Epic Barbarian - Ravager

A ravager is more than just a rage-fueled barbarian. It is focused anger incarnate, channeling fury to accomplish feats of physical prowess none thought possible. However, beneath this exterior is a tightly focused core of self-control, the eye of a storm. The strength ravagers possess is so devastating that they can easily destroy entire nations should they succumb to their rage. Constantly maintaining their balance on this brink requires incredible discipline, but the rewards are well worth the effort.


PREREQUISITES

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 (in addition to the multiclassing prerequisites for your existing class):

  • 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.

CLASS FEATURES


Level Prestige Class Features Proficiency Bonus
21st Ability Score Improvement, Epic Feat, Overpowering Strikes, Pain Fuel +6
22nd Unleashed Might +6
23rd Ability Score Improvement +7
24th Bitter Fury +7
25th Ability Score Improvement, Epic Feat +7
26th Epic Primal Path +7
27th Ability Score Improvement +8
28th Musclemind +8
29th Ability Score Improvement, Epic Feat +8
30th Avatar of Fury +8




As a ravager, you gain the following class features.

Hit Points

Hit Dice: 1d12 per ravager level
Hit Points per Level: 1d12 (or 7) + 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 chapter 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 Strike

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 Ancestral Guardian1

Your ancestors are always with you, using the collective anger of generations to aid you in battle. Whenever you use your reaction to protect your allies with your Spirit Shield subclass feature, you double the amount of damage reduced by that feature. If you do not reduce the damage dealt in this manner to zero, you regain the use of your reaction at the end of that turn.


Path of the Battlerager2

Your anger drives you to incredible feats of brutality and speed. You gain a unique fury power that you can use by expending pain fuel: Instinctual Reflexes.

Instinctual Reflexes

Pain Fuel Cost: 1 point
On each of your turns you may activate this fury power (no action required) to gain an additional bonus action that turn. You may use this fury power more than once per turn, provided you have enough points of pain fuel to do so. Unspent bonus actions generated by this fury power are lost at the end of your turn.


Path of the Berserker

When you end a frenzy, you no longer gain a level of exhaustion. Additionally, when you make a successful attack using your Retaliation subclass feature, you regain the use of your reaction at the end of that turn.


Path of the Bonebreaker3

Enemies you have mutilated can be dispatched with ease. Creatures under the effects of your mutilations are vulnerable to damage dealt by you.


Path of the Storm Herald4

Your Storm Aura subclass feature expands with your growing rage, increasing its range from 10 feet from you to 30 feet from you in every direction. Additionally, your Storm Aura gains a unique effect based on the environment you chose for it.

  • Desert. When a creature within your Storm Aura takes fire damage from you, it takes an additional 1d6 points of fire damage for each point of pain fuel you have. This effect cannot occur more than once per turn.
  • Sea. Creatures and objects of your choice within your Storm Aura are considered to be fully immersed in water for as long as they remain within the area, gaining benefits and suffering penalties accordingly.
  • Tundra. At the start of each of your turns, diamond-hard ice lines the body of creatures of your choice within your Storm Aura, granting an affected creature a +5 bonus to its armor class until the start of your next turn. This effect ends prematurely if an affected creature ends its turn outside of your Storm Aura.


Path of the Totem Warrior

You can perfectly imitate the sounds of a beast with which you share a totem spirit. In addition, you gain a totem spirit of a legendary Epic beast of your choice from the following options.

  • Bear. When determining how much pain fuel you gain from taking damage, you gain an amount of pain fuel based on the damage you would have taken before any resistances or immunities to damage are applied.
  • Eagle. When you fall into a space containing another creature, you may choose to force any creatures occupying that space to attempt a Dexterity saving throw against your fury power save DC. On a failure, you take no fall damage, and the affected creatures take the fall damage you would have suffered. A successful saving throw halves the damage. Regardless of the result, you still land prone if you would have ordinarily done so from falling.
  • Elk.5 While you’re raging, when you hit a prone creature with a melee weapon attack, you score a critical hit.
  • Tiger.6 When you make a successful weapon attack, you may spend movement to increase the damage of the attack by 1d6 per 10 feet of movement spent.
  • Wolf. While you’re raging, if an ally within 120 feet of you that you can see takes 30 or more damage in a single instance from an enemy, you may use your reaction to generate 2 points of pain fuel.


Path of the Zealot7

Your battles give glory to the gods. When you use your Zealous Presence subclass feature, you must finish a short or long rest before you can use it again.
Additionally, when you are a source of advantage on attack rolls or saving throws to yourself or your allies, you gain and grant Epic advantage on those attack rolls and saving throws instead.



Musclemind

At 28th level, your strength allows you to fight through mental influences and magic. Once per round, when you would attempt an Intelligence, Wisdom, or Charisma saving throw, you can instead choose to attempt a Strength saving throw.



Avatar of Fury

At 30th level, you achieve what none thought possible as your strength increases exponentially in battle. If you are raging when you start your turn, you gain 2 points of pain fuel.



FURY POWERS

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.




Ref: ELCR p17-20