Becoming a ravager is the most difficult task a barbarian ever undertakes. It is not enough to be a mighty, rage-filled warrior, one must become anger incarnate. Once barbarians reach 20th level, their undisciplined rage limits their power. To walk the path of the ravager one must channel their fury, compacting it into a highly focused and devastating tool of limitless destructive potential.
To advance as a ravager, you must meet the following prerequisites:
Barbarian Level 20 – Only the mightiest warriors fueled by pure rage are strong enough to walk the path of a ravager.
Slay an Epic Foe – At the DM’s discretion, you may be required to defeat a mighty opponent of tremendous power. This enemy must be the greatest threat you have ever faced and represent a tremendous achievement in your adventuring career. DMs are encouraged to make this foe a creature of great power that pushes a character to its limits. The creature need not be defeated single-handedly but should always be of considerable challenge.
Epic Trial: Rageborn – You must undergo a fearsome trial that only a barbarian could complete, spending a year and a day in a continuous rage. During this time, you can neither sleep nor rest as your days are consumed with blind, unending fury. Eventually, this anger reaches its climax in a tremendous primal act. This typically takes the form of a great feat of strength, such as splitting a mountain with a single blow, lifting an impossibly heavy object, or defeating a mighty beast in a wrestling match. Once completed, this act teaches you the true potential of your anger, unlocking the potential for limitless strength.
As a ravager, you gain the following class features.
Hit Points
Hit Dice: 1d12 per ravager level
Hit Points per Level: 1d12 + your Constitution modifier per ravager level
Proficiencies
Saving Throws: You gain proficiency in a single saving throw of your choice.
Ability Score Improvement
When you reach 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 30 using this feature.
Epic Feat
When you reach 21st level, and again at 25th and 29th level, you may select one Epic feat from the Epic feat list detailed in section 3. You may forgo taking an Epic feat to instead increase an ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30 using this feature.
Overpowering Strikes
At 21st level, when you make a weapon attack at advantage using Strength and score a hit, you can deal maximum damage with that attack.
Pain Fuel
At 21st level, you may use the pain of combat to increase the power of your rage. When you take an instance of damage from an enemy while raging, you gain 1 point of pain fuel for every 20 points of damage you took, rounded down. You lose any points of pain fuel you have when your rage ends or when you finish a short or long rest, whichever comes first. While you have 1 or more points of pain fuel, you gain the following benefits.
+1 bonus to Strength-based weapon attacks per point of pain fuel
+1 bonus to Strength ability checks per point of pain fuel
+1 bonus to Strength saving throws per point of pain fuel
Unleashed Might
At 22nd level, you can channel your pain fuel points into acts of legendary might called fury powers. These powers can only be used while you are raging and if you have the necessary actions available to you, which are detailed in each fury power’s description. Each fury power has a pain fuel point cost in its description, indicating the required number of pain fuel points you lose after the fury power has been utilized. Every ravager has access to all the fury powers detailed at the end of this class description, though some gain additional fury powers according to their subclass as they advance.
Some fury powers force those affected to attempt saving throws. The DC for these saving throws is calculated using your fury power save DC.
Fury Power save DC = 8 + your proficiency bonus + your Strength modifier
Bitter Fury
At 24th level, your failures only spur you on to greater anger. While you are raging you gain the following properties: • When you miss a weapon attack against an enemy creature, you gain a single point of pain fuel. You cannot gain points of pain fuel from attacks that you intentionally miss. • When you fail a saving throw against an enemy creature, you gain a single point of pain fuel. You cannot gain points of pain fuel from saving throws you fail intentionally.
Epic Primal Path
At 26th level, you combine your new epic might with the primal powers of your rage, granting you mighty improvements to your specialization. You gain the following features according to the primal path you selected when you were advancing as a non-Epic barbarian.
Path of the Iron Mountain- Molten Form
Your connection to volcanic power reshapes your very being. While raging, your skin hardens into living magma and stone, granting you resistance to all damage except force and psychic. Your Armor Class increases by 3, and your melee weapon attacks deal additional fire damage equal to your Constitution modifier. Your presence causes the ground within 10 feet of you to crack and glow with molten fury, creating difficult terrain for enemies until the start of your next turn.
Fury powers are the ultimate expression of physical might which ravagers use to slaughter their enemies and overcome insurmountable obstacles. Each fury power has a pain fuel point cost detailed in its description which must be expended for the power to take effect. If a fury power lists a “+” besides its point cost, you may spend any number of additional pain fuel points in a single use of that power, bolstering its effects as detailed in its description. Pain fuel points spent are lost immediately upon using the power and you cannot spend more pain fuel points than the amount you possess.
Earthbreaker
Pain Fuel Cost: 1+ points
When you make a weapon attack, you choose to strike a space on the ground within reach or range, projecting a shockwave that tears buildings and enemies asunder. The space you target is the origin of the shockwave, which must be directed away from you (when applicable). You choose the form of the shockwave’s area from the following options:
A 200-foot-long, 5-foot-wide line.
A 90-foot cone.
A 60-foot-radius area centered on the point of impact.
Creatures in the affected area must succeed on a Dexterity saving throw or be knocked prone and take 2d10 points of bludgeoning damage per pain fuel point spent on this fury power. A successful saving throw halves the damage and prevents the prone condition. Objects and structures in the affected area take double damage from this effect.
Obliterating Critical
Pain Fuel Cost: 1+ points
When you score a successful critical hit with a weapon attack, you may expend 1 or more points of pain fuel to deal an additional 20 damage per pain fuel point expended. This bonus damage is the same type as the weapon attack. Enemies of flesh and blood slain by this bonus damage explode into giblets.
Pulverize Pain
Fuel Cost: 5 points
As an action, you make a single weapon attack and automatically roll a 20 on the attack roll. The target must succeed on a Constitution saving throw or be stunned until the start of its next turn, and is knocked prone. On a successful saving throw, the target is knocked prone but is not stunned.
Rage Regeneration
Pain Fuel Cost: 1+ points
At the start of each of your turns, you use this fury power to channel channel your anger inward, accelerating your metabolism and natural healing ability. You regain 5 hit points per pain fuel point you spend on this fury power and may end one or more of the following conditions on yourself: blinded, charmed, deafened, frightened, poisoned. If you are paralyzed, petrified, or stunned when you use this fury power, you are immune to those conditions for the remainder of that turn.
Roar of the Ancients
Pain Fuel Cost: 2 points
As a bonus action, you release a primal roar heard for miles that fills you with relentless determination. Until the end of your turn, when you expend movement you may move through any terrain, obstacle, or magical obstruction without reducing your speed. If a spell effect such as a wall of stone would prevent your movement through or into a space, you may attempt a Strength (Athletics) ability check versus the spell save DC of the caster or source, passing through unimpeded on a success. If a structure or object would prevent your movement through or into a space, you may choose to pass through or into that space, potentially damaging or destroying that section of the building or object in the process. At the DM’s discretion, buildings or objects made of exceptionally durable material (such as adamantine) may still prevent your movement or force you to attempt a Strength (Athletics) ability check in order to pass through them.
Sundering Throw
Pain Fuel Cost: 4 points
If you would make a weapon attack and are grappling a creature, holding an object, or wielding a weapon with the thrown property, you can instead use this fury power to make a ranged weapon attack with the grappled target or held object. Grappled creatures and objects that are not weapons are considered improvised weapons. The range of this attack is 200 feet/400 feet or the range of the thrown weapon, whichever is greater. If the attack hits, it deals an additional 14d10 bludgeoning damage to both the target of the attack and the thrown creature or object.
Titanic Leap
Pain Fuel Cost: 3 points
As a bonus action, you coil your legs and prepare a mighty leap. The next time you jump that turn, you may make both a long jump and high jump simultaneously, and the distance and height of your jump is increased by up to 150 feet (no movement expenditure required). You must still expend at least 10 feet of movement immediately before the jump to gain this benefit.