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The Ravager - GM Binder

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100% found this document useful (1 vote)
38 views15 pages

The Ravager - GM Binder

Uploaded by

Gustavo Vivallos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Ravager

Contents
The Ravager
Introduction...................................................................................... 1
Class Features.................................................................................. 2
Subclasses : Warpaths
The Custode..................................................................................... 5
The Desecrator................................................................................ 6
The Fell Inquisitor........................................................................... 7
The Ichor Champion...................................................................... 8
The Omen Knight......................................................................... 10
The Scourgewolf........................................................................... 11

Artist Credits

クリームヒルト ぼせみ
Cover : Black knight (Lancer) by Tuda6
Contents : by /vosem

クリームヒルト
Page 1 : Topaz Knight by Tuda6

りの
Page 3 : by
Page 5 : by

の の
Page 6 : Silver=Black(Red) by Tuda6
Page 10 : PFLS -- st.6.8- by

Page 12 : by
Back : drp by Tuda6
Ravager
A dwarf in plate mail laughs as he takes a devastating blow
from an orc. His newfound injury only empowers him to hit
back even harder at his assailant.
Curling his lips into a cruel smile, a drow lazily slams his
warhammer into a wounded hobgoblin. Even lazily executed,
his victim is sent careening away with much more force than
one would expect.
A knight, bloodied and exhausted, dances with his foe as
the moon shines brightly above the two of them. Even though
his wounds are debilitating, he only swings his blade quicker,
with far more force, and moves with significantly more agility
than when he was unharmed, to the surprise of his enemy.
All of these fighters are ravagers, combatants who appear
unassuming at first but grow increasingly deadlier the closer
they or their foes are to death. To a ravager, fatal wounds are
not impediments - they are a source of empowerment.
Wounded & Deadly
Ravagers do not supplant their skills with the arcane or the
supernatural. Rather, they fuel themselves with the pain that
others inflict - even a ravager who is on death's doorstep is a
dangerous foe that should not be underestimated.
In combat, wounds that aren't immediately life-threatening
only serve as encouragement. Ravagers aren't the most hardy
adventurers, but they can still take a beating while proving to
be skilled adversaries.
A Life of Combat
Ravagers are a rare breed of combatants, as not every guard
or troop is resilient enough for pain to encourage them to do
better on the battlefield. While fighters are a rarity, a ravager
is a hidden gem in comparison. They often serve on the front
lines, the first to lock themselves in mortal combat, to better
use their innate gifts.
Their zeal in the face of death makes ravagers exceptional
adventurers. Even alone, death makes for a good companion,
provided it's not taking the ravager's head.
Creating a Ravager
When creating a ravager, consider how they're different from
a barbarian or fighter and how to set them apart from the two
aforementioned classes. Not every ravager charges recklessly
into combat, nor do they always have an extensive knowledge
of combat. Second, think about why pain only serves to make
them more fierce. Were they born in a rough and unforgiving
place that forced them to withstand pain each and every day?
Also consider what led your character to turn to a life of
adventuring. Did wanderlust call you away from a sedentary
life, or did the allure of treasure charm you? Or perhaps the
mundane life you live was not enough and adventure will ail
you of your desire for battle.

Ravager 1
The Ravager
Level Proficiency Bonus Features ≤ 80% ≤ 50% ≤ 30%
1st +2 Fervid Vengeance, Fighting Style +1 +1 +2
2nd +2 Battle Instinct, Ravager's Warpath +1 +1 +2
3rd +2 Bloody Aegis, Indomitable Will, Ravager's Talent +1 +2 +3
4th +2 Ability Score Improvement +1 +2 +3
5th +3 Extra Attack +1 +2 +3
6th +3 Ravager's Warpath Feature +1 +2 +3
7th +3 Staggering Resilience, Battle Instinct (2d6) +2 +3 +4
8th +3 Ability Score Improvement +2 +3 +4
9th +4 Bloodthirsty Resolve +2 +3 +4
10th +4 Ravager's Warpath Feature +2 +3 +4
11th +4 Vicious Rage +2 +3 +5
12th +4 Ability Score Improvement +2 +3 +5
13th +5 Ravager's Warpath Feature +3 +4 +5
14th +5 Improved Staggering Resilience, Battle Instinct (3d6) +3 +4 +5
15th +5 Retaliation +3 +4 +6
16th +5 Ability Score Improvement +3 +4 +6
17th +6 Ravager's Warpath Feature +3 +4 +6
18th +6 Impregnable Warrior +3 +5 +6
19th +6 Ability Score Improvement +3 +5 +7
20th +6 Ravager's Tenacity +3 +5 +7

Quick Build Hit Points


You can create a ravager by following these suggestions. Hit Dice : 1d12 per ravager level
First, Constitution should be your character's highest ability Hit Points at 1st Level : 12 + your Constitution modifier
score, followed by Strength or Dexterity (depending on what Hit Points at Higher Levels : 1d12 (or 7) + your Constit-
kind of martial character you want). Then choose the soldier ution modifier per ravager level after 1st level
background.
Proficiencies
Optional Rule : Multiclassing Armor : All armor, shields
If your group uses the optional rule on multiclassing in the Weapons : Simple melee weapons, martial melee weapons
Player's Handbook, you must meet the prerequisites listed Tools : None
below in order to multiclass into a ravager. Saving Throws : Strength, Constitution
Ability Score Minimum. The prerequisite to multiclass Skills : Choose two from Athletics, Insight, Intimidation,
into a ravager or take a level in another class if you're already Perception, and Survival
a ravager are a Strength or Dexterity score of at least 13 and
a Constitution score of at least 13. Starting Equipment
Proficiencies Gained. If ravager isn't your initial class, you You start with the following equipment, in addition to the
gain proficiency with light armor, medium armor, and shields. equipment granted by your background:
(a) chain mail or (b) scale mail
Class Features (a) a martial melee weapon and a shield or (b) two martial
As a ravager, you gain the following class features. melee weapons
(a) two handaxes or (b) any simple melee weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
2 Ravager
Fervid Vengeance
Fighting Style
You become increasingly dangerous in combat as your hit
points decrease. You get a +1 bonus to attack and damage Also at 1st level, you adopt a particular style of fighting as
rolls with your weapon attacks and saving throws you make your specialty. Choose one of the following options. You can't
while you are missing at least 20% of your hit points, or a +2 take a Fighting Style option more than once, even if you later
bonus if your hit points are equal to or less than 30% of your get to choose again.
maximum hit points. Blind Fighting
As you gain more levels as a ravager, the bonuses for You have blindsight with a range of 10 feet. Within that range,
missing at least 20%, 50% and 70% of your maximum hit you can effectively see anything that isn't behind total cover,
points increase. Round up each time; for example, if you have even if you're blinded or in darkness. Moreover, you can see
a maximum of 87 hit points, this feature's intervals are 70, 44, an invisible creature within that range, unless the creature
and 26 hit points. successfully hides from you.

Ravager 3
Moreover, you can draw upon a limited well of stamina to
Defense steel yourself while you are injured. As a bonus action while
While you are wearing armor, you gain a +1 bonus to your you are missing at least half of your hit points, you can gain
Armor Class. temporary hit points equal to three times your ravager level.
Once you use this feature, you can't use it again until you
Dueling finish a short or long rest.
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that Ability Score Improvement
weapon. When you reach 4th level, and again at 8th, 12th, 16th, and
Great Weapon Fighting 19th level, you can increase one ability score of your choice
When you roll a 1 or 2 on a damage die for an attack you by 2 or you can increase two ability scores of your choice by
make with a melee weapon that you're wielding with two 1.
hands, you can reroll the die and must use the new roll, even Extra Attack
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit. Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Interception
Whenever a creature you can see hits a target, other than Staggering Resilience
you, within 5 feet of you with an attack, you can use your Beginning at 7th level, you have resistance to bludgeoning,
reaction to reduce the damage the target takes by 1d10 + piercing, and slashing damage as long as you're missing at
your proficiency bonus (to a minimum of 0 damage). You least half of your hit points. This becomes resistance to all
must be wielding a shield or a simple or martial weapon to damage when you reach 14th level.
use this reaction.
Protection Bloodthirsty Resolve
When a creature you can see attacks a target other than you At 9th level, you are fearless in the face of death. When you're
that is within 5 feet of you, you can use your reaction to reduced to 0 hit points but not killed outright, you can drop to
impose disadvantage on the attack roll. You must be wielding 1 hit point and become immune to all damage until the end of
a shield. your next turn instead.
Once you use this feature, you can't use it again until you
Two-Weapon Fighting finish a long rest.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack. Vicious Rage
Battle Instinct Starting at 11th level, as long as you are missing at least half
of your hit points, you can make three attacks, instead of two,
Starting at 2nd level, you can add your proficiency bonus to whenever you take the Attack action on your turn.
any initiative roll you make. When you do so, you are dealt
1d6 damage at the start of your second turn. This damage Retaliation
can't be prevented or reduce you to less than 1 hit point.
The damage incurred from exerting yourself increases as Starting at 15th level, when you take damage from a creature
you gain more levels in this class. It becomes 2d6 when you that is within 5 feet of you, you can use your reaction to make
reach 7th level and 3d6 at 14th level. a melee weapon attack against that creature.
Ravager's Warpath Impregnable Warrior
When you reach 2nd level, you choose a warpath that shapes At 18th level, you become an unshakable bastion in the face
how you approach combat. The warpath you choose grants of dangerous odds. If damage would reduce you to less than
you features when you first choose it and again at 6th, 10th, half of your maximum hit points, your hit points are reduced
13th, and 17th level. Some warpaths are detailed at the end to half of your maximum hit points instead and you become
of the class description. immune to all damage until the end of your next turn. Once
you use this feature, you must finish a long rest before using
Bloody Aegis it again.
Beginning at 3rd level, your Armor Class is increased by 2 as Ravager's Tenacity
long as you are missing at least half of your hit points.
At 20th level, you have become a paragon of endurance and
Indomitable Will survival. If you would take damage greater than 25% of your
maximum hit points, the damage dealt is reduced to 25% of
Also at 3rd level, you have resistance to all damage while you your maximum hit points instead unless it ignores immunity.
have all of your hit points. Moreover, your Constitution score is also increased by 4, to a
maximum of 24.

4 Ravager
Ravager's Warpath
The desire for battle haunts every ravager, driving them to
perfect the art of combat in their own way. The warpath that
you choose reflects your personal strengths and exemplifies
your unique combat prowess.
Custode
Custodes are ravagers that aspire to become unyielding
bulwarks, able to take a beating and protecting their allies
from harm. They utter challenges that draw their foes to
them, allowing their allies to keep their distance, or away
from a pointed blade, and guarded from being potentially
injured.
Saving Throws
Several custode features you gain force other creatures to
make saving throws. Charisma is the ability used to set the
save DC for these features, since you project your will onto
others to draw them towards you and away from allies. You
use your Charisma modifier and current bonus from Fervid
Vengeance to set the save DC for your custode features.
Custode save DC = 8 + your proficiency bonus + your
Fervid Vengeance bonus + your Charisma modifier

Defender's Provocation
When you first choose this warpath at 2nd level, you learn to
provoke your foes and draw their attention away from others.
You can use a bonus action to perform one of the following.
Each hostile creature within 15 feet of you must make a
Wisdom saving throw. On a failed save, a creature has
disadvantage on attack rolls they make against creatures
other than you for the next minute. A creature can repeat
the saving throw at the end of each of its turns, ending the
effect early on a successful save.
A hostile creature you can see within 30 feet of you must
make a Wisdom saving throw. On a failed save, they have
disadvantage on attack rolls they make against creatures
other than you for the next minute.
You can use this feature a number of times equal to your
proficiency bonus. You regain all expended uses of it when
you roll initiative.
Unorthodox Interception
Also beginning at at 2nd level, whenever another creature you
can see within 5 feet of you is dealt damage, you can use a
reaction if you are wielding a martial weapon or a shield to
reduce the damage they take by taking some of the damage
yourself. The damage dealt to the other creature is reduced
by 1d10 + your Constitution modifier, to a minimum of 0, and
you take damage equal to the amount of damage reduced this
way.
Additionally, if you are missing at least half of your hit
points whenever you take damage, you can use a reaction if When you reach 11th level, the amount of damage that's
you are wielding a martial weapon or a shield to reduce the reduced when you use either reaction is increased to 2d10.
damage dealt to you by 1d10 + your Constitution modifier.
Ravager | Custode 5
Aggravating Strikes Custode's Shelter
Beginning at 6th level, whenever you hit a creature with a Beginning at 13th level, when a friendly creature within 30
melee weapon attack for the first time on each of your turns, feet of you is forced to make a saving throw, they make that
that creature must make a Wisdom saving throw. On a failed saving throw with advantage if the saving throw originates
save, it has disadvantage on attack rolls that it makes against from a creature that has disadvantage on attack rolls against
creatures other than you for the next minute. A creature can creatures other than you.
repeat the saving throw at the end of each of its turns, ending
the effect early on a successful save. Guardian's Reproach
When a creature makes a successful saving throw against Starting at 17th level, damage that is dealt by a creature that
this feature, that creature cannot be forced to make a saving has disadvantage on attack rolls against creatures other than
throw with this feature for the next 24 hours. you is halved if the damage isn't being dealt to you.
In addition, your hit point maximum increases by 12 and The creature that's dealing damage must be within 30 feet
increases by 2 again whenever you gain a level in this class. of you and you must be able to see them or be aware of them
to halve the damage dealt by them with this feature.

Desecrator
Fervent Intimidation Desecrators are ravagers who embody physical might and
mortal combat. Even when they fail to hit their target, they
Starting at 10th level, a creature that has disadvantage on always leave some sort of mark behind.
attack rolls against creatures other than you must make a
Wisdom saving throw the first time it tries to move to a space Destructive Aftershock
more than 30 feet away from you each turn. On a failed save, Beginning at 2nd level when you choose this warpath, your
its movement is restricted and it can't willingly move more attacks always leave an impact, regardless of whether they hit
than 30 feet away from you for the rest of the turn. A creature or miss. When you make an attack with a melee weapon with
more than 60 feet away from you isn't affected by this feature. the Attack action, the target takes 1 additional damage of that
weapon's type, even if you miss with the attack roll.
6 Ravager | Desecrator
Moreover, whenever you miss with a melee weapon attack,
the damage the target takes from this feature is increased by Fell Inquisitor
your Fervid Vengeance bonus based on your current amount Fell inquisitors are ravagers that have devoted themselves to
of hit points; for example at 3rd level while you're missing at the pursuit of maintaining the natural order — cutting down
least half your hit points, this feature deals 3 damage when those seeking immortality and others who would pervert life,
you miss with a melee weapon attack. such as necromancers and beings participating in forbidden
The damage from this feature increases to 2 at 5th level, 3 experiments. And such is their devotion to this duty that they
at 11th level, and 4 at 17th level. possess the ability to wield life and death itself to further this
Reckless Onslaught goal.
Also beginning at 2nd level, you can push your body beyond Inquisitor's Ordainment
its limits, to the point of injuring yourself, to continue your When you first choose this warpath at 2nd level, you gain the
assault. On your turn, you can make one additional weapon following features to signify your initiation as an inquisitor.
attack (no action required) and when you do, you take 1d10 Inquisitor's Touch. Your touch can heal wounds. You have
damage at the end of the turn. This damage can't reduce you a pool of healing power that replenishes whenever you take a
to less than 1 hit point. long rest. With that pool, you can restore a total number of hit
At 11th level, you can make two additional weapon attacks points equal to your ravager level × 5.
when you use this feature instead; when you do so, you deal As an action, you can touch another creature and draw
3d10, instead of 1d10, damage to yourself at the end of your power from the pool to restore a number of hit points to that
turn. creature, up to the maximum amount remaining in your pool.
Once you use this feature to make an additional attack, you A creature that's undead or a construct can't regain hit points
must roll initiative before you can use it again. with this feature.
Gargantuan Force Reaper's Weapon. You learn a ritual that creates a magical
bond between yourself and one weapon, which you perform
At 6th level, the base damage from Destructive Aftershock is over the course of one hour, and can be done during a short
increased by 1d4 when the triggering weapon attack is made rest. The weapon must be a melee weapon that is within your
with a weapon with the two-handed or versatile property that reach throughout the course of the ritual, at the conclusion of
was wielded with two hands. which you touch the weapon and forge the bond, imbuing it
Moreover, your melee weapon attacks now score a critical with magical energy.
hit on a roll of 19 or 20. Once you have bonded a weapon to yourself, you can't be
disarmed of that weapon unless you are incapacitated. If it is
Violent Upheaval on the same plane of existence as you, you can summon that
Starting at 10th level, when you deal damage to a creature weapon as a bonus action on your turn, causing it to teleport
with your Destructive Aftershock, you also deal that much instantly to your hand.
damage to any number of other creatures of your choice that You can have a single weapon bonded to you at a time with
you can see or are aware of, that aren't in total cover, that are this feature. If you attempt to bond with another weapon, you
within your weapon's reach. must break your bond with the other one.
The weapon stops being your reaper's weapon if you die,
Obliterator's Wrath perform the 1-hour ritual on another weapon, or you perform
the 1-hour ritual to break your bond to it.
Starting at 13th level, whenever you deal damage to a
creature with a melee weapon attack or your Destructive Reaper's Harvest
Aftershock, they must succeed on a Strength saving throw or
they are knocked prone. The save DC is equal to the amount Also at 2nd level, once on each of your turns when you score
of damage dealt to them. On a success, a creature is immune a hit with your reaper's weapon, before rolling for damage,
to this feature until the start of your next turn. you can suffuse it with your own life essence to deal extra
damage to the target; when you do, both you and the target
Overbearing Dominus are dealt 1d8 necrotic or radiant (your choice when you hit)
damage. The damage that's dealt to you can't reduce you to
Beginning at 17th level, even when you miss with an attack less than 1 hit point.
using your weapon, you can critically harm your target. Your Additionally, when you use this feature and the target is
melee weapon attacks now score a critical hit on a roll of 18 reduced to 0 hit points and killed by your reaper's weapon
—20. (either damage from the weapon itself, or the necrotic or
Moreover, when you miss with a melee weapon attack, roll radiant damage from this feature), its corpse is warded by
a d20. On a roll of 18—20, double the damage that the target your divine sacrament. For the next 7 days, it is protected
takes from your Destructive Aftershock. from decay, can't become undead, can't be raised from the
dead, and spells targeting it (such as speak with dead) fail.
The additional damage that's dealt to a creature hit by your
reaper's weapon increases to 2d8 when you reach 11th level.

Ravager | Fell Inquisitor 7


Inquisitor's Protection Ichor Champion
When you reach 6th level, you gain the following features as Ichor champions are ravagers that can tap into the arcane
proof of your growth as an inquisitor. Before one can take up arts, committing a handful of spells to memory instead of
the mantle of a true inquisitor, they must devote themselves keeping them in a spellbook. Unlike eldritch knights, ichor
to maintaining the order of the natural world and protecting champions don't limit themselves to the studies of a wizard,
their compatriots. choosing to learn from a diverse array of disciplines under
Inquisitor's Sanctity. You know the spell gentle repose three of the eight schools of magic: abjuration, conjuration,
and can cast it without expending a spell slot or material and necromancy.
components. It fails if you target a corpse with it that has
already been affected by the spell in the past 30 days. Spellcasting
Preserving Touch. Whenever another creature regains 5
or more hit points with your Inquisitor's Touch feature, they When you first choose this warpath at 2nd level, you augment
also gain resistance to necrotic and radiant damage until the your martial prowess with the ability to cast spells.
beginning of your next turn. In addition, whenever you take
the Attack action on your turn, you can use your Inquisitor's Spell Slots
Touch in place of one of the attacks you make with it. The Ichor Champion table shows how many spell slots you
have to cast your ichor champion spells of 1st level and
Crusader's Culling higher. To cast one of these spells, you must expend a slot of
the spell's level or higher. You regain all expended spell slots
When you reach 10th level, you gain the following features. when you finish a long rest.
An inquisitor must be capable in battle, and you must be able For example, if you know the 1st-level spell false life and
to stand your ground even when outnumbered. As such, you have a 1st-level and a 2nd-level spell slot available, you can
are no exception, and your weapon will cut down those who cast false life using either slot.
wield false life before you. As a martial class with access to 5th-level spell slots, you
Enervating Weapon. Whenever you deal damage to a must meet prerequisites to cast your ichor champion spells of
creature with your reaper's weapon, they can't regain hit higher levels. You must be missing at least 20% of hit your hit
points or gain temporary hit points until the beginning of points to cast an ichor champion spell of 4th level and at least
your next turn. half of your hit points to cast an ichor champion spell of 5th
Reaper's Flourish. As an action, you can make an attack level or higher.
with your reaper's weapon against any number of creatures
within the weapon's reach, making a separate attack roll for Spells Known of 1st Level and Higher
each target. You know three 1st-level ichor champion spells of your
choice.
Blessing of the Fell The Spells Known column of the Ichor Champion table
When you reach 13th level, you gain the following features. shows when you learn more ichor champion spells. Each of
The path of an inquisitor is rife with challenge, and your faith these spells must be of a level for which you have spell slots.
is rewarded appropriately by both life and death in your quest For instance, when you reach 5th level in this class, you can
to preserve order. learn one new spell of 1st or 2nd level.
Instrument of Order. You have resistance to necrotic and In addition, when you gain another level in this class, you
radiant damage. Moreover, whenever a creature regains 5 or can choose any number of ichor champion spells you know
more hit points with your Inquisitor's Touch feature, they also and replace them with spells from the ichor champion spell
gain resistance to all damage until the beginning of your next list, which also must be of a level for which you have spell
turn and you gain temporary hit points equal to the number slots.
of hit points regained by the other creature, which last for 1
minute. Spellcasting Ability
Divine Weapon. On a hit, your reaper's weapon deals an Intelligence is your spellcasting ability for your ichor
additional 1d6 necrotic or radiant (your choice when you hit) champion spells, since you learn your spells through study
damage. Moreover, attacks made with your reaper's weapon and memorization. You use your Intelligence whenever a
ignore any temporary hit points that the target has. spell refers to your spellcasting ability. Moreover, you use
your Intelligence modifier and current bonus from Fervid
Inquisitor Preeminent Vengeance when setting the saving throw DC for an ichor
champion spell you cast and when you make an attack roll
When you reach 17th level, your might as an inquisitor has with one.
become unparalleled. Whenever you take damage for the first
time each turn, any damage you take for the rest of the turn is Spell Save DC = 8 + your proficiency bonus + your
halved. Moreover, whenever you score a hit with your reaper's
weapon, it ignores any damage resistances the target has. If Fervid Vengeance bonus + your Intelligence modifier
you are missing at least half of your hit points, your reaper's
weapon also ignores any damage immunities that the target Spell attack modifier = your proficiency bonus + your
has as well. Fervid Vengeance bonus + your Intelligence modifier

8 Ravager | Ichor Champion


Spellcasting Focus
You can use your own body as the spellcasting focus for your
ichor champion spells, provided you are missing at least half Spell Slots. You add half your ravager levels
of your hit points. (rounded down) to your total multiclass spellcaster
level to determine your available spell slots when
Unscrupulous Recovery multiclassing as an ichor champion ravager and at
Also beginning at 2nd level, you can use a bonus action to least one other class with the spellcasting feature.
recover an expended spell slot at the cost of your hit points.
You regain one expended spell slot of 5th level or lower and
roll d8s equal to the level of the expended spell slot, taking
damage equal to the total result of all the dice rolled which
can't reduce you to less than 1 hit point.
Once you use this feature, you can't use it again until you
finish a short or long rest. The Ichor Champion
Moreover, when you gain this feature, you gain proficiency Ravager Level Spells Known 1st 2nd 3rd 4th 5th
in the Arcana skill.
2nd 3 2 — — — —
Sanguine Spellcasting 3rd 4 3 — — — —
Starting at 6th level, you ignore the material and somatic 4th 4 3 — — — —
components of ichor champion spells you cast while you are
missing at least half of your hit points. If a spell has material 5th 5 4 2 — — —
components with a cost or that are consumed, you must still 6th 5 4 2 — — —
have that specific component to cast that spell.
Additionally, whenever you cast an ichor champion spell 7th 6 4 3 — — —
that deals damage, you add your current Fervid Vengeance 8th 6 4 3 — — —
bonus to that spell's damage. 9th 7 4 3 2 — —
Arcane Adeptus 10th 7 4 3 2 — —
At 10th level, you have learned to complement your martial 11th 8 4 3 3 — —
skills with the magic you wield in the midst of battle. When
you take the Attack action on your turn, you can cast one of 12th 8 4 3 3 — —
your ichor champion spells with a casting time of 1 action in 13th 9 4 3 3 1 —
place of one of the attacks you make with it. 14th 9 4 3 3 1 —
Grim Arcanum 15th 10 4 3 3 2 —
When you reach 13th level, you can tap into an even greater 16th 10 4 3 3 2 —
reserve of magical power when you are seriously wounded.
While you're missing at least half of your hit points, you can 17th 11 4 3 3 2 1
cast an ichor champion spell you know of 1st level, 2nd level, 18th 11 4 3 3 2 1
and 3rd level once each without expending a spell slot or 19th 12 4 3 3 2 2
material components.
When you cast an ichor champion spell with this feature, 20th 12 4 3 3 2 2
you can't cast another ichor champion spell of the same level
as that spell with this feature again until you finish a short or
long rest.
Ichorous Ascent
When you reach 17th level, you learn three 6th level spells — Additionally, you also choose one 1st level ichor champion
circle of death, globe of invulnerability, and scatter — to show spell you know when you reach 17th level. As long as you are
your mastery over the arcane. They count as ichor champion missing at least half of your hit points, you can cast that spell
spells for you and don't count against the number of ichor at its lowest level without expending a spell slot. To cast that
champion spells you know. While you're missing at least 70% spell at a higher level, you must expend a spell slot as normal.
of your hit points, you can cast one of the three spells without By spending 1 hour during a long rest, you can exchange
expending a spell slot or material components. the spell you cast with this feature with a different 1st level
Once you cast one of the three 6th level spells this way, you ichor champion spell that you know.
can't cast a spell with this feature again until you finish a long
rest.
Ravager | Ichor Champion 9
Ichor Champion Spells
2nd Level Counterspell Dimension Door
1st Level Life Transference Evard's Black Tentacles
Aid
Absorb Elements Arcane Lock Magic Circle Freedom of Movement
Cause Fear Blindness/Deafness Nondetection Shadow of Moil
False Life Cloud of Daggers Remove Curse Watery Sphere
Find Familiar Dust Devil Sleet Storm
Fog Cloud Thunder Step 5th Level
Gentle Repose
Ice Knife Tidal Wave Antilife Shell
Misty Step
Inflict Wounds Vampiric Touch Banishing Smite
Ray of Enfeeblement
Protection from Evil and Cloudkill
Spray of Cards
Good 4th Level Enervation
Warding Bond
Ray of Sickness Banishment Far Step
Shield 3rd Level Blight Negative Energy Flood
Bestow Curse Death Ward Steel Wind Strike

Omen Knight
Omen knights are ravagers that dedicate themselves to the Ghastly Resolve. Temporary hit points normally serve as a
pursuit of withstanding even the most perilous situations. buffer against losing actual hit points. When you take damage
Invoking unfathomable powers, they remain stalwart even while you have temporary hit points, you can choose whether
when faced with the prospect of death. or not you lose temporary hit points first as normal, or if you
want to lose hit points instead.
Ominous Resilience
When you first choose this warpath at 2nd level, you gain the Sinister Veil
following features that serve as proof of your descent in your Also when you choose this warpath at 2nd level, you learn to
journey to become an inviolable force. channel your vitality into an unnatural buffer against damage.
Bonus Proficiency. When you choose this warpath at 2nd As a bonus action, you can roll 1d10, simultaneously taking
level, you gain proficiency in the Intimidation skill. damage equal to the result rolled and gaining temporary hit
points equal to the result rolled + your ravager level. Damage
dealt to you this way can't reduce you to less than 1 hit point.
As you gain more levels, you can roll additional d10s (or
one d10 as normal); you can roll two d10s at 5th level and
three 3d10s at 11th level, potentially increasing the amount
of temporary hit points you gain.

10 Ravager | Omen Knight


You can't use this feature if you have 1 or less hit points, as Ominous Avatar
you need to sustain damage in order to create the buffer that
wards you from further harm. Additionally, once you use this When you reach 17th level, you have reached the apex of your
feature, you can't use it again until you roll initiative. ominous fortitude. You gain the following features.
Fortitude of the Omen Avatar. All damage that you take
Unnatural Fortitude that isn't from one of your ravager features is reduced by an
When you reach 6th level, you gain the following features, amount equal to your proficiency bonus.
further proof of your extraordinary resilience. You become Omen Avatar's Emanation. The range of your Omen's
even more stalwart compared to other ravagers, letting no Emanation increases from 10 feet to 30 feet, and you can
attacks find their mark. choose which creatures succeed on the saving throw when
Greater Aegis. Your Armor Class is increased by 1 while you use that feature, provided you can see those creatures.
you're missing at least 20% of your hit points, and 3 instead
of 2 from the Bloody Aegis feature as long as you're missing Scourgewolf
at least 70% of your hit points. Scourgewolves are ravagers who embrace the hunter within.
Sepulchral Defense. Damage dealt to you is reduced by Not even the bulkiest armor or heaviest shield will impede a
1d4 while you're missing at least 20% of your hit points, or scourgewolf chasing their foes.
2d4 instead if you're missing at least 70% of your hit points,
to a minimum of 0 damage. Bloodied Swiftness
Beginning at 2nd level when you first choose this warpath,
Rule Tip: Damage Reduction and your movement speed is increased by 10 feet as long as you
Resistance are missing any hit points. If you're missing at least half of
Damage resistance, followed by vulnerability, is your hit points, the additional movement speed is doubled
applied after all other modifiers to damage. For instead.
example, a creature has resistance to cold damage The additional movement speed increases to 20 feet at
and has the Sepulcral Defense feature. It's hit by an 10th level and 30 feet at 18th level.
attack that deals 20 cold damage while it's missing In addition, the armor you wear no longer imposes
20% of it's hit points. The 20 cold damage is first disadvantage on Dexterity (Stealth) checks you make.
reduced by 1d4, rolling 2 (becoming 18 damage),
and then halved, so the creature takes 9 damage. Ferocious Pursuit
Multiple instances of resistance or vulnerability
that affect the same damage type count as only Also beginning at 2nd level, you can use a bonus action to
one instance. take the Dash action, exerting your body and taking 1d10
damage. This damage can't be prevented or reduce you to
less than 1 hit point.
You can't use this feature if you have 1 or less hit points,
Omen's Emanation and whenever you take the Dash action this way, you don't
Beginning at 10th level, you have proficiency in death saving provoke opportunity attacks for the rest of the turn.
throws and learn to manipulate your life force when injured. Additionally, you gain proficiency in the Athletics skill.
Whenever you take the Attack action on your turn, you can
replace one of the attacks that you make with it with a burst Savage Stride
of miasmic force which is centered on you instead. The save Starting at 6th level, difficult terrain doesn't cost you extra
DC for this feature equals 8 + your proficiency bonus + your movement while you're missing any hit points. In addition,
Fervid Vengeance bonus + your Constitution modifier. your speed can't be reduced by any means except by being
This attack extends 10 feet from you in every direction, but grappled or restrained, and climbing and swimming doesn't
not through total cover. Each other creature in the area must cost you extra movement.
make a Constitution saving throw. On a failed save, a creature Additionally, opportunity attacks that are made against you
takes necrotic damage based on the number of hit points that have disadvantage while you are missing at least half of your
you currently have; 1d8 if you're missing at least 20% of your hit points, and you can take the Dash action as a bonus action
hit points, 2d8 if you're missing at least half of your hit points, while you're missing at least 70% of your hit points.
or 3d8 if you're missing at least 70% of your hit points.
Grisly Avoidance
Improved Sepulchral Defense
At 10th level, you can nimbly dodge out of the way of certain
Starting at 13th level, even the slightest amount of damage is area effects while you are heavily injured, such as an ancient
now enough to activate your Sepulchral Defense feature. red dragon’s fiery breath or an ice storm spell. Whenever
While you are missing any hit points, damage that's dealt to you're subjected to an effect that allows you to make a
you is reduced by 1d4. The damage reduction becomes larger Dexterity saving throw to take half as much damage while
as your hit points decrease; it becomes 1d8 if you are missing you are missing at least 20% of your hit points, you instead
at least 20% of your hit points, 2d8 if you are missing at least take no damage if you succeed on the saving throw, or half
half of your hit points, and 3d8 if you are missing at least 70% damage if you fail.
of your hit points.
Ravager | Scourgewolf 11
You can use this feature a number of times equal to your
Moreover, you can't be charmed or frightened while you're proficiency bonus, and regain all spent uses when you roll
conscious. initiative.
Moreover, you have advantage on Strength and Dexterity
Daunting Visage saving throws as long as you're missing at least half of your
hit points.
Beginning at 13th level, immediately after you move 60 or
more feet at once, you can use your bonus action to terrify Bloodthirsty Fangs
those around you. Each creature within 30 feet of you that
can see you, with the exception of creatures of your choice Beginning at 17th level, simply entering combat wracks you
that you can see or aware of, must succeed on a Wisdom with an overwhelming bloodlust. During the first two rounds
saving throw or become frightened of you for 1 minute as of combat, your movement speed is increased by 30 feet and
your ferocity terrifies everyone in your vicinity. A creature can when you take the Attack action on your turn, you can make
repeat the saving throw at the end of each of its turns, ending one additional weapon attack as part of that action. You can't
the effect on itself on a successful save. use this feature when you're surprised.
Whenever a creature makes a successful saving throw Moreover, you can make three attacks, instead of two, on
against this feature, it can't be frightened of you with this your turn when you take the Attack action even if you aren't
feature for the next 24 hours. missing at least half of your hit points as long as a creature
within 60 feet of you is missing at least half of its hit points.
12 Ravager | Scourgewolf
The Ravager
Ravager (v.1.0.0) by u/Avaricium

Become a warrior that becomes increasingly


dangerous in battle as they take damage and
sustain more and more wounds.

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