Base Class: Fighter
Fighters strive for mastery in combat, and for some comes the adoption of unorthodox tactics in unrelenting pursuit of victory. On the battlefield there is no room for flowery manuevers and cunning tactics when your enemy is searching for any opportunity to slip a blade into your gut. To this end comes the Ravager, a sometimes vile if not brutal warrior who breaks down their foes. For them fighting is not a sport but a natural state of being, a place where strength thrives and the weak are weeded out. To this regard the Ravager is a product of violence, ready to use any means at their disposal to lock down and destroy their foes. They readily fight dirty, scoffing at self-imposed rules of combat. Yet, above all else, they understand that a battle is not a noble thing, and that any mistake can lead to an untimely and tragic end.
Don't Let Them Run
Starting at 3rd level, you incorporate unorthodox assaults into your attacks, aiming to seize your foes directly. As a bonus action you may make an unarmed attack. If the attack hits and you have a free-hand you may attempt to grapple the target if able.
You have a number of uses of this ability equal to your constitution modifier (minimum of one). You restore all uses on a short or long rest.
Punishing Blows
Once per turn at 7th level, when you hit a creature on an attack roll with advantage, you may choose to impose disadvantage on their next attack roll or ability check.
Violent Rampage
You move from one enemy to the next, seizing the momentum of each kill. Starting at 10th level, when you reduce an enemy to 0 hitpoints as part of a melee attack, you may move up to half your movement speed and make an additional melee weapon attack against a creature in range. This may be used up to twice in the same turn.
Lockdown
At 15th level, a creature affected by your Punishing Blows feature cannot take reactions until the start of your next turn.
Warmonger
At 18th level, you feel most alive in battle, and you seek to bring this peace to those around you. Once per turn, you may choose one creature within 60 feet that can see or hear you. The target must make a wisdom saving throw, and on a failure they must use their next turn to move up to their speed toward an enemy and make a melee weapon attack against a creature of their choice within range if able. If the target is charmed or frightened the effect is suspended until the end of their turn, and a willing target may choose to fail their save.
The DC for this effect is 8 + your constitution modifier + your proficiency bonus. You may this feature a number of times equal to your proficiency bonus, and you regain all uses on a long rest.
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