Abyssal Ravager

by MobiusFlip

Search GM Binder Visit User Profile

Abyssal Ravager

An abyssal ravager is a follower of a demon prince, granted the fortitude to withstand the inhospitable Abyss and a small fraction of their patron's might. Becoming an abyssal ravager is no small task - it is an honor bestowed only on a small few mortals, and it is not uncommon for abyssal ravagers to be sent on deadly missions as a useful tool for their benefactor. For those who can withstand the transformation and survive their demon prince's whims, however, there are few comparable powers attainable elsewhere.


Abyssal Ravager
Level Features
1st Ravage, Demonic Boon, Abyssal Magic
2nd Abyssal Adaptation
3rd Boon Feature
4th Chaotic Might
5th Boon Feature, Ruinous Ravage

Prerequisites

In order to become and advance as an abyssal ravager, you must meet the following prerequisites, in addition to any multiclassing prerequisites for classes you already have:

  • Constitution 15. Withstanding the inhospitable Abyss requires a fortitude that few others possess.
  • Character level 10th. The demonic transformation into an abyssal ravager is bestowed only on one who has proved their might sufficiently.
  • Complete a special task. The transformation into an abyssal ravager does not happen on its own - you must attract the attention of a demon prince, and impress it to the extent that it bestows powerful demonic boons on you. To gain more levels in the abyssal ravager class, you must perform ever-greater tasks to serve your demonic lord.

Class Features

As an abyssal ravager, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per abyssal ravager level
  • Hit Points per Level: 1d10 + your Constitution modifier per abyssal ravager level

Proficiencies


  • Saving Throws: None
  • Skills: None

Equipment

The abyssal ravager class does not grant any special equipment.

Ravage

At 1st level, your connection to the Abyss allows you to channel its energies into strikes that rend and ruin with chaotic might. When you deal damage to a creature, object, or structure, you can choose to ravage your target, spending your hit dice to deal additional damage rather than healing yourself. Roll a number of hit dice, dealing extra damage equal to the result. This extra damage is a random one of acid, cold, fire, lightning, or poison damage.

No matter how many times you deal damage, the number of hit dice you spend to ravage in a single round cannot exceed your abyssal ravager level.

d10 Ravage Damage
1-2 Acid
3-4 Cold
5-6 Fire
7-8 Lightning
9-0 Poison

Demonic Boon

Also at 1st level, a demon lord of the Abyss has granted you great power. You gain certain features from the boon granted by your demonic benefactor, and gain additional features at 3rd and 5th levels.

Abyssal Magic

You can weave the powers granted by your boon into magical effects, enabling you to cast a small number of spells. You gain a spell from your demonic boon at 1st level, and again at 3rd and 5th level. You can cast any of your boon spells a number of times equal to your abyssal ravager level, without expending spell slots or material components. Once you have cast a number of spells in this way equal to your abyssal ravager level, you must finish a long rest before casting spells with this feature again.

You do not have a spellcasting ability for your boon spells. Instead, their power improves as your demon prince grants you greater and greater powers.

Spell Save DC = 8 + your proficiency bonus +

your abyssal ravager level

Spell attack modifier = your proficiency bonus +

your abyssal ravager level

If you have levels in a class which grants you spell slots, you can cast your boon spells with spell slots as normal. When you cast them in this way, they require material components and a spell slot of the appropriate level as normal.

Abyssal Adaptation

At 2nd level, your body and mind have been warped by the chaotic energies of the Abyss, adapting you for survival in certain harsh environments. Choose one of the following traits:

Fiendish Mind. You gain resistance to psychic damage, and your mind cannot be read by any means except by demons. You learn to speak, read, and write Abyssal, and gain telepathy with a range of 120 feet. When you speak with your telepathy, you can only speak in Abyssal.

Demonic Fortitude. You gain resistance to poison damage, and you are immune to disease and the poisoned condition. You do not need to eat, drink, or breathe to survive, although you become hungry and thirsty as normal.

Fiery Soul. You gain resistance to fire damage, and you suffer no negative effects from extremely hot conditions. When you fall to 0 hit points, your soul lashes out in a burst of fire. Each creature of your choice within 10 feet of you takes fire damage equal to your level.

Chaotic Might

At 4th level, your connection to the Abyss grants you greater power. You can increase one ability score of your choice by 2, or two different ability scores of your choice by 1, to a maximum of 20. Each time you finish a long rest, you may alter this choice, reducing the ability scores you previously increased and improving different ability scores of your choice.

Ruinous Ravage

At 5th level, your might has grown to demonic heights. Once per round, you may ravage a target for 1d10 extra damage without spending a hit die. When you do so, you may spend hit dice to further increase the ravage damage as normal.

In addition, you can choose the damage type dealt by your ravages.

Demonic Boons

Abyssal ravagers are chosen by demon princes, and receive powerful boons from them to augment their already formidable abilities. Different demon princes grant their ravagers different boon spells, physical and mental changes, and other traits.

Baphomet

Baphomet, also known as the Prince of Beasts and the Demon Lord of Minotaurs, rules over the Endless Maze, the 600th layer of the Abyss. He grants his followers the gifts of strength and cunning, that they may always catch their prey.

Boon Spells

At certain levels, you gain access to signature spells of your demonic lord.

Level Boon Spell
1 hunter's mark
3 beast sense
5 slow

Boon of the Horned King

Baphomet's boon grants you his skills in tracking and navigation, ensuring you will never lose track of your quarry no matter how twisted the path may become. You gain the following traits:

Unerring Tracker. As a bonus action, you magically create a psychic link with one creature you can see. For the next hour, you can learn the current distance and direction to the target as a bonus action if it is on the same plane of existence as you. The link ends if you are incapacitated or if you use this ability on a different target.

Labyrinthine Recall. You can perfectly recall any path you have traveled.

Hunter's Sign

At 3rd level, Baphomet marks you as his follower. You grow a pair of horns or antlers on your head. You can choose the shape and size of these horns, and they do not provide any obstruction to headgear you wear, but they must always be visible. In addition, you gain the following trait:

Horned One's Call. If you deal damage to only one creature on your turn, when your turn ends, choose one creature you can see within 30 feet of you. That creature can use its reaction to make an attack against any creature of its choice.

Heart Cleave

At 5th level, Baphomet grants you the powers of his weapon, Heartcleaver. Once on your turn when you make a melee weapon attack, you can choose to make the attack with advantage. If you hit, roll a d20; on a 20, you deal an additional 4d6 damage of the weapon's type.

Champion of Baphomet

Also at 5th level, Baphomet marks you as his champion, granting you power to lead others in his name. You gain the following trait:

Incite the Hunters. As an action, you can call upon your allies to hunt your prey. Each creature of your choice within 30 feet of you can use its reaction to make one weapon attack against the target of your Unerring Tracker trait. Once you use this trait, you cannot use it again until you finish a short or long rest.

Demogorgon

Demogorgon, the Prince of Demons and Master of the Spiraling Depths, resides in the 88th layer of the Abyss, the Gaping Maw. He bestows both his might and his madness upon his followers, strengthening their body and their resolve.

Boon Spells

At certain levels, you gain access to signature spells of your demonic lord.

Level Boon Spell
1 charm person
3 enlarge/reduce
5 vampiric touch

Boon of the Sibilant Beast

Demogorgon's boon warps your mind, granting you both a piece of his two-minded nature and his whiplike reflexes and cunning. You gain the following traits:

Second Sense. You have advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Serpentine Reaction. You can take an extra reaction each round, but this reaction can be used only to make an opportunity attack.

Maddening Gaze

At 3rd level, Demogorgon marks you as his follower. Your eyes shift and warp, appearing like portals to the Abyss. You can choose the approximate appearance of your eyes, but they must be different from each other and obviously unnatural. As an action, you can fix your gaze on a creature you can see within 120 feet of you to afflict it with Demogorgon's madness. The target must make a DC 15 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid your gaze and automatically succeed on the save. If it does so, it can't see you until the start of your next turn, and if it looks at you in the meantime, it must immediately make the save. If it fails the save, it suffers one of the following effects of your choice:

Beguiling Gaze. The target is stunned until the start of your next turn or until you are no longer within line of sight.

Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of your next turn. You don't need to concentrate on the spell.

Hypnotic Gaze

At 5th level, Demogorgon grants you the full power of his terrible gaze. When you use your Maddening Gaze, you gain an additional effect you can inflict on your target instead of the other two:

Hypnotic Gaze. The target is charmed by you until the start of your next turn. You choose how the charmed target uses its actions, reactions, and movement. When doing so, you must focus your attention entirely on the target - you cannot see any creature other than your target until the start of your next turn.

Champion of Demogorgon

Also at 5th level, Demogorgon marks you as his champion, rewarding you for your devotion. You gain the following trait:

Two Minds of Madness. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Yeenoghu

Yeenoghu, called the Lord of Savagery and the Beast of Butchery, rules over the 422nd layer of the Abyss, the blighted hunting grounds known as the Death Dells. He bestows his strength, speed, and ravenous appetite onto his followers, who become more like gnolls in temperament each day.

Boon Spells

At certain levels, you gain access to signature spells of your demonic lord.

Level Boon Spell
1 Tasha's hideous laughter
3 crown of madness
5 fear

Boon of the Gnoll Lord

Yeenoghu's boon grants you his endless hunger and bloodthirst, letting you savagely rip and tear your enemies apart. You gain the following traits:

Gnashing Jaws. Your teeth elongate and sharpen, and your jaw strengthens enough to crack through bone. Your bite is a natural melee weapon with which you are proficient, and deals 1d4 piercing damage on a hit. You use your choice of your Strength or Dexterity modifiers for attack and damage rolls with your bite.

Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half your speed towards another target and make a bite attack.

Savage Hunger

At 3rd level, Yeenoghu marks you as his follower. You feel the endless hunger of Yeenoghu, and its presence is obvious to his devoted followers. Gnolls, leucrottas, shoosuvas, and maw demons are friendly to you unless provoked. In addition, your bite attack improves. When you hit a creature with your bite, it must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your abyssal ravager level. On a failed save, it takes an additional 2d4 poison damage.

Butchery

At 5th level, Yeenoghu grants you the power of his weapon, the Butcher. Once per turn when you hit a creature with a melee weapon attack, you can cause one of these additional effects:

Madness. The target must make a DC 15 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.

Pain. The attack deals an extra 2d10 psychic damage.

Paralysis. The target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.

Champion of Yeenoghu

Also at 5th level, Yeenoghu marks you as his champion, granting you power to lead others in his name. You gain the following trait:

Aura of Bloodthirst. While you are not incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of you.


Credits
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.