Warrior Core Class: Raider
The Raider
The Raider is the Dustriders adaptation of the Barbarian, a class capable of soaking tons of damage while also dishing out lots of damage at the same time. The Raider's key differences when contrasted against the Barbarian are the fact that the Raider can kitbash weapons, craft weapons, and obtain more resources when looting fallen enemies.
Archetype Overview
Path of the Doomseeker
Whispers hang in the back of your mind, clouding your head with dark thoughts. Dissonant, and often indecipherable, the whispers turn to visions, which give way to lucid, waking nightmares. You lose sleep over this, tormented by these horrible sights. Your emotions imprint on the chaos particles, manifesting truths from feelings. The only moments in which you gain clarity is when your mind is robbed of all other thoughts, when you are caught in the rhythm of battle, your heavy footfalls on the dust rattling your sight, as you bring your weapons to bear against your foes whom you have condemned to their fates you envision in your mind's eye.
Your destructive tendencies have turned you to the Path of the Doomseeker, and your ability to manipulate chaos to suit your needs grants you with omens, visions of the imminent future. Blackened arcs of chaos particulate surge forth when you have a clear vision of your target's demise, as well as your own.
Path of the Gearhead
The Path of the Gearhead takes the Raider down a different, more gadget-oriented path while providing them with the tools necessary to make their vehicles roar to life. Half mechanic, half tech-wizard, the Gearhead knows how to make most of what salvage and scraps are available to them. Can you disable robotics? Yes. Hack robotics? Also yes.
Path of the Mad Dog
The Path of the Mad Dog takes the Raider down a deranged path with soaking damage, dishing out lots of crowd control effects while also increasing their Fury while enraged. They have a lot of maneuvers that they can use to subdue targets.
Player Equipment Category
Hit Points
Hit Dice: 1d12
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Raider level after 1st
Hit Dice: 1d12
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Raider level after 1st
Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple Melee Weapons, Martial Melee Weapons, Firearms (simple) - You may use your Strength or Dexterity modifier when making attack rolls with Firearms.
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Armor: Light armor, Medium armor, Shields
Weapons: Simple Melee Weapons, Martial Melee Weapons, Firearms (simple) - You may use your Strength or Dexterity modifier when making attack rolls with Firearms.
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
Clothing (Unarmored)
(a) A Battleaxe
or
(b) A Sledgehammer
(a) Two Common Throwing Axes
or
(b) Any Common Simple Melee Weapon
(a) A Mundane 1-handed sidearm with 5 spare magazines
or
(b) A Mundane 2-handed longarm with 3 spare magazines
(a) An explorer's pack and five javelins
or
(b) An explorer's pack and three wingblades
Ammunition matching the above firearms and their magazines and one loaded free magazine
You start with the following items, plus anything provided by your background.
Clothing (Unarmored)
(a) A Battleaxe
or
(b) A Sledgehammer
(a) Two Common Throwing Axes
or
(b) Any Common Simple Melee Weapon
(a) A Mundane 1-handed sidearm with 5 spare magazines
or
(b) A Mundane 2-handed longarm with 3 spare magazines
(a) An explorer's pack and five javelins
or
(b) An explorer's pack and three wingblades
Ammunition matching the above firearms and their magazines and one loaded free magazine
Features
1st Level
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your raider level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense
While you are not wearing any armor, your Constitution modifier increases your Evasion by the same amount. You can use a shield and still gain this benefit.
Wingblade
As a Raider, you can craft the Wingblade, which is similar to a 3-winged boomerang that folds up for ease of storage. When thrown, a Wingblade deals 1d6 AP II Slashing damage plus your Strength modifier and can use either your Strength or Dexterity modifier when making attack rolls. It is a light weapon that has the thrown and returning properties. If it misses the target it gets the returning property. Later on you gain the ability to craft different Wingblade variants.
Wingblade Stats
Wingblade Recipe
Saving Throws
Enemies making saving throws must pass checks against your Raider DC. Your Raider DC is calculated as follows: 8 + Proficiency Bonus + Strength modifier = Raider DC.
2nd Level
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
3rd Level
Archetype Features
Raider Knowledge
3rd-level raider optional feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to Raiders at 1st level.
Raider Resourcefulness
Starting at 3rd level, you can craft or combine various weapons and items you find in the world to manufacture new combination weapons, like say for example, an axe with a motorized buzzsaw for a head, making a Kitbashed weapon.
Additionally, at this level, you learn the Buzzcutter Axe schematic.
You may now also add metal plating you find as temporary HP to your clothing, armor, or vehicles. Kitbashed weapons' stats and features are up to the DM's discretion. You are now proficient with Welding Tools. If you are already proficient with Welding Tools, you gain Expertise with Welding Tools, doubling your Proficiency Bonus with them.
Welded Defenses
As part of the Raider Resourcefulness feature, Welded Defense allows you to add temporary HP based on the grade of the metal material. For each metal material consumed, you add to a Temporary HP pool for whatever item you choose to augment. Keep in mind, that these materials might be better used elsewhere. You can add up to 4 materials to your own Temporary HP pool during or after a Short Rest, Long Rest, or during 1 hour of downtime.
- Mundane: +2 Temp HP per material consumed
- Common: +4 Temp HP per material consumed
- Uncommon: +8 Temp HP per material consumed
- Rare: +16 Temp HP per material consumed
- Very Rare: +32 Temp HP per material consumed
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. At your DM's discretion, you may choose a path from other Barbarian sources, but the Path of the Doomseeker, the Gearhead, and the Mad Dog are unique to Dustriders.
Path of the Doomseeker
The Path of the Doomseeker is a warpath that is not tread lightly. Raiders that happen to take this path have come into contact with supernatural conditions and have been influenced by its touch. The Doomseeker sees flashes of the fates through powerful, emotionally-charged magic. While the Doomseeker themselves cannot cast spells, their abilities are powered by these Omens that fill their minds.
Path of the Gearhead
The Gearhead raiders use their cunning and strength to not only cause havoc on the battlefield, but also deal great damage from a distance.
Path of the Mad Dog
Some raiders who have been driven mad by some form of trauma caused by their journey choose to follow the Path of the Mad Dog. Rabid with unhinged energy and zeal, the Path of the Mad Dog takes you down a trail of destruction filled with fire and blood. Mad Dogs are familiar with machines and making them work for their purposes.
4th Level
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
5th Level
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor, and again at 10th level by 5 feet, then again at 15th level by another 5 feet.
6th Level
Archetype Features
Path of the Doomseeker
Path of the Gearhead
Path of the Mad Dog
Thunderspear Crafting
Starting at 6th level as a Raider, you can craft the Thunderspear, which is an explosive-tipped javelin-type weapon that is destroyed after use. You can craft as many thunderspears as your proficiency bonus per short rest, starting at 3 at 6th level. With the Thunderspear, like the Wingblade, you can use either your Strength or Dexterity modifier when making attack rolls. Otherwise, you may craft the same number during 1 hour of downtime. Thunderspears do 2d8 Force damage + 1d4 Fire damage when they detonate. Thunderspears do double damage to vehicle panels and internal parts.
Thunderspear Stats
Thunderspear Recipe
7th Level
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce
7th-level raider optional feature
As part of the Bonus Action you take to enter your rage, you can move up to half your speed in addition to the movement you have on your turn.
Improved Wingblade Crafting
You can now craft three new Wingblade variants with additional effects that augment them.
Headhunter Wingblade: Augments the Wingblade so it now does 3d6 AP III Slashing damage per throw at the cost of 1 mundane electronics component and 1 metal, adds a +2 Bonus to hit and negates long range disadvantage.
Crafting Requirements
Screeching Wingblade: Augments the Wingblade with a frightening noise along a 15 foot wide path at the cost of 1 additional mundane wood material and metal material. The additional weight adds damage to the attack, raising it to 2d6 AP II Slashing damage. Affected targets must make a Wisdom saving throw against your Raider DC or be frightened. The Wingblade inherits the crafter's Raider DC if thrown by another player.
Crafting Requirements
Wingblade Grenade: Adds 3d4 Force Damage to your Wingblade at the cost of 2 additional mundane chemicals and metal materials - the explosion radius is 10 feet. The Wingblade Grenade is consumed on use.
Crafting Requirements
8th Level
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
9th Level
Brutal Strike
If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow: The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow: The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
10th Level
Archetype Features
Path of the Mad Dog
Path of the Gearhead
Path of the Mad Dog
11th Level
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Raider's Bounty
When searching defeated opponents, you now obtain twice the materials you normally would.
12th Level
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
13th Level
Improved Brutal Strike
You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow: The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow: Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
14th Level
Archetype Features
Path of the Mad Dog
Path of the Gearhead
Path of the Mad Dog
15th Level
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
16th Level
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
17th Level
Brutal Strike Mastery
The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
18th Level
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
19th Level
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
20th Level
Lord of the Wastelands
At 20th level, you embody the power of the wastelands. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. You may now rage an unlimited number of times.
Archetype Features
Path of the Doomseeker
3rd Level
Omens of Doom
Through some supernatural event or magical influence, you have been afflicted with nightmarish visions of impending doom, and they only seem to make sense when you are enraged and have single-minded clarity. Your strength of will keeps you from faltering when they cloud your mind. These Omens, these portents of doom, speak of a continued warpath of the apocalypse, even after everything has already been ravaged by torrents of destructive magic. You know not how your rage influences the chaos particle, but you know it empowers you to become its herald of destruction.
When you Rage as a Bonus Action, you can build up powerful magic that can be unleashed upon your enemies. The magical power comes in the form of Omens, visions of the doom that awaits your foes. Each Omen you possess grants even greater destructive potential. The maximum number of Omens you may possess at a time is equal to 1 plus your Strength modifier.
For each 10 feet you move during your turn, you gain 1 Omen. For each successful weapon attack you make, you also gain 1 Omen. If you do not make an attack on your turn, your Rage ends early and all of your Omens disappear and you cannot gain Omens until you Rage again.
With certain attacks, in place of your Rage damage bonus, you will deal Force damage equal to your current Omens multiplied by your Rage damage bonus. This is sometimes referred to as your Omens damage bonus.
Unleashed Omens (Attack Add-on)
As part of an unarmed, melee, or thrown weapon attack, you may choose to unleash all of your accumulated Omens to doom your foes in front of you. When you do so, you unleash destructive energy in a 15ft cone emanating from where it hit, in place of your Rage damage bonus, dealing force damage equal to your current Omens multiplied by your Rage damage bonus when you make the attack. Hostile targets inside the cone must make a Strength saving throw against your Raider DC or be pushed back 10 feet, knocked prone, and take damage. Successful saves only take half damage and are not pushed back.
Using this feature expends all of your current Omens.
The targets struck by this destructive energy cannot heal until the start of your next turn, and any successful attacks they make deal reduced damage, subtracting an amount equal to your Rage damage bonus.
6th Level
Wrath's Chains (Bonus Action)
As you have learned more of these visions of Doom, you have gained a new power which allows you to manifest a supernatural hook and chain, allowing you to pull your foes towards you, or bring yourself towards them.
While Raging and while you possess Omens, you can use your Bonus Action to make a thrown weapon attack with this spectral hook and chain to latch onto a foe that you can see within 30 feet, dealing Force damage equal to your Rage damage multiplied by your current Omens if you hit. As part of a successful attack against your target, you can choose to pull them up to 30 feet towards you, or pull yourself up to 30 feet towards them.
You are considered proficient with this hook and chain, and use your Strength modifier when making the attack roll. It is classified as a magic weapon, and it cannot be disarmed.
You may use it to pull yourself onto an adjacent vehicle without needing an ability check, and may also use it to pull yourself towards buildings, terrain, or walls. If you happen to pull yourself up into the air and drop 30 feet or less, you take no fall damage when you first land. For each additional 10 feet past 30 feet, you take 1d6 fall damage.
Visions of Imminent Wrath (Reaction)
You are fast, unnaturally fast. Your ability to see the immediate future while raging becomes so intense that you can anticipate your enemy's attacks and see the reflections of your foes' last moments flash before their eyes, filled with fear, all before they even know what will happen.
While you possess 2 or more Omens, you gain insight into your enemy's attacks and maneuvers. If a hostile target makes an attack or casts a spell against you, you may choose to use your Reaction to expend an amount of Omens to raise your Evasion (Armor Class) by the amount of expended Omens until the start of your next turn. Also, as part of this Reaction, you may also choose to move up to 10 feet in any direction.
10th Level
Cull the Weak (Attack Add-on)
Your visions of doom are increasingly clearer about the imminent future. You are tasked with hastening the demise of all that stand in your way, forcefully.
You can tell when a hostile target has less than half of its remaining HP if you can see it. If a hostile target has less than half of its HP remaining, you may attempt to use your Omens to seal its fate.
As part of a weapon attack, you may expend all of your Omens to roll double your attack's damage dice as a finishing move. Any 1s rolled are automatically rerolled. In addition to this damage, you will deal in place of your normal Rage damage bonus, extra damage equal to the number of Omens you had when you made the attack, multiplied by your Rage Damage bonus.
If you succeed in reducing the target to 0 HP, you gain your maximum possible Omens, all hostile targets that can see the finishing attack must make a Wisdom saving throw against your Raider DC or be Frightened for 1 minute, and you heal for the same amount of HP that your Omens damage bonus dealt.
If you fail to reduce the target to 0 HP, you may not use this feature again on the same target.
Frightened targets may make a Wisdom saving throw on each of their turns to end the effect early. You have advantage on attack rolls against any Frightened targets while Raging.
14th Level
Eternal Portents of Doom (Attack Add-on)
Your foes' fates are sealed and assured. The visions that flood your head are as clear in your mind as you can see in the waking hours.
If you successfully reduce a target to 0 HP with the Cull the Weak feature, you can freely move up to 45 feet towards any Frightened target that you can see, and use the Cull The Weak feature again on them as a free extra attack. This time, though, the Omens damage bonus is dealt in a 15 foot radial sphere centered on you.
If you reduce the next chosen target to 0 HP, you may then use this feature again.
Path of the Gearhead
3rd Level
Tech-Initiate
Your vehicle is your lifeline and your faithful steed in the apocalypse. Its motor roars with the same fury that you do. You worship it much like you would any deity.
You choose one Small or Medium vehicle that you learn everything about, and unlock all Common rarity mod schematics for that vehicle immediately. You learn all Uncommon mod schematics at 6th level for it, all Rare mod schematics for it at 10th level, and all Very Rare mod schematics for it at 14th level as a Gearhead. You double your Proficiency Bonus with any ability checks when you are driving or are an occupant of your chosen vehicle.
You may choose to change the vehicle you are intimately familiar with, but you forget all mod schematics for the prior vehicle and learn all available mod schematics for the new vehicle, according to your level. To do so, you must spend three Long Rests to learn everything about the new vehicle. No rolls necessary.
You are proficient with Robotics. You can make rudimentary repairs to Robotics or vehicles and repair their panels or internals by an additional 1d4 hit points when you take the Repair Action. You are now proficient with the Mechanic's kit. The 1d4 extra healing from a Repair Action improves to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
You may weld metal materials to the vehicle's paneling to give it a boost to its maximum HP. See the Welded Defense feature for HP values according to materials. Each panel may only have one application of this maximum HP. If you weld new materials to a panel, that will eliminate the previous boost.
The Motor Spirit Compels Me
When using a Kitbashed Weapon, Exotic Weapon, or a Vehicle Turret, you can make an extra attack using a Bonus Action for half damage after mitigations. If you are Raging, you deal the normal amount of damage with this extra attack.
All Kitbashed Weapons, Exotic Weapons, and Vehicle Turrets add your Intelligence modifier (minimum of 0) to your Attack Rolls and Damage Rolls with them on top of existing bonuses. Additionally, you add your Intelligence modifier to your Evasion (Armor Class in 5e).
3rd-Level Gearhead Schematics
6th Level
Tech-Head
You can't get your fill of salvaged and repurposed technology. Your curiosity extends to robotics now, and you start incorporating new techniques that enhance your crafted Raider weapons.
Starting at 6th level, you obtain four schematics and can now remotely control your chosen vehicle. You also know how to really make your Wingblades fly, extending the effective range to 180 feet and the long range to 225 feet. Thunderspears now have a range of 45/90 when thrown by you.
Any robotics under your control now also inherit your Rage damage bonus while you are Raging. Any attacks against you, your robotics, or any owned vehicles count as receiving an attack for the purpose of prolonging your Rage.
With your remote-controlled vehicle, you can issue commands to make it perform the following actions by using your Bonus Action:
6th-Level Gearhead Schematics
At 6th level, you learn more item schematics
Disruptor Wingblade Crafting Requirements
Thunderspear Lightning Rod Crafting Requirements
10th Level
Tech-Interpreter
Your continued tinkering has granted you insight and great knowledge with machinery. You are intimate with the Motor Spirit and the machines. You now know how to tweak your Disruptor Wingblades to hijack hostile robotics or turrets and turn them to your side. You can also open electronic locks with them.
When you strike a valid target (Robotics, Turrets) with the Disruptor Wingblade you can override it for 2 rounds of combat. This also includes remote control turrets on other vehicles. You may have one hijacked robot or turret active at a time. When the override ends, the targets revert to their default targeting states. If they were hostile to you, they revert to being hostile. You can issue commands to them as a Bonus Action. You may also use your action in addition to a bonus action to issue a total of two commands. The robotic companions will move to a chosen location as part of your command.
The commands for your hijacked robotics are as follows.
10th-Level Gearhead Schematics
At 10th level, you learn more schematics.
14th Level
Tech-Fiend
You have reached the pinnacle of your technological prowess and are now referred to as a Tech-Fiend and lord your know-how over the unwashed masses. The uninitiated look upon your weapons with envy and terror, as they do not understand them. You look upon hostile robotics as pawns to meet your goals.
When you Rage, once per turn, you can throw three Wingblades with a single attack. You may do this a number of times equal to your Intelligence modifier (minimum of 1) per Long Rest. Make an attack roll for each individual Wingblade. You are able to hijack any robotics you hit with this attack, and they remain under your control for 3 rounds of combat. You may issue commands to each of them as part of a single Bonus Action, as you would with other robotics.
Overcharged Exotics
You can briefly overcharge your exotic weapons to add a number of damage dice to them equal to your Rage damage bonus as a free object interaction for your next attack. This can be done a number of times equal to your Intelligence modifier (minimum of 1) per Long Rest.
14th-Level Gearhead Schematics
At 14th level, you learn more schematics.
Path of the Mad Dog
3rd Level
Unhinged Madness
Starting when you choose this path at 3rd level, when you rage you can perform a variety of maneuvers described below while raging. Each maneuver you use raises your Fury stacks. You can have as many stacks as your Proficiency Bonus but you gain no stacks if wearing Heavy armor.
Each stack grants the equivalent of +1 Evasion but also a -1 modifier to hit. These stacks are cleared when your rage ends.
When your rage ends, you must choose a temporary flaw from a table. If you have raged multiple times, you must choose a new flaw on top of the other flaw. The temporary flaw is cleared after a long rest.
Lashing Strike (Attack)
While raging, you can make an attack with a whip or whip-like improvised weapon such as a chain or a length of rope to attempt to trip a target within 10 feet of you and knock them prone. The target must make a Strength saving throw against your Raider DC. The improvised weapon can be grabbed from the environment. The improvised weapon does 1d4 AP IV Slashing damage plus your Strength modifier. The improvised whip weapon's damage improves to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. This maneuver grants a stack of Fury.
Chokeslam (Attack)
While raging, if you have grappled an opponent, you can take your opponent by the throat and slam them to the ground, knocking them prone and dealing 1d8 bludgeoning damage plus your Strength modifier. They must use a Strength saving throw against your Raider DC. If they fail, they are also stunned until the start of your next turn. This maneuver improves to 1d10 at 10th level and 1d12 at 14th level. This maneuver grants a stack of Fury.
Violent Throw (Attack)
While raging, if you make a throw attack, you might knock your opponent to the ground. They must make a saving throw against your Raider DC or be knocked prone. This maneuver grants a stack of Fury.
Lockjaw (Bonus Action)
While raging you can attempt to grapple an opponent as a bonus action with advantage. This maneuver grants a stack of Fury.
Mad Dog's Flaw
3rd Level Raider Path of the Mad Dog Feature (Optional)
After your rage ends, you must choose one of the following flaws or roll a private D8, more for roleplaying purposes than serious side effects. Your flaw dissipates after a long rest. If the party or DM is not comfortable with this feature, it is purely optional and does not need to be used.
D8 Flaws
| 1 | "Being under the influence keeps me sane. If I can't be under the influence, the world spins." |
| 2 | "I hoard everything I can pick up or grab." |
| 3 | "Everything is funny and the more serious it is, the funnier I find it." |
| 4 | "If I speak I'll spill my words out like water. I can't speak anymore or all of my thoughts will come spewing out." |
| 5 | "I can't trust anyone or anything. Ghosts of my past haunt me. I talk to a special friend only I can see." |
| 6 | "I can't look anywhere without seeing spectres of those I've lost." |
| 7 | "I am being hunted and wherever I go they follow." |
| 8 | "I really, really like killing people." |
6th Level
Further into Madness
You now know additional actions you can take thanks to your descent into insanity. You cannot be afflicted with madness, confusion, or be stunned while enraged.
Leaping Fangs (Attack)
You take two javelins or Thunderspears into your hands and leap at your opponent. You must be more than 10 feet away from your target to use this maneuver and must perform a DC10 Athletics check. If you fail the athletics check, you do not get to roll for an attack. If the attack connects, you deal double the damage. You have advantage on the Athletics check and the Attack rolls when performing this maneuver against a vehicle. If you detonate the Thunderspears, you automatically save against the explosion damage and only take half damage. This maneuver grants two stacks of Fury after it has been performed.
Forceful Shove (Bonus Action)
While raging, if you take the Shove Bonus Action, the target you shove must make an Athletics check versus your Raider DC. If they fail, they are pushed 5 times your Strength modifier in feet in the chosen direction. If the target collides with an obstacle and is stopped by that obstacle, they take 5 damage for every 5 feet the shove was cut short. This maneuver grants a stack of Fury.
Breathe With Me (Bonus Action)
While raging, you can recover some health. Heal HP equal to 1d4 + Half your Raider Level (rounded up) and reduce your Fury by one stack as a Bonus Action.
10th Level
The Voices Guard Me
Your madness has progressed significantly and you think you hear voices that goad you on to do unspeakable things or shield you from voices contradictory to your beliefs. You know even more maneuvers listed below.
When at maximum stacks of Fury, you only take half damage from AOE effects if you fail and no damage if you succeed.
Rabid Fury (Attack)
When you make a melee attack against a prone opponent using this feature, you deal additional damage equal to your number of Fury stacks. This removes one stack of Fury when you do so instead of gaining one.
14th Level
Peak Insanity
You have reached the depths of your descent into madness. Shadows reach out from the walls and whisper to you when no-one else can hear them. They tell you sweet dark nothings when you give into them, and vile, twisted evil things when you do not do their bidding, but, it's all in your head, right? You now know more maneuvers that allow you to lash out at your enemies with impunity.
At this point, your actions are terrifyingly quick, enough that you can switch weapons freely without using an action.
Let my Fury Fly (Action)
While raging and when dual-wielding weapons with the thrown property, you can continue throwing them at targets as long as you have more in your inventory with a stacking -1 to hit after each attack while taking this action. You gain a stack of Fury for each time an attack connects with this maneuver. You cannot use this maneuver again until after finishing a long rest.
Channel the Beast (Action)
When at maximum stacks of Madness and enraged, you can barrel through your opponents using a charging attack. Move in a straight line up to your maximum movement speed. This does not provoke opportunity attacks. When you move within 5 feet of a target you knock them down, dealing 4d6 unmitigated bludgeoning damage. Any target can only take damage from this maneuver once. Using this action expends all stacks of Fury.

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