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
- Cover : Black knight (Lancer) by Tuda6
- Contents : クリームヒルト by ぼせみ/vosem
- Page 1 : Topaz Knight by Tuda6
- Page 3 : クリームヒルト by 光崎
- Page 5 : 竜狩りの鎧 by 灰啓
- Page 6 : Silver=Black(Red) by Tuda6
- Page 10 : 【PFLS】 --祭礼の歌 st.6.8- by 超凶の狄璐卡
- Page 12 : 黒騎士 by 灰啓
- 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.
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
You can create a ravager by following these suggestions. First, Constitution should be your character's highest ability score, followed by Strength or Dexterity (depending on what kind of martial character you want). Then choose the soldier background.
Optional Rule : Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, you must meet the prerequisites listed below in order to multiclass into a ravager.
Ability Score Minimum. The prerequisite to multiclass into a ravager or take a level in another class if you're already a ravager are a Strength or Dexterity score of at least 13 and a Constitution score of at least 13.
Proficiencies Gained. If ravager isn't your initial class, you gain proficiency with light armor, medium armor, and shields.
Class Features
As a ravager, you gain the following class features.
Hit Points
- Hit Dice : 1d12 per ravager level
- Hit Points at 1st Level : 12 + your Constitution modifier
- Hit Points at Higher Levels : 1d12 (or 7) + your Constit-ution modifier per ravager level after 1st level
Proficiencies
- Armor : All armor, shields
- Weapons : Simple melee weapons, martial melee weapons
- Tools : None
- Saving Throws : Strength, Constitution
- Skills : Choose two from Athletics, Insight, Intimidation, Perception, and Survival
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) scale mail
- (a) a martial melee weapon and a shield or (b) two martial melee weapons
- (a) two handaxes or (b) any simple melee weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Fervid Vengeance
You become increasingly dangerous in combat as your hit points decrease. You get a +1 bonus to attack and damage rolls with your weapon attacks and saving throws you make while you are missing at least 20% of your hit points, or a +2 bonus if your hit points are equal to or less than 30% of your maximum hit points.
As you gain more levels as a ravager, the bonuses for missing at least 20%, 50% and 70% of your maximum hit points increase. Round up each time; for example, if you have a maximum of 87 hit points, this feature's intervals are 70, 44, and 26 hit points.
Fighting Style
Also at 1st level, you adopt a particular 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.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to your Armor Class.
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're wielding with two hands, you can reroll the die and must use the new roll, even 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.
Interception
Whenever a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Battle Instinct
Starting at 2nd level, you can add your proficiency bonus to any initiative roll you make. When you do so, you are dealt 1d6 damage at the start of your second turn. This damage can't be prevented or reduce you to less than 1 hit point.
The damage incurred from exerting yourself increases as you gain more levels in this class. It becomes 2d6 when you reach 7th level and 3d6 at 14th level.
Ravager's Warpath
When you reach 2nd level, you choose a warpath that shapes how you approach combat. The warpath you choose grants you features when you first choose it and again at 6th, 10th, 13th, and 17th level. Some warpaths are detailed at the end of the class description.
Bloody Aegis
Beginning at 3rd level, your Armor Class is increased by 2 as long as you are missing at least half of your hit points.
Indomitable Will
Also at 3rd level, you have resistance to all damage while you have all of your hit points.
Moreover, you can draw upon a limited well of stamina to steel yourself while you are injured. As a bonus action while you are missing at least half of your hit points, you can gain temporary hit points equal to three times your ravager level. Once you use this feature, you can't use it again until you finish a short or long rest.
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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Staggering Resilience
Beginning at 7th level, you have resistance to bludgeoning, piercing, and slashing damage as long as you're missing at least half of your hit points. This becomes resistance to all damage when you reach 14th level.
Bloodthirsty Resolve
At 9th level, you are fearless in the face of death. When you're reduced to 0 hit points but not killed outright, you can drop to 1 hit point and become immune to all damage until the end of your next turn instead.
Once you use this feature, you can't use it again until you finish a long rest.
Vicious Rage
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, whenever you take the Attack action on your turn.
Retaliation
Starting at 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Impregnable Warrior
At 18th level, you become an unshakable bastion in the face of dangerous odds. If damage would reduce you to less than half of your maximum hit points, your hit points are reduced to half of your maximum hit points instead and you become immune to all damage until the end of your next turn. Once you use this feature, you must finish a long rest before using it again.
Ravager's Tenacity
At 20th level, you have become a paragon of endurance and survival. If you would take damage greater than 25% of your maximum hit points, the damage dealt is reduced to 25% of your maximum hit points instead unless it ignores immunity. Moreover, your Constitution score is also increased by 4, to a maximum of 24.
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
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 you are wielding a martial weapon or a shield to reduce the damage dealt to you by 1d10 + your Constitution modifier.
When you reach 11th level, the amount of damage that's reduced when you use either reaction is increased to 2d10.
Aggravating Strikes
Beginning at 6th level, whenever you hit a creature with a melee weapon attack for the first time on each of your turns, that creature must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls that it makes 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.
When a creature makes a successful saving throw against this feature, that creature cannot be forced to make a saving throw with this feature for the next 24 hours.
In addition, your hit point maximum increases by 12 and increases by 2 again whenever you gain a level in this class.
Fervent Intimidation
Starting at 10th level, a creature that has disadvantage on attack rolls against creatures other than you must make a Wisdom saving throw the first time it tries to move to a space more than 30 feet away from you each turn. On a failed save, its movement is restricted and it can't willingly move more than 30 feet away from you for the rest of the turn. A creature more than 60 feet away from you isn't affected by this feature.
Custode's Shelter
Beginning at 13th level, when a friendly creature within 30 feet of you is forced to make a saving throw, they make that saving throw with advantage if the saving throw originates from a creature that has disadvantage on attack rolls against creatures other than you.
Guardian's Reproach
Starting at 17th level, damage that is dealt by a creature that has disadvantage on attack rolls against creatures other than you is halved if the damage isn't being dealt to you.
The creature that's dealing damage must be within 30 feet 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
Desecrators are ravagers who embody physical might and mortal combat. Even when they fail to hit their target, they always leave some sort of mark behind.
Destructive Aftershock
Beginning at 2nd level when you choose this warpath, your attacks always leave an impact, regardless of whether they hit or miss. When you make an attack with a melee weapon with the Attack action, the target takes 1 additional damage of that weapon's type, even if you miss with the attack roll.
Moreover, whenever you miss with a melee weapon attack, the damage the target takes from this feature is increased by your Fervid Vengeance bonus based on your current amount of hit points; for example at 3rd level while you're missing at least half your hit points, this feature deals 3 damage when you miss with a melee weapon attack.
The damage from this feature increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.
Reckless Onslaught
Also beginning at 2nd level, you can push your body beyond its limits, to the point of injuring yourself, to continue your assault. On your turn, you can make one additional weapon attack (no action required) and when you do, you take 1d10 damage at the end of the turn. This damage can't reduce you to less than 1 hit point.
At 11th level, you can make two additional weapon attacks when you use this feature instead; when you do so, you deal 3d10, instead of 1d10, damage to yourself at the end of your turn.
Once you use this feature to make an additional attack, you must roll initiative before you can use it again.
Gargantuan Force
At 6th level, the base damage from Destructive Aftershock is increased by 1d4 when the triggering weapon attack is made with a weapon with the two-handed or versatile property that was wielded with two hands.
Moreover, your melee weapon attacks now score a critical hit on a roll of 19 or 20.
Violent Upheaval
Starting at 10th level, when you deal damage to a creature with your Destructive Aftershock, you also deal that much damage to any number of other creatures of your choice that you can see or are aware of, that aren't in total cover, that are within your weapon's reach.
Obliterator's Wrath
Starting at 13th level, whenever you deal damage to a creature with a melee weapon attack or your Destructive Aftershock, they must succeed on a Strength saving throw or they are knocked prone. The save DC is equal to the amount of damage dealt to them. On a success, a creature is immune to this feature until the start of your next turn.
Overbearing Dominus
Beginning at 17th level, even when you miss with an attack using your weapon, you can critically harm your target. Your melee weapon attacks now score a critical hit on a roll of 18—20.
Moreover, when you miss with a melee weapon attack, roll a d20. On a roll of 18—20, double the damage that the target takes from your Destructive Aftershock.
Fell Inquisitor
Fell inquisitors are ravagers that have devoted themselves to the pursuit of maintaining the natural order — cutting down those seeking immortality and others who would pervert life, such as necromancers and beings participating in forbidden experiments. And such is their devotion to this duty that they possess the ability to wield life and death itself to further this goal.
Inquisitor's Ordainment
When you first choose this warpath at 2nd level, you gain the following features to signify your initiation as an inquisitor.
Inquisitor's Touch. Your touch can heal wounds. You have a pool of healing power that replenishes whenever you take a long rest. With that pool, you can restore a total number of hit points equal to your ravager level × 5.
As an action, you can touch another creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. A creature that's undead or a construct can't regain hit points with this feature.
Reaper's Weapon. You learn a ritual that creates a magical bond between yourself and one weapon, which you perform over the course of one hour, and can be done during a short rest. The weapon must be a melee weapon that is within your reach throughout the course of the ritual, at the conclusion of which you touch the weapon and forge the bond, imbuing it with magical energy.
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 as you, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have a single weapon bonded to you at a time with this feature. If you attempt to bond with another weapon, you must break your bond with the other one.
The weapon stops being your reaper's weapon if you die, perform the 1-hour ritual on another weapon, or you perform the 1-hour ritual to break your bond to it.
Reaper's Harvest
Also at 2nd level, once on each of your turns when you score a hit with your reaper's weapon, before rolling for damage, you can suffuse it with your own life essence to deal extra damage to the target; when you do, both you and the target are dealt 1d8 necrotic or radiant (your choice when you hit) damage. The damage that's dealt to you can't reduce you to less than 1 hit point.
Additionally, when you use this feature and the target is reduced to 0 hit points and killed by your reaper's weapon (either damage from the weapon itself, or the necrotic or radiant damage from this feature), its corpse is warded by your divine sacrament. For the next 7 days, it is protected 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.
Inquisitor's Protection
When you reach 6th level, you gain the following features as proof of your growth as an inquisitor. Before one can take up the mantle of a true inquisitor, they must devote themselves to maintaining the order of the natural world and protecting their compatriots.
Inquisitor's Sanctity. You know the spell gentle repose and can cast it without expending a spell slot or material components. It fails if you target a corpse with it that has already been affected by the spell in the past 30 days.
Preserving Touch. Whenever another creature regains 5 or more hit points with your Inquisitor's Touch feature, they also gain resistance to necrotic and radiant damage until the beginning of your next turn. In addition, whenever you take the Attack action on your turn, you can use your Inquisitor's Touch in place of one of the attacks you make with it.
Crusader's Culling
When you reach 10th level, you gain the following features. An inquisitor must be capable in battle, and you must be able to stand your ground even when outnumbered. As such, you are no exception, and your weapon will cut down those who wield false life before you.
Enervating Weapon. Whenever you deal damage to a creature with your reaper's weapon, they can't regain hit points or gain temporary hit points until the beginning of your next turn.
Reaper's Flourish. As an action, you can make an attack with your reaper's weapon against any number of creatures within the weapon's reach, making a separate attack roll for each target.
Blessing of the Fell
When you reach 13th level, you gain the following features. The path of an inquisitor is rife with challenge, and your faith is rewarded appropriately by both life and death in your quest to preserve order.
Instrument of Order. You have resistance to necrotic and radiant damage. Moreover, whenever a creature regains 5 or more hit points with your Inquisitor's Touch feature, they also gain resistance to all damage until the beginning of your next turn and you gain temporary hit points equal to the number of hit points regained by the other creature, which last for 1 minute.
Divine Weapon. On a hit, your reaper's weapon deals an additional 1d6 necrotic or radiant (your choice when you hit) damage. Moreover, attacks made with your reaper's weapon ignore any temporary hit points that the target has.
Inquisitor Preeminent
When you reach 17th level, your might as an inquisitor has become unparalleled. Whenever you take damage for the first time each turn, any damage you take for the rest of the turn is halved. Moreover, whenever you score a hit with your reaper's weapon, it ignores any damage resistances the target has. If you are missing at least half of your hit points, your reaper's weapon also ignores any damage immunities that the target has as well.
Ichor Champion
Ichor champions are ravagers that can tap into the arcane arts, committing a handful of spells to memory instead of keeping them in a spellbook. Unlike eldritch knights, ichor champions don't limit themselves to the studies of a wizard, choosing to learn from a diverse array of disciplines under three of the eight schools of magic: abjuration, conjuration, and necromancy.
Spellcasting
When you first choose this warpath at 2nd level, you augment your martial prowess with the ability to cast spells.
Spell Slots
The Ichor Champion table shows how many spell slots you have to cast your ichor champion spells of 1st level and 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 finish a long rest.
For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.
As a martial class with access to 5th-level spell slots, you must meet prerequisites to cast your ichor champion spells of higher levels. You must be missing at least 20% of hit your hit points to cast an ichor champion spell of 4th level and at least half of your hit points to cast an ichor champion spell of 5th level or higher.
Spells Known of 1st Level and Higher
You know three 1st-level ichor champion spells of your choice.
The Spells Known column of the Ichor Champion table shows when you learn more ichor champion spells. 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.
In addition, when you gain another level in this class, you can choose any number of ichor champion spells you know and replace them with spells from the ichor champion spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your ichor champion spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Moreover, you use your Intelligence modifier and current bonus from Fervid Vengeance when setting the saving throw DC for an ichor champion spell you cast and when you make an attack roll with one.
Spell Save DC
Spell attack modifier = your proficiency bonus + your
Spellcasting Focus
You can use your own body as the spellcasting focus for your ichor champion spells, provided you are missing at least half of your hit points.
Unscrupulous Recovery
Also beginning at 2nd level, you can use a bonus action to 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.
Moreover, when you gain this feature, you gain proficiency in the Arcana skill.
Sanguine Spellcasting
Starting at 6th level, you ignore the material and somatic components of ichor champion spells you cast while you are missing at least half of your hit points. If a spell has material components with a cost or that are consumed, you must still have that specific component to cast that spell.
Additionally, whenever you cast an ichor champion spell that deals damage, you add your current Fervid Vengeance bonus to that spell's damage.
Arcane Adeptus
At 10th level, you have learned to complement your martial 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 your ichor champion spells with a casting time of 1 action in place of one of the attacks you make with it.
Grim Arcanum
When you reach 13th level, you can tap into an even greater reserve of magical power when you are seriously wounded. While you're missing at least half of your hit points, you can cast an ichor champion spell you know of 1st level, 2nd level, and 3rd level once each without expending a spell slot or material components.
When you cast an ichor champion spell with this feature, 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 — circle of death, globe of invulnerability, and scatter — to show your mastery over the arcane. They count as ichor champion spells for you and don't count against the number of ichor champion spells you know. While you're missing at least 70% of your hit points, you can cast one of the three spells without expending a spell slot or material components.
Once you cast one of the three 6th level spells this way, you can't cast a spell with this feature again until you finish a long rest.
Spell Slots. You add half your ravager levels (rounded down) to your total multiclass spellcaster level to determine your available spell slots when multiclassing as an ichor champion ravager and at least one other class with the spellcasting feature.
The Ichor Champion
| Ravager Level | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|
| 2nd | 3 | 2 | — | — | — | — |
| 3rd | 4 | 3 | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — |
| 5th | 5 | 4 | 2 | — | — | — |
| 6th | 5 | 4 | 2 | — | — | — |
| 7th | 6 | 4 | 3 | — | — | — |
| 8th | 6 | 4 | 3 | — | — | — |
| 9th | 7 | 4 | 3 | 2 | — | — |
| 10th | 7 | 4 | 3 | 2 | — | — |
| 11th | 8 | 4 | 3 | 3 | — | — |
| 12th | 8 | 4 | 3 | 3 | — | — |
| 13th | 9 | 4 | 3 | 3 | 1 | — |
| 14th | 9 | 4 | 3 | 3 | 1 | — |
| 15th | 10 | 4 | 3 | 3 | 2 | — |
| 16th | 10 | 4 | 3 | 3 | 2 | — |
| 17th | 11 | 4 | 3 | 3 | 2 | 1 |
| 18th | 11 | 4 | 3 | 3 | 2 | 1 |
| 19th | 12 | 4 | 3 | 3 | 2 | 2 |
| 20th | 12 | 4 | 3 | 3 | 2 | 2 |
Additionally, you also choose one 1st level ichor champion spell you know when you reach 17th level. As long as you are missing at least half of your hit points, you can cast that spell at its lowest level without expending a spell slot. To cast that spell at a higher level, you must expend a spell slot as normal.
By spending 1 hour during a long rest, you can exchange the spell you cast with this feature with a different 1st level ichor champion spell that you know.
Ichor Champion Spells
1st Level
- Absorb Elements
- Cause Fear
- False Life
- Find Familiar
- Fog Cloud
- Ice Knife
- Inflict Wounds
- Protection from Evil and Good
- Ray of Sickness
- Shield
2nd Level
- Aid
- Arcane Lock
- Blindness/Deafness
- Cloud of Daggers
- Dust Devil
- Gentle Repose
- Misty Step
- Ray of Enfeeblement
- Spray of Cards
- Warding Bond
3rd Level
- Bestow Curse
- Counterspell
- Life Transference
- Magic Circle
- Nondetection
- Remove Curse
- Sleet Storm
- Thunder Step
- Tidal Wave
- Vampiric Touch
4th Level
- Banishment
- Blight
- Death Ward
- Dimension Door
- Evard's Black Tentacles
- Freedom of Movement
- Shadow of Moil
- Watery Sphere
5th Level
- Antilife Shell
- Banishing Smite
- Cloudkill
- Enervation
- Far Step
- Negative Energy Flood
- Steel Wind Strike
Omen Knight
Omen knights are ravagers that dedicate themselves to the pursuit of withstanding even the most perilous situations. Invoking unfathomable powers, they remain stalwart even when faced with the prospect of death.
Ominous Resilience
When you first choose this warpath at 2nd level, you gain the following features that serve as proof of your descent in your journey to become an inviolable force.
Bonus Proficiency. When you choose this warpath at 2nd level, you gain proficiency in the Intimidation skill.
Ghastly Resolve. Temporary hit points normally serve as a buffer against losing actual hit points. When you take damage while you have temporary hit points, you can choose whether or not you lose temporary hit points first as normal, or if you want to lose hit points instead.
Sinister Veil
Also when you choose this warpath at 2nd level, you learn to channel your vitality into an unnatural buffer against damage. As a bonus action, you can roll 1d10, simultaneously taking 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.
You can't use this feature if you have 1 or less hit points, as you need to sustain damage in order to create the buffer that wards you from further harm. Additionally, once you use this feature, you can't use it again until you roll initiative.
Unnatural Fortitude
When you reach 6th level, you gain the following features, further proof of your extraordinary resilience. You become even more stalwart compared to other ravagers, letting no attacks find their mark.
Greater Aegis. Your Armor Class is increased by 1 while 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 at least 70% of your hit points.
Sepulchral Defense. Damage dealt to you is reduced by 1d4 while you're missing at least 20% of your hit points, or 2d4 instead if you're missing at least 70% of your hit points, to a minimum of 0 damage.
Rule Tip: Damage Reduction and Resistance
Damage resistance, followed by vulnerability, is applied after all other modifiers to damage. For example, a creature has resistance to cold damage and has the Sepulcral Defense feature. It's hit by an attack that deals 20 cold damage while it's missing 20% of it's hit points. The 20 cold damage is first reduced by 1d4, rolling 2 (becoming 18 damage), and then halved, so the creature takes 9 damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance.
Omen's Emanation
Beginning at 10th level, you have proficiency in death saving throws and learn to manipulate your life force when injured.
Whenever you take the Attack action on your turn, you can replace one of the attacks that you make with it with a burst of miasmic force which is centered on you instead. The save DC for this feature equals 8 + your proficiency bonus + your Fervid Vengeance bonus + your Constitution modifier.
This attack extends 10 feet from you in every direction, but not through total cover. Each other creature in the area must make a Constitution saving throw. On a failed save, a creature takes necrotic damage based on the number of hit points that you currently have; 1d8 if you're missing at least 20% of your hit points, 2d8 if you're missing at least half of your hit points, or 3d8 if you're missing at least 70% of your hit points.
Improved Sepulchral Defense
Starting at 13th level, even the slightest amount of damage is now enough to activate your Sepulchral Defense feature.
While you are missing any hit points, damage that's dealt to you is reduced by 1d4. The damage reduction becomes larger as your hit points decrease; it becomes 1d8 if you are missing at least 20% of your hit points, 2d8 if you are missing at least half of your hit points, and 3d8 if you are missing at least 70% of your hit points.
Ominous Avatar
When you reach 17th level, you have reached the apex of your ominous fortitude. You gain the following features.
Fortitude of the Omen Avatar. All damage that you take that isn't from one of your ravager features is reduced by an amount equal to your proficiency bonus.
Omen Avatar's Emanation. The range of your Omen's Emanation increases from 10 feet to 30 feet, and you can choose which creatures succeed on the saving throw when you use that feature, provided you can see those creatures.
Scourgewolf
Scourgewolves are ravagers who embrace the hunter within. Not even the bulkiest armor or heaviest shield will impede a scourgewolf chasing their foes.
Bloodied Swiftness
Beginning at 2nd level when you first choose this warpath, your movement speed is increased by 10 feet as long as you are missing any hit points. If you're missing at least half of your hit points, the additional movement speed is doubled instead.
The additional movement speed increases to 20 feet at 10th level and 30 feet at 18th level.
In addition, the armor you wear no longer imposes disadvantage on Dexterity (Stealth) checks you make.
Ferocious Pursuit
Also beginning at 2nd level, you can use a bonus action to 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, and whenever you take the Dash action this way, you don't provoke opportunity attacks for the rest of the turn.
Additionally, you gain proficiency in the Athletics skill.
Savage Stride
Starting at 6th level, difficult terrain doesn't cost you extra movement while you're missing any hit points. In addition, your speed can't be reduced by any means except by being grappled or restrained, and climbing and swimming doesn't cost you extra movement.
Additionally, opportunity attacks that are made against you have disadvantage while you are missing at least half of your hit points, and you can take the Dash action as a bonus action while you're missing at least 70% of your hit points.
Grisly Avoidance
At 10th level, you can nimbly dodge out of the way of certain area effects while you are heavily injured, such as an ancient red dragon’s fiery breath or an ice storm spell. Whenever you're subjected to an effect that allows you to make a Dexterity saving throw to take half as much damage while you are missing at least 20% of your hit points, you instead take no damage if you succeed on the saving throw, or half damage if you fail.
Moreover, you can't be charmed or frightened while you're conscious.
Daunting Visage
Beginning at 13th level, immediately after you move 60 or more feet at once, you can use your bonus action to terrify those around you. Each creature within 30 feet of you that can see you, with the exception of creatures of your choice that you can see or aware of, must succeed on a Wisdom saving throw or become frightened of you for 1 minute as your ferocity terrifies everyone in your vicinity. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Whenever a creature makes a successful saving throw against this feature, it can't be frightened of you with this feature for the next 24 hours.
You can use this feature a number of times equal to your proficiency bonus, and regain all spent uses when you roll initiative.
Moreover, you have advantage on Strength and Dexterity saving throws as long as you're missing at least half of your hit points.
Bloodthirsty Fangs
Beginning at 17th level, simply entering combat wracks you with an overwhelming bloodlust. During the first two rounds of combat, your movement speed is increased by 30 feet and when you take the Attack action on your turn, you can make one additional weapon attack as part of that action. You can't use this feature when you're surprised.
Moreover, you can make three attacks, instead of two, on your turn when you take the Attack action even if you aren't 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.
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.