Raid Captain Fighter V2 (Monsters & Mines Preview)

by TexTheDM

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Fighter: Raid Captain
Preview Content

This is a preview of content from my Minecraft X D&D Homebrew supplement.

  • The racial traits for Illagers (Ill-age-rs) will be located in the final supplement.

Illagers

Illagers are a race of humanoids descended from the Villagers they have greyed skin & typically blue eyes. They are typically seen by Humans and villagers as hostile and not to be trusted. Not all Illagers are this way. Some even try to fight this stigma and become heroes themself. The many Illager types consist of Pillagers, Vidicators & evokers. The more evil Illagers typically live in large mansions or outposts. The nicer Illagers are usually seen as outcasts to villager and illager society.

Fighter: Raid Captain

Raid Captains are fighters that seek to raid villages and plunder for loot. Raid Captains always start a raid by blowing on a Goat's horn before battle. Raid captains are masters of archery & striking thier foes down with unending accuracy.

Ranged & Ready

3rd Level: Raid Captain Feature

Starting at 3rd level Whenever you roll for initiative and are wielding a ranged weapon, you can imbue it to gain the effect of a +1 magic weapon. This benefit ends once combat has ended.

Additionally, you gain proficiency in woodcarvers tools.

Firework Arrow

3rd Level: Raid Captain Feature

Also at 3rd Level you can manifest an item called a firework rocket into existence. Once per turn when you hit a creature with a ranged weapon You can deal an additional 1d6 Force damage to that creature. You then Force All Creatures within 10 ft of the initial target to make dexterity saving throws on a failure they take the additional Force damage. This damaged scales as you increase in fighter levels. when you reach 7th level (1d8), 10th level (1d10), and 18th level (1d12).


You can do this a number of times per day equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

  • The DC = 8 + your Dexterity or Strength Modifier + your proficiency bonus

Mounted Evasion

7th Level: Raid Captain Feature

When you or your mount makes a Dexterity saving throw to take half damage from an effect, they take no damage on a success and half damage on a failure.

Additionally you also gain proficiency in animal Handling. Your proficiency bonus is doubled for any ability check you make using it.

Summon Ravager

10th Level: Raid Captain Feature

Begining at 10th level you can summon a Ravager steed as a bonus action. The Ravager is friendly to you & your allies It lasts for 1 minute or until destroyed. Once you do this you must finish a long rest to do it again. Additionally, your Ranged & Ready feature now grants you a +2 weapon whenever it is active.

  • Ravager Steed statistics are on the next page

Exploding Arrows

15th Level: Raid Captain feature

When you take the Attack Action on your turn you can expend 3 uses of your Firework Arrows feature and replace one of your attacks to bombard a creature in range, make one attack roll, if the attack hit the target take extra Force damage equal to 3 rolls of your Firework Arrows feature, additionally each creature in a 30ft area must make a Dexterity Saving Throw against your Firework Arrows DC. On a successful save the target takes half damage.

Illager's Wrath

18th Level: Raid Captain Feature

Begining at 18th Level you become a master of all ranged combat. You gain the following abilites below:

  • Bad Omen. When you score a critical hit you instill fear into your target causing them to gain the frightened or Incapacitated condition (you choose), till the end of your next turn.
  • Foe Defiler. Your ranged weapon attacks ignore resistance to piercing, slashing, bludgeoning damage. Even if your target is immune to those damage types normally it treats them as if they're resistant.
  • Readiest When Ranged. When you roll initiative you now gain the benefits of a +3 ranged weapon when you use your ranged and ready feature. Additionally, any ammunition you use counts as +1 ammunition.

Ravager Steed

Large monstrosity (Illager), Neutral


  • Armor Class 13 + your dexterity modifier
  • Hit Points Half your hit points
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 5 (-3) 6 (-2) 12 (+1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Common and Testificate
  • Proficiency Bonus (PB). Equals your bonus

Aversion to Rabbits. The Ravager has the frightened condition whenever it starts its turn within 60 feet of a rodent or rabbit creature it can see. The condition lasts until the start of the Ravager’s next turn.

Burdened Strength. The Ravager is considered to be a Huge creature for the purpose of determining its carrying capacity.

Charge. If the Ravager moves at least 15 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (1d12) bludgeoning damage. If the target is a large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (1d12 + PB) bludgeoning damage.

Bonus Actions

Aggressive. As a bonus action, the Ravager can move up to its speed toward a hostile creature that it can see.

Changelog

V1: 7/03/23:

  • Added summon ravager
  • Firework Arrows & Horn of Battle & raider's Mark.
  • Removed Exploding Arrows

V2 7/21/23:

  • Removed Horn Of Battle
  • Raider's Mark
  • Moved firework Arrow from 10th to third
  • Brought back Exploding Arrows but moved it to 15th
  • Summon ravager moved from 15th to 10th level
  • Added Ranged & ready a new 3rd level feature
  • Reworked Illagers Wrath (Removed Unending strike option which was too similar to the rogue feature "Stroke Of Luck" & replaced it with Readiest When Ranged)