Ravager.V2

Darting from one side of an allyway to the other an elf feints a strike as she phases behind her foe to attack from behind and subvert their guard. A tiefling rushes a blockade of orcs while pinning them with a constant barrage of throwing axes that seem to disappear the moment they strike their quarry. A goliath in heavy plate shrugs off numerous blows from a horde of goblins attacking from all sides as he spins with his rune-etched greatsword unleashing a blade of force, cutting down the entire horde. All of these adventurers are ravagers, a martial class that utilizes magical energies stored in a weapon to enhance their martial capabilities.

Rune Etched Weapons

A ravager gains the bulk of their abilites from special symbols they carve into the blades and heads of their weapons. The symbols sap magical energies from other creatures when striking them and the ravager then utilizes them to either enhance their natural combat ability or to unleash devastating spell-like attacks with their weapons. A ravager's weapon is their most prized possession and most would kill any foolish enough to even touch it.

Destructive and Curious

All ravagers are incredibly potent on the battlefield and are often shock troop soldiers or highly paid mercenaries as a result. However most mercenaries find they end up following the life of an adventurer as both a means to test their skills against epicly dangerous creatures and to delve dungeons and crypts for a chance to learn of new symbols or to find an ancient ravagers weapon. For whatever the reason most adventuring parties find themselves pleased to have the ravager on their side once combat begins.

Creating A Ravager

As you create your ravager character, consider how your character first started learning the symbols and techniques of the ravager. Did he witness one in battle and pledge himself a disciple of that ravager. Did she happen across a dying ravager outside a dungeon and take the blade as loot only to later discover the powers contained within? Were you born to a long line of ravagers with the secrets passed down to you from a young age? Whatever the reason think about how these events would shape how your ravager fights and interacts with those around them.

Quick Build

You can make a ravager quickly by following these suggestions. First, make Intelligence your highest ability score, followed by either Strength or Dexterity. Second choose the soldier background.

Class Features

As a ravager, you have the following class features.




Hitpoints

Hit Dice: 1d10 per ravager level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellslinger level after 1st

Proficiencies

Armor: All armor , shields Weapons: Simple Weapons, Martial Weapons
Tools: Smith's Tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Perception, Survival

Equipment

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

  • any martial weapon and smith’s tools
  • (a) a shield or (b) any 2 simple weapons
  • (a) leather armor or (b) scale mail or (c) chain mail
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

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PART 1 | RAVAGER

The Ravager
Level Proficiency Bonus Features Maximum Ravage Charges
1st +2 Ravager Weapon, Knowledge is Power 2
2nd +2 Ravage Slash, Fighting Style 2
3rd +2 Ravager Discipline 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4
6th +3 Infused Ravager Weapon 4
7th +3 Ravager Discipline Feature 5
8th +3 Ability Score Improvement 5
9th +4 Initiate of the Arcane 6
10th +4 Enduring Charges 6
11th +4 Ravager Discipline Feature 7
12th +4 Ability Score Improvement 7
13th +5 Fissure Strike 8
14th +5 Pierce the Weave 8
15th +5 Ravager Discipline Feature 9
16th +5 Ability Score Improvement 9
17th +6 Enhanced Channeling 10
18th +6 Improved Infusion 10
19th +6 Ability Score Improvement 11
20th +6 Ultimate Ravager Weapon 11

Ravager Weapon

At 1st level, you learn special symbols which when carved into a melee weapon creates a magical bond between yourself and that weapon. The weapon must have metal as part of it. You inscribe the special symbols into the blade or head of the weapon over the course of 1 hour, which can be done during a short rest. You must have smith’s tools to complete the inscriptions required and at the conclusion of the hour you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your

hand. If you attempt to bond with a second weapon, you must break the bond with the first one. The charge held in these symbols is how a Ravager focuses their magical abilities and can be used to both increase the martial prowess of the wielder or to unleash devastating attacks depending on the Ravager in question. You have a maximum of 2 ravage charges you can hold in the symbols on your ravager weapon, and you gain a higher maximum as you reach higher levels as shown in the Maximum Ravager Charges column of the Ravager table. Whenever you hit a creature with an attack involving the metal part of your ravager weapon, the weapon gains a Ravage Charge. At the end of a long rest you lose any unused charges. You gain different ways to use these charges as you gain levels in this class.

Saving Throws. Some of your Ravage techniques require your target to make a saving throw to resist the techniques effects. The saving throw DC is calculated as follows:


Ravage save DC = 8 + your proficiency bonus + your Intelligence modifier

Knowledge is Power

At 1st level your study of magical symbols has lead you to learn two languages of your choice. Additionally when you make and ability check involving writen language, weapons or smithing you can spend 2 ravage charges to gain advantage on the roll.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

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

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Ravage Slash

Starting at 2nd level he first technique every ravager learns is how to send forth a huge blade of force with a single sweeping strike. As an action you can spend 2 ravage charges to make a single melee attack with your ravager weapon against one creature within 5ft. On a hit the target suffers the attack’s normal effects. (This hit does not generate ravage charges). As the energy is released from your weapon it blasts outwards in a wave of pure energy. Each creature in a 15ft cone facing the initial target of the attack must make a Dexterity saving throw. On a failed save they take 3d4 force damage. On a success they take half damage. A creature hit by the initial melee attack roll has disadvantage on their saving throw.

You may expend extra ravage charges to increase both the damage and range of the energy wave. You may spend extra charges up to a maximum equal to your Intelligence modifier. Each extra charge spent in this way increases the damage by 1d4 and the range of the cone by 5ft.

Disciplines of the Ravager

When you reach 3rd level, you choose a discipline that defines the way you utilize your ravager energy. Now you choose the discipline of the Onslaughter, or the Juggernaut, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

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.

Infused Ravager Weapon

By 6th level your ravager weapon is so infused with magical energy that it counts as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage if it is not already magical.

Initiate of the Arcane

At 9th level your continued study of ravager symbols and their connection to the weave has given you a very limited ability to cast spells. Choose a single school of magic (e.g. evocation) you learn a spell of 1st, 2nd and 3rd level from the wizard spell list that is of that school of magic. You can cast each of these spells once at it's lowest level by spending ravage charges equal to the level of the spell cast. You cannot do so again until you complete a long rest.





Enduring Charges

At 10th level your mastery of the energy in your ravager weapon allows you to maintain some of it during
periods of rest. At the end of a long rest you no longer
lose all charges and instead retain an amount equal
to your Intelligence modifier.

Fissure Strike

Beginning at 13th level, you learn how to launch your charges during a strike as a blast of energy that tears the ground asunder as it rushes forth. As an action you can spend 6 ravage charges to make a melee attack with your ravager weapon against one creature within 5ft. On a hit, the target suffers the attacks normal effects. (This hit does not generate ravage charges). As the energy is released from your weapon it blasts forwards as a bolt of pure destruction. Each enemy in a 60ft line from you (in the direction of the enemy you attacked with the initial melee attack) must make a Constitution saving throw. On a failed save they take 6d8 force damage and are knocked prone. On a success they take half damage and are not knocked prone. A creature hit by the initial melee attack roll has disadvantage on their saving throw.

You may expend extra ravage charges to increase the damage of the energy bolt. You may spend extra charges up to a maximum equal to your Intelligence modifier and the extra damage equals 1d8 force damage for each extra charge spent in this way.

Pierce the Weave

Starting at 14th level your understanding of ravager energy allows you to use some of it to pierce the weave with your sight and see everything for what it truly is. As an action you can spend 3 ravage charges to gain truesight out to 60ft for 1 minute. During this time you can also understand all written language.

Enhanced Channeling

By 17th level you know how to get the most out of every ravage charge. Every time you deal force damage with a ravager technique you deal an extra 1d4 force damage for each ravage charge spent.

Improved Infusion

At 18th level your ravager weapon bursts with barely
held energy. You add your Intelligence modifier to
the damage of any attacks made with your ravager
weapon while it has at least one ravager charge.

Ultimate Ravager Weapon

At 20th level you know just how to strike an enemy to maximise the ravaging energy charged by your weapon. Whenever you hit a creature with your ravager weapon, the weapon gains 2 ravager charges instead of 1. You can still only have a maximum number of charges at any time as shown on the Ravager table.

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Ravager Disciplines

Onslaughter

The Onslaughter focus his abilities into rushing his opponents to put them down before they can react. Often seen as a blur on the battlefield, many are overwhelmed utterly as they are cut to ribbons by the Onslaughter.

Dual Ravager Weapons

Beginning when you choose this discipline at 3rd level you may be bonded to 2 ravager weapons at once. You must still spend an hour inscribing the symbols of power on the second weapon though, and you need to have the first weapon within reach for the entire hour as you link the 2 weapons with matching symbols. The weapons will share ravage charges and can both generate charges with successful hits. You still have the same maximum number of ravager charges as shown on the Ravager table. If you inscribe a third weapon you must break the bond with one of the first 2 weapons as part of the inscribing process.

Returning Weapons

Starting at 3rd level, your ravager weapons return to your hand immediately after it is used to make a ranged attack. Also if your ravager weapon does not normally have the thrown property, and does not have the heavy property, it gains thrown (range 20/60). Your ravager weapons that already have the thrown property increase their range by range 20/40.

Show Off

At 7th level your skill with your ravager weapons allows you to perform dazzling displays of whirling and juggling. You gain proficiency in the performance skill if you don't already have it and you can spend a ravage charge to add your Intelligence modifier to any performance check that involves your ravager weapons.

Onslaughter’s Assault

Starting at 11th level, with ravager weapons in both hands you can unleash a flurry of utter devastation. As part of the attack action you can spend 6 ravage charges to temporarily enhance the bond with your ravager weapons. Until the end of your turn whenever you hit a creature with a ranged attack from one of your ravager weapons you immediately teleport to an available space within 5ft of the target and slam into them. The target must make a strength saving throw. On a failed save the target takes 3d8 force damage and is knocked back 10ft. On a success they take half damage and are not knocked back.

A creature hit by the initial ranged attack roll has disadvantage on their saving throw. Also until the end of your turn, being within 5ft of an enemy does not impose disadvantage on your ranged attack rolls with your ravager weapons and your hits with ravager weapons do not generate ravage charges.

You may expend extra ravage charges to increase the damage of the energy slam. You may spend extra charges up to a maximum equal to your Intelligence modifier and the extra damage equals 1d8 force damage for each extra charge spent in this way.

Always on the Attack

By 15th level you are always ready to strike at an enemy when the opening arises. When a creature you can see within range of one of your ravager weapons makes an attack against someone other than you, you can use your reaction to make a single ranged attack with one of your ravager weapons. If this attack hits, the target suffers the attack’s usual effects and the target has disadvantage on its attack that triggered this ability. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses on a long rest.

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Juggernaut

Those who choose to follow the discipline of the Juggernaut are near impossible to bring down. They are able to shrug off blows that would instantly destroy other creatures. Juggernaut’s use this resilience to charge into the middle of the fray and unleash devastating attacks against numerous foes.

Feel No Pain

Starting when you choose this discipline at 3rd level you constantly channel your ravager energy into your body to numb you to some of the damage from attacks. At the start of your turn, while you have your ravager weapon in hand, you gain temporary hit points equal to half your current ravager charges (rounded down).

Blood Rush

Also at 3rd level whenever you take damage and are not brought down to 0 hit points your ravager weapon gains a ravage charge.

Enhanced Endurance

At 7th level you find that you can endure the harshest environments without supplies so long as you keep your weapon charged. As an action you can spend a number of ravage chargea to gain a number of the following effects. Choose one effect for each charge spent. Each effect lasts 24 hours.

  • You don't suffer the effects of extreme heat
  • You don't suffer the effects of extreme cold
  • You full nourishment and don't require food or water

Savage Sweep

Starting at 11th level you take full advantage of your fortitude by making a huge sweeping attack that sends out a shockwave of force. As an action you can spend 6 ravage charges to make a melee attack with your ravager weapon against every creature within 5ft of you. Each target hit suffers the attack’s normal effects. (These hits do not generate ravage charges). As the energy is released from your weapon it blasts outwards in a wave of pure energy. Each creature within 15ft of you must make a Constitution saving throw. On a failed save they take 8d8 force damage. On a success they take half damage. A creature hit by the initial melee attack roll has disadvantage on their saving throw.

You may expend extra ravage charges to increase the damage of the energy wave. You may spend extra charges up to a maximum equal to your Intelligence modifier and the extra damage equals 1d8 force damage for each extra charge spent in this way.

Almighty Blow

By 15th level your mastery of ravage charges allows you to channel your energy into one almighty blow. As an action you can spend 8 ravage charges to make a single melee attack with your ravager weapon against a creature within 5ft. On a hit the target suffers the attacks usual effects. In addition the

target is knocked back 30ft. If during this knockback the target collides with an object or another creature it stops in the space prior to the additional target. Both targets suffer 8d10 force damage and are knocked prone.

You may expend extra ravage charges to increase the damage of the energy wave. You may spend extra charges up to a maximum equal to your Intelligence modifier and the extra damage equals 1d8 force damage for each extra charge spent in this way.

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