Base Class: Kindred
Bloodborn Ravagers are Kindred who embody the most primal expressions of vampiric power. Their blood burns with unnatural strength, impossible speed, and a predatory presence capable of bending mortal minds. Where other Kindred may rely on subtlety, sorcery, or patience, a Bloodborn Ravager dominates through physical superiority, relentless aggression, and supernatural force of personality.
Their supernatural might isn’t limited to fang and fist. Bloodborn Ravagers learn to channel the strength of their blood through the weapons they wield, turning a blade into an extension of their predatory nature. As their power grows, they move faster than mortal eyes can follow, overwhelm enemies with devastating strikes, hold powerful creatures in an inescapable grasp, and exert supernatural influence over the emotions and memories of those around them.
The greatest Bloodborn Ravagers blur the distinction between warrior and monster. They can tear through enemies with terrifying speed, command a room through force of personality alone, and leave their victims with little more than fragmented memories of the predator who stood before them.
Blood Save DC. Whenever a Bloodborn Ravager feature requires a creature to make a saving throw, the saving throw DC equals 8 + your Proficiency Bonus + your Charisma modifier.
Level 3: Bloodbound Temper
The supernatural power within your blood strengthens the Beast and makes your predatory impulses more difficult to ignore. Your supernatural strength also allows you to channel your vampiric power through conventional weapons as readily as through your own body.
Whenever you fail a D20 Test affected by your Beast feature, you can expend 1 Blood Point to suppress the resulting Hunger.
Your temperament may manifest as aggression, impatience, possessiveness, or an instinctive desire to dominate a confrontation. The exact manifestation is determined by your character’s personality.
Martial Training
You gain proficiency with Martial weapons.
Choose two kinds of Martial melee weapons with which you have proficiency. You can use the Mastery property of those weapons.
Whenever you finish a Long Rest, you can change either weapon choice.
Level 3: Predator's Surge
Your predatory instincts sharpen your awareness even before violence begins. You have proficiency in Initiative, and you have Advantage on Initiative rolls.
You can flood your body with vampiric power, dramatically increasing your physical aggression and mobility.
As a Bonus Action, you can expend 1 Blood Point to enter a Predator’s Surge for 1 minute. The effect ends early if you have the Incapacitated condition.
While Predator’s Surge is active, you gain the following benefits.
Blood-Fueled Strike. Once on each of your turns when you hit a creature with a melee weapon attack or Unarmed Strike while Predator’s Surge is active, the attack deals an additional 1d8 damage of the attack’s damage type.
Predator’s Pace. You can take the Dash or Dodge action as a Bonus Action.
Vampiric Might. You have Advantage on Strength (Athletics) checks and Strength saving throws.
Crushing Hold. A creature Grappled by you has Disadvantage on any ability check or saving throw it makes to escape your grapple.
Level 6: Sovereign Presence
Your vampiric Presence allows you to subtly influence the minds and emotions of others. Your victims often fail to recognize that their thoughts were ever manipulated.
Blood Save DC equals 8 + your Proficiency Bonus + your Charisma modifier.
You have Advantage on Charisma (Intimidation) checks.
You also gain the following abilities.
Mesmerize
As an Action, choose one creature within 30 feet of yourself that you can see and that can see your eyes. You expend 1 Blood Point, and the creature must make a Wisdom saving throw against your Blood Save DC.
If the creature isn’t hostile toward you and is willingly interacting with you, it has Disadvantage on the saving throw.
On a failed save, the creature has the Charmed condition for 1 hour.
While Charmed in this way, the creature regards you as someone it trusts and interprets your words and actions as favorably as reasonably possible. The creature won’t knowingly place itself in obviously lethal danger for you.
The condition ends early if you or one of your allies damages the creature, except when the damage is caused by your Feeding feature.
Predator’s Veil
A creature Charmed by your Mesmerize doesn’t perceive your feeding upon it as an attack, and damage caused by your Feeding feature doesn’t end Mesmerize.
The creature doesn’t remember you feeding from it. Its mind obscures the feeding itself, leaving behind only a vague and plausible recollection of the missing period, such as feeling lightheaded, becoming tired, briefly losing track of the conversation, or experiencing a gap in its memory.
When Mesmerize ends, the creature doesn’t automatically know that it was Charmed, and the memories concealed by Predator’s Veil don’t return merely because the Charmed condition ends.
Evidence or circumstances can still cause the creature to suspect that something unusual occurred.
Bloodbound Influence
A creature you have successfully fed from within the previous 24 hours has Disadvantage on its initial saving throw against your Mesmerize, regardless of whether it is hostile toward you.
Blood Rush
Your Celerity allows you to accelerate your body far beyond mortal limitations.
As a Bonus Action, expend 3 Blood Points to activate Blood Rush for 1 minute.
While Blood Rush is active, you gain the following benefits.
Impossible Speed. Your Speed increases by 30 feet.
Blurred Form. You gain a +2 bonus to AC.
Preternatural Reflexes. You have Advantage on Dexterity saving throws.
Celerity Attack. Whenever you take the Attack action on your turn, you can make one additional melee weapon attack or Unarmed Strike as part of that action.
Level 11: Crimson Ruin
Your Potence becomes powerful enough to flow directly through your body and the weapons you wield, causing every strike to carry supernatural destructive force.
as a Reaction when you hit a creature with a melee weapon attack or Unarmed Strike on your turn, you can use your Reaction and expend 2 Blood Points to activate Crimson Ruin for 1 minute. The triggering attack gains the additional damage.
The effect ends early if you have the Incapacitated condition or end one of your turns without making at least one attack roll against an enemy.
While active, every melee weapon attack or Unarmed Strike that hits deals an additional 2d8 Force damage.
Level 15: Dominion of the Blood
Your Presence has matured into an overwhelming supernatural authority. You can command trust, inflame aggression, or expose enough of the predator beneath your mortal appearance to fill others with supernatural terror.
Blood Save DC equals 8 + your Proficiency Bonus + your Charisma modifier.
You gain the following abilities.
Enthrall
As an Action, expend 3 Blood Points and choose up to six creatures within 30 feet of yourself that can see or hear you.
Each target must make a Wisdom saving throw against your Blood Save DC with Disadvantage.
On a failed save, the creature has the Charmed condition for 1 hour.
While Charmed in this way, the creature regards you as someone it trusts and interprets your words and actions as favorably as reasonably possible. The creature won’t knowingly place itself in obviously lethal danger for you.
The condition ends early if you or one of your allies damages the creature, except when the damage is caused by your Feeding feature.
A creature Charmed by Enthrall is also affected by your Predator’s Veil. It doesn’t remember you feeding from it and doesn’t automatically know that it was Charmed when the condition ends.
Incite
As an Action, expend 3 Blood Points and choose a point you can see within 60 feet.
Your supernatural Presence overwhelms creatures within a 20-foot-radius Sphere centered on that point.
Each creature of your choice in the area must make a Wisdom saving throw against your Blood Save DC.
On a failed save, the creature’s aggression is supernaturally heightened for up to 1 minute.
At the beginning of each of its turns, the creature must use its movement to approach the nearest creature it regards as an enemy, if possible, and use its action to make an attack against that creature.
At the end of each of its turns, the creature repeats the saving throw, ending the effect on itself on a success.
You must maintain Concentration on Incite as though concentrating on a spell.
Dread Sovereign
As an Action, expend 3 Blood Points and unleash the full weight of your predatory Presence.
Choose any number of creatures within 30 feet of yourself that can see or hear you.
Each target must make a Wisdom saving throw against your Blood Save DC with Disadvantage.
On a failed save, the creature has the Frightened condition for 1 minute.
While Frightened in this way, the creature can’t willingly move closer to you.
At the end of each of its turns, the creature repeats the saving throw, ending the condition on itself on a success.
Veil the Feast
Your mastery of Presence allows you to do more than conceal your feeding. You can deliberately shape what a victim believes occurred during the encounter.
Whenever you finish feeding from a creature that is Charmed by you, you can expend 1 Blood Point to replace its memories of up to the previous 10 minutes with a plausible alternative.
The creature must make a Wisdom saving throw against your Blood Save DC.
On a failed save, you determine what the creature remembers about that period.
The replacement memory must be reasonably plausible given the circumstances. You can’t use this feature to alter the creature’s identity, rewrite significant portions of its life, implant complex knowledge it never possessed, or create memories covering more than 10 minutes.
The creature treats the replacement memory as genuine. Overwhelming contradictory evidence can cause it to question the memory, and magic capable of restoring or altering memories can reveal the original events.
Level 18: Titanblood Ascendance
Your Potence reaches its ultimate expression. Your blood transforms your body into an engine of supernatural strength capable of overpowering creatures many times your size and channeling devastating force through every strike.
You gain the following benefits.
Unnatural Strength
Your Strength score increases by 4, and your maximum Strength score becomes 30.
This feature can increase your Strength beyond 20.
Devastating Blows
Whenever you hit a creature with a melee weapon attack or Unarmed Strike, the attack deals two additional dice of the weapon’s normal damage die.
For an Unarmed Strike, use the damage die provided by your Kindred class features.
Unbreakable Grip
You can Grapple creatures up to two sizes larger than you.
When moving a creature Grappled by you, your Speed isn’t reduced unless the creature is two sizes larger than you.
Previous Versions
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