Ravager.V1

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 abilities 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
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) five javelins or (b) any simple or martial melee weapon
  • (a) leather armor or (b) scale mail or (c) chain mail
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a component pouch or (b) an arcane focus

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The Spellblade
Level Proficiency Bonus Features Maximum Ravage Charges Spells Known 1st 2nd 3rd 4th 5th
1st +2 Ravager Weapon, Fighting Style
2nd +2 Ravage, Spellcasting 2 2 2
3rd +2 Ravager Discipline 2 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Extra Attack 3 4 4 2
6th +3 Infused Ravager Weapon 4 4 4 2
7th +3 Ravager Discipline Feature 4 5 4 3
8th +3 Ability Score Improvement 5 5 4 3
9th +4 5 6 4 3 2
10th +4 Enduring Charges 6 6 4 3 2
11th +4 Ravager Discipline Feature 6 7 4 3 3
12th +4 Ability Score Improvement 7 7 4 3 3
13th +5 7 8 4 3 3 1
14th +5 Ravage Slash 8 8 4 3 3 1
15th +5 Ravager Discipline Feature 8 9 4 3 3 2
16th +5 Ability Score Improvement 9 9 4 3 3 2
17th +6 9 10 4 3 3 3 1
18th +6 Improved Infusion 10 10 4 3 3 3 1
19th +6 Ability Score Improvement 10 11 4 3 3 3 2
20th +6 Ultimate Ravager Weapon 20 11 4 3 3 3 2

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.

Fighting Style

At 1st 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.

Spellcasting

Your connection with the symbols you engraved in your ravager weapon, alongside the time you spend studying new symbols and their effect on the weave grants you arcane magic. This connection and study powers your spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Ravager spell list.

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Spell Slots.

The Ravager table shows how many spell slots you have to cast your spells. To cast one of your ravager spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher.

You know two 1st-level spells of your choice from the ravager spell list. The Spells Known column of the Ravager table shows when you learn more ravager spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ravager spells you know and replace it with another spell from the ravager spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability.

Intelligence is your spellcasting ability for your ravager spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ravager spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ravage

At level 2 you learn to start inscribing your ravager weapon with ravager symbols. These symbols usually appear as dull engravings on the blade or head of your weapon. However upon successfully striking a creature the symbols begin to glow as the charge within them grows. 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. Use your ravager Spell Save DC for this.

Palm Blast

At 2nd level you learn the most basic use of your ravage charges. You can now siphon the charges into your off hand to deliver a strong blast. As a bonus action on a turn where you have already taken the attack action you can spend 2

ravage charges to make a single melee spell attack with a free hand. On a hit the target takes 2d10 force damage. You must have a free hand to use this technique. You may expend extra ravage charges to increase the damage of the energy blast. You may spend extra charges up to a maximum equal to your Intelligence modifier and the extra damage equals 1d10 force damage for each extra charge spent in this way.

Archetypes

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, the Phaser, or theJuggernaut, all 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.

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.

Ravage Slash

Starting at 14th level your ability to manipulate ravager charges increases allowing you to send forth a huge blade of force with a single sweeping strike. As an action you can spend 8 ravage charges to make a single melee attack with your ravager weapon against one creature within 5ft. The target and each creature that is both within 5ft of the target and yourself that would be hit by the original attack roll 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 in a 30ft cone facing the initial target of the attack must make a Dexterity saving throw. On a failed save they take 6d8 force damage and are knocked back 10ft. On a success they take half damage and are not knocked back. 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

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extra damage equals 1d8 force damage for each extra charge spent in this way.

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.

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 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 raver 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

Also starting at 3rd level, you may choose to have your ravager weapons return to your hand immediately after it is used to make a ranged attack (you choose when you make the attack). At the end of your turn if any ravager weapons have not returned to your hand they do so immediately. If your hands are full they appear in your inventory. 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.

Destructive Throw

From 7th level you learn how to prime one of your ravager weapons to unleash its held power explosively. As an action you may spend 4 ravager charges to throw one of your ravager weapons at a creature within range. On a hit, the target suffers the attacks usual effects (This hit does not generate ravage charges). On a hit or miss each creature within a 20ft radius of the original target (including the original target) must make a Dexterity saving throw.

On a failed save they take 4d8 force damage. On a success they take half damage. A creature hit by the initial ranged attack roll has disadvantage on their saving throw.

You may expend extra ravage charges to increase the damage of the explosion. 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.

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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Phaser

The Phaser is a literal blur on the battlefield, constantly shifting in and out of the planes and teleporting around her enemies to strike from the most unexpected angles. Those who witness a phaser in combat and live are unsure as to what they truly witnessed.

Flicker Step

Beginning when you choose this discipline at 3rd level you learn how to channel some of the ravager energy from your weapons into your body to teleport short distances. While you have at least one ravager charge your movement speed increases by 5ft and increases by another 5ft at levels 7, 11 and 15. Also while you have at least one ravager charges you can replace some of your regular movement with short ranged teleports. For each ravager charge you have at the start of your turn you can replace 5ft of movement with a teleport. You must use all of your teleport distance with a single teleport. For example a phaser with a movement of 35ft has two ravager charges. They can choose to replace upto 10ft of their movement with a teleport but must use it as a single 10ft teleport. They can’t make two 5ft teleports using this feature. They are free to make the teleport at any point during their movement. So the same phaser could move 10ft, teleport 10ft and then still have 15ft of movement left for their turn.

Surprise Attack

At 3rd level you know how to use the shocking nature of teleportation to take opponents off guard. When you make a melee attack with your ravager weapon immediately after teleporting you have advantage on that attack roll. If you take any other action or other form of movement before making the attack the advantage is lost. You only have advantage for one attack for each teleport made.

Duplicate Strike

By 7th level the ravager energy flowing through you leaves after images as you move. As an action you can spend 3 ravage charges to cast the mirror image spell. When you do so in this way the duplicates carry with them a portion of your energy. Whenever you hit a creature with a melee attack from your ravager weapon your duplicates also strike the target dealing 1d4 force damage for each duplicate you have remaining. Even if a creature is unaffected by the mirror image spell because it can’t see, it relies on senses other than sight, such as blindsight, or it can perceive illusions as false, as with truesight, it still takes this extra damage.

Flicker Flurry

Starting at 11th level you know how to focus your ravager energy into a flurry of strikes. As an action you can spend 6 ravage charges to choose an area 30ft in diameter centered on a point you can see within 30ft of you. You teleport to an unoccupied space within 5ft of each creature of your choice in the area and make a melee attack against them with your ravager weapon. (These hits do not generate ravage charges). If a creature has no unoccupied space within 5ft of them you cannot make an attack against them.

You may expend extra ravage charges to increase the damage of the attacks. You may spend extra charges up to a maximum equal to your Intelligence modifier and the extra damage equals 1d4 force damage for each extra charge spent in this way.

Reactive Phase Strike

From 15th level when a creature you can see hits you with an attack, if there is an unoccupied space within 5ft of the attacking creature, you can spend 5 ravage charges and use your reaction to gain resistance against all damage dealt by the triggering attack as you teleport to one of the unoccupied spaces. As part of the same reaction immediately after teleporting you may make a melee attack against the attacking creature.




image credit: arifwijaya

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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 and spells. While you have your ravager weapon in hand, damage you take from all sources is reduced by an amount equal to half your current ravage 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.

Fissure Strike

Beginning at 7th 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 4 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 4d8 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.

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.

Explosive Shield

By 15th level you have developed a way to form a temporary shield of force with your charges that detonates upon impact. When an attacker you can see hits you with an attack, you can use your reaction to spend 3 ravage charges and from a shield between you and the attacker. When you do so the damage from the attack is reduced by 3d8 + your Intelligence modifier and the shield explodes. If the attacker is within 5ft of you they take force damage equal to the damage that your Explosive Shield prevents.

You may expend extra ravage charges to increase the damage your shield prevents. You may spend extra charges up to a maximum equal to your Intelligence modifier. For each extra charge spent in this way add an extra 1d8 to the roll of your Explosive shield.

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Ravager Spell List

1st level
  • Alarm
  • Absorb Elements
  • Armor of Agathys
  • Color Spray
  • Detect Magic
  • Comprehend Languages
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Identify
  • Jump
  • Longstrider
  • Magic Missile
  • Protection from Evil and Good
  • Shield
  • Sleep
  • Thunderwave
2nd Level
  • Alter Self
  • Arcane Lock
  • Blindness Deafness
  • Blur
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • See Invisibility
  • Spider Climb
3rd Level
  • Blink
  • Counterspell
  • Dispel Magic
  • Elemenal Weapon
  • Fear
  • Fly
  • Haste
  • Magic Circle
  • Protection from Energy
  • Slow
  • Thunder Step
  • Tongues
  • Water Breathing
  • Water Walk



4th Level
  • Banishment
  • Dimension Door
  • Fire Shield
  • Greater Invisibility
  • Freedom of Movement
  • Locate Creature
  • Stone Shape
  • Stoneskin
5th Level
  • Animate Objects
  • Far Step
  • Hold Monster
  • Legend Lore
  • Skill Empowerment
  • Steel Wind Strike
  • Teleportation Circle

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