The Ravager - GM Binder
The Ravager - GM Binder
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
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りの
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の の
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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
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.
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.