, you may assume a readied stance. When you get attacked, you attack back.

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Multiclassing

Prerequisites. To qualify for multiclassing into the ravager class, you must meet these prerequisites: 13 DEX or STR

Proficiencies. When you multiclass into the ravager class, you gain the following proficiencies: Medium armor, light armor, martial weapons, simple weapons, shields

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