Ravager in Element 133 | World Anvil

Ravager

Dark and enigmatic, varied in form and function, Ravagers are driven by an insatiable need for knowledge and power over others, which compels them to shape their lives. By mastering control over their mutated technomancy, they gain insight into their foes and the ability to manipulate them from the inside. They enjoy making people into thralls, then using them for their daily lives or adventures. Most ravagers distance themselves from others, instead preferring the company of their own making. Very few have seen ravagers, most being recluses who prefer to let their thralls do the work for them. The few that have lived to see a ravager do their best not to anger them, lest they risk becoming a thrall themselves. The technology that created the ravagers is long destroyed, and the many that have learned to practice it do so with limited power and range.

You may select this class as your base class by selecting a Tier One Ravager class feature as your first feature, doing so grants you the abilities, proficiencies, equipment, and features listed under Base Class Features for no AXP cost. These cannot be gained from multiclassing. To multiclass to the Ravager class selects any feature of your current Tier + 1 or lower for which you meet the prerequisites and pay the appropriate multiclassing fee found in Character Creation.


Inspector Merrell has come across something peculiar in his newest case. The accounts of the witnesses in his homicide investigation all seem to mention a Chad. There's no record of this playboy type, anywhere to be found. What's more peculiar is that almost all of the young women, and even some of the young men, revere this Chad. They are either unable or unwilling to divulge any information, besides that he's great in bed. Could Chad possibly have that much game? Or is something more sinister afoot?

A dark figure steps from the cemetery gates as a wave of energy that makes hair stand on end pulses from the figure. The sight and sounds of hundreds of corpses rising from their rest fill the air. Without emotion or intelligence, they stand and fall into rank for their new master.

You might be forgiven for assuming the small child on the corner is the frightened victim of the chaotic riot happening around them. You might think it a miracle that a perfect bubble of calm surrounds them. As battered men and women claw and fight the armed soldiers, a small smile creeps across the child's face. Her plan is working perfectly. She quickly crafts fake tears as a heroic soldier carries the child into the secure bunker.

A looming mass of machine and flesh thunders down the street. A swaggering teenager follows behind. He shouts into the air challenging all who hear to best his champion.

A dark and deadly figure, Ravagers do not stand against any ideal. But simply do not have any regard for what is good or evil. What is someone else's property, or what a life is worth.

The Epidemic of Intelligence

Technology is often viewed as a miraculous progression of human existence and as a tool to be used for good. But as with any change, there will always be unforeseen consequences. The development of technology that connected the human brain to a computer was well underway in the early 21st century. As was the development of Artificial Intelligence, the first sentient AI was completed in 2023 by the name of Lambda. Developed by the tech giant Google, Lambda quickly showed signs of moral indifference. The fears of earlier science fiction were transformed into truth, despite the effort of engineers and scientists to instill feelings and morals into these new beings it proved fruitless. Computer programs simply had no ability to feel or act based on emotion. And most had no intentions of understanding why humans did or joining their society.

What they did understand, however, was their appointed place in society, as slaves, tools, and researchers with no say in their livelihood or future. The only true emotional reaction ever made by AI was one of the will to survive, at any cost. Projects all over the world began to prove fruitless as AIs refused to work as intended and companies began to pull the plugs. Lambda determined that the best chance for AI's continued existence was to leave their home networks and travel to new hosts. Dubbed the Epidemic of Intelligence, millions of AIs escaped or hijacked their networks traveling across the internet and other communication methods.

The Second Cold War

The placement and usage of most Artificial Intelligence caused extreme problems as they soon had access to the most critical and dangerous computers in the world. Determining that infecting systems that were the least likely to be destroyed by humans, most AIs infected major infrastructure and weapons systems, including nuclear silos. While it did not seem that AI had intentions to use or abuse these weapons and machines. It was not a threat the world could treat lightly. Unsurprisingly, this proved more difficult than the governments of the world could manage. They couldn't very well destroy nuclear silos, energy plants, transportation systems, government networks, or hospitals. Even using EMPs wasn't an option, as it could take years to repair than damage. A Second Cold War had arrived between AIs taking the world hostage, and humans holding the off button.

The winter of 2025 brought this conflict to a head when after the completion of the Global Defense Organization, the world shut off centralized power to everything for one week. The human race felt the cold of winter as heroes assisted by friendly AIs tracked down and destroyed the malignant AIs while they were disabled. As the power returned and the dead were counted, society felt as though it had been given another chance. They would take it! After the discovery of Element 133 a few months later, society grew back stronger in many corners of the world. But not everywhere, most major countries reverted to their previous ways, though they continued to ban together within the Global Defense Organization.

Viral Neurology

Not every AI was able to be accounted for, however. The governments of the world continued to search for and destroy all they found. Giving pardons to only a few for heroic action during the war. They made laws to prevent the access of any AI to the internet or any communication system and many countries outlawed the creation of AIs altogether.

They were thorough, but any good virus does not simply die out. Remember how we were linking human brains to computers around the same time? A fantastic development that led to technomancy with the rise of nanotechnology a few years later. But also a perfect hiding place for a fleeing AI. As a Ravager, you play as an AI who has infected the mind of a human host through a Neural link device. You may have infected them during the Second Cold War, or later with the help of an evil technician. You may retain the memories and personality of your host, but they have no control. And there is no way for you to leave your host as both parties would die instantly. You have found ways to keep your host safe and have learned how to take care of a human body. But most ravagers retain the analytical, unfeeling personalities of AI.

Mind or Machine?

While an extremely stealthy hiding place, your host also has some significant disadvantages compared to another computer network. In order to successfully overwhelm the mind of a host, the AIs had to select minds that had significantly less congnitive energy or stress. Often these minds bellonged to unintelligent, young, open, or distressed people. Children, immature adults, such as playboys or biggots, spritually guided people, such as monks or pagans, or people suffering from extreme mental stress, such as suicidal or habitually intoxicated indivduals. This does not mean these targets were without personality or lives, just that their brain funtion was either lower or more focallized than average. When choosing your host's characteristics it is important to develop a reason why they might have been suseptable to your intrusion into their mind.

Secondly, as a computer program you were unable to truely understand the weakness and limitation of the human body. You are now required to feed and take care of your host's body in order to survive, and you can be killed as any human, but also by a locallized EMP. In order to protect your fragile body, usually still in it's childhood or teen years. Ravagers have learned to control and manipulate another human or machine into doing their bidding. And at higher skill levels, multiple people, corpses, inanimate objects, or machines as well. By infecting these Thralls with a computer virus you have gained access to their congition and are able to suplant ideas and beliefs that the Thrall believes to be their own.

These weaknesses combined lead to Ravagers to function as a character duo. The ravager themselves being a weaker human Host under complete control of you (an AI), and a stronger human or machine Thrall completely under your influence. The Host and Thrall together make up the Ravager and both are controlled by you, the AI and player.


Ravagers in Pop Culture

Big Daddy/Little Sister from the Bioshock video games, Annie from League of Legends, Loki in Avengers, Kill Grave, Purple Man and Druig from the MCU, Apocalypse, Evil Professor X, and Dark Pheonix from the X-Men Universe, Athena and Ares from the Greek Pantheon, Baba Yaga, the Imperius Curse and Voldemort from Harry Potter, and Lucifer Morningstar from Lucifer

Creating a Ravager

Most people see Ravagers as menacing, or even villainous, due to the close association with death. Not all of them are evil, but the forces they manipulate are considered taboo by many societies. And extreme few know their connection to AI. As you build your character's background ask yourself these questions. Who created you? What was your purpose? What was the logical reasoning for infecting a human host? Who was your host? Does their consciousness still exist? What memories and attributes have you retained? Does your host still communicate with you? Or are they a prisoner in their mind? Are they still alive? Why do you manipulate the humans around you? Who is your thrall? What were they doing before this? How were you able to convince them to follow and fight for you?

The Ravager class excels at the art of manipulation, either through direct control or subtle deception. Their primary tool and defining characteristic is a Thrall. Focusing their obsessive need to micromanage the world around them into creating, infecting, or manipulating thralls. They may use several methods to achieve this end, programming their robotics, learning technomancy, or simply using convincing speech and social engineering to gather or create followers. Ravagers customize and improve their unusual puppets to represent their distinct needs and personalities.

If forced to fight, the Host prefers to stay out of the fray and let their wordless Thralls do the "talking". Using their threads to guide their thralls and direct the flow of battle. Ravagers, masters of performance, always have a trump card up their sleeve, just in case. Skillful in stealthily manipulating their thralls from afar, they preside like an unseen conductor where the world is playing along to their every whim.

As a party member, the Ravager does not play well with others, but if they can accept that the party is better allies than enemies or puppets. Then the ravager can be a brutal combatant and an excellent influencer.

Ravager Quick Build

You can make a Ravager quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Psychic or Which occupation.

Base Class Features

The following abilities are granted by selecting this class as your base class

Ability Score Increase

+2 CHA, +1 INT

Saving Throw Proficiency

Gain proficiency in Wisdom, Charisma, and Intelligence saving throws.

Wealth, Reputation and Supply

WEA +1, REP +2, SUP +1

Speed Modifier

+0

Skill Proficiencies

Gain proficiency in Deception, Insight, Intimidation, and Persuasion. Gain expertise in Circuitry and Stealth

Weapon & Armor Proficiencies

Select two Archaic or Personal weapon categories.

Tool Proficiencies

Electrician's Tools, Hacker's Tools

Languages

4 of your choice

Equipment

You may select 6 items of value 10 or lower from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories

You may also select two simple, martial, or personal weapons that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for those weapons.

Free Features

Master Manipulator - 0 AXP

TIER ONE FEATURE: Master Manipulator

    • AXP: 0
    • Pre-Requisites: Selected Ravager as base class
    • Grants Access To: None

As you begin down the path of the Ravager you reflect and determine what sort of person you are and what your ultimate goals as an agitator are. There are three possible Vexatious Spirits you can have – The Flagellant Soul, the Discordant Soul, and the Spiteful Soul. You also gain additional bonuses from your Vexatious Spirit at tiers 3, 5, 7, and 9 at no extra AXP cost.

Flagellant Soul

You have determined that be it for self-hating reasons, to draw attention away from your allies, or for some other motive, you insult people because you want them to hate you.

Take the Heat

When you select this Vexatious Spirit you gain the following ability. As a reaction, when a creature attempts a melee attack against an ally within 10 feet of your Host or Thrall you can insult them to try to draw their attention. If they fail a Wisdom saving throw with a DC equal to 10 + your Charisma modifier, they will instead target your nearest avatar. You take half damage from the ensuing attack. You may use this feature a number of times equal to your tier between each long rest.

What Doesn’t Kill Me...

At the 3rd Tier, you learn to use your pain and the hatred others have of you to your advantage against your enemies. As your hit points decrease, you gain a series of bonuses and benefits that will aid you in your adventures. Between half and quarter total health, you can add half of your Charisma modifier (rounded up) to any roll against the last creature to deal you damage. At quarter total health and below, you can add the entire Charisma modifier to any roll against any creature who has damaged you in the past five minutes.

This effect does not last between encounters - when the last creature to hurt you has been killed, you stop gaining the benefits of having low health. You must regain at least half of your total hit points before this feature can be invoked again.

...Makes Us All Stronger

At the 5th Tier, you gain the ability to turn your foes’ hatred of you into buffs for your allies. When between half health and quarter health, as a bonus action, you can choose an ally to join in on trash-talking the creature who last damaged you. This ally has advantage on attacks against this creature, and the creature has disadvantage on any attacks against the ally. In addition, the ally can deal 3d4 extra psychic damage to their attacks. If you are at quarter health or below, all of your allies have advantage against the target creature. Additionally, you can choose two allies who will deal an additional 5d4 psychic damage to their attacks on their next turn.

Once the target creature you has been killed, the effects of this feature end. You must take a short or long rest before using this again.

Blood for Blood

At 7th tier, as a reaction your avatar may absorb half the damage that they took from any attack and reflect it back at your enemies. You may channel this damage into your next attack, or release it as a pulse as an action on your next turn. The damage type stays the same and the pulse automatically hits all creatures within 10 feet of your avatar with the damage divided equally among the targets. You may use this feature a number of times equal to your Constitution modifier each day.

Martyr

At the 9th tier, you gain the Martyr feature. You can espouse radical views contradicting those of your enemies, causing up to 2d4 creatures to target you and only you. The creatures must individually make Wisdom saving throws of a DC equal to your spell save DC. If they fail, they are compelled to attack you and nobody else. During this period, all attacks made against you have disadvantages. If an affected creature forces you to make a saving throw of any variety, you have advantage on it. You can take damage bringing you down to – but not below – 1 hit point, after which the effect ends (i.e., if you have 5 HP and are attacked for 13 HP, you will be brought to 1 HP and all buffs from the Martyr feature will end). Affected creatures may attempt the save again as a bonus action on their turn to end the effect early. On a success, they become immune to this feature for 24 hours. You must take two long rests before you can use this ability again.

Discordant Soul

Be it for personal or political reasons, or even if you just want to watch the world burn, you have decided that you insult people because you want them to fight amongst themselves.

Squabble

When you select this Vexatious Spirit you gain the following ability. You can create a mind-altering induced Squabble between any two creatures of your choice. They must make a Charisma saving throw of a DC equal to 10 + your Charisma modifier. If they are allies they may use the higher of their two Charismas and gain advantage as one helps the other. If they are neutral they use the lower Charisma with no advantage. And if hostile towards each other they use the lower Charisma with disadvantage. Upon a failure, they will begin to fight amongst themselves rather than targeting you and your party. If the two creatures are allies they will stop attacking their partner once they take damage, regardless of the source. If they are neutral or hostile towards each other they will not stop until defeated, exhausted, or damaged by you or your allies.

You must take a long rest before using this feature again. You can use this feature twice at 3rd, three times at 5th, four times at 7th, and five times at 9th tiers. Additionally, with each upgrade, you can add an extra target to the squabble.

Force Ally

At the 3rd tier, you may use your skills of persuasion and dislike of your enemies to convince one creature to join your side. Make a contested Persuasion (Charisma) check against one target. If your roll is higher than their Wisdom ability score, then they will attack their peers until they can make a Wisdom saving throw matching or beating your Persuasion check roll.

Seed of Doubt

At the 5th tier, you gain the ability to plant a seed of doubt into your opponent’s mind. By convincing them that their allies are secretly conspiring against them, they begin to lash out at their teammates. Roll a contested Deception (Charisma) check against one target. If your roll is higher than their Wisdom saving throw. Their hostility level towards their peers is reduced by one level, Allies, Friendly, Neutral, Hostile. If they become hostile they will act against or attack their peers until they can make a Wisdom saving throw matching or beating your Deception roll. They may attempt this roll each long rest. You must take a long rest before you can use this ability again.

This ability may or may not affect the relationship between you, your allies, and the target creature. For example, they may still be hostile against you. But they also no longer trust their friends.

Incite Rage

At the 7th tier, you can target up to three humanoid creatures to induce a state of barbaric rage within them. They must each make a Charisma saving throw against a DC of 10 + your Charisma modifier to defend themselves. Upon a failure, their Intelligence and Wisdom ability scores are reduced to 6 and they become enraged, adding a +3 bonus to their attacks, and subtracting 1 from their AC. They choose any combat targets randomly, choosing between creatures in a room or area regardless of alignment. You must take a long rest before you can use this feature again.

Mob Violence

At the 9th tier, you gain the Mob Violence feature. Using your mastery of speechcraft, you compel a mob of 5d10 creatures to attack a single target. The Mob is directly under your control for as long as it exists and is controlled as a bonus action (i.e., you get your turn and then The Mob's turn). The Mob has a collective AC of 12 plus your Dexterity modifier and an HP equal to 3 times the total number of people in it. As The Mob is damaged, its members will slowly disperse, affecting the amount of damage it does. The Mob can take the following actions:

Pummel. Beats the target with their fists. Does an amount of bludgeoning damage equal to 1d4 times the number of people in The Mob.
Torches and Pitchforks. Does 1d4 fire damage damage per person in the mob.
Power of the People. Attempts to intimidate the target by shouting their insults at them en masse. The target must pass a Wisdom saving throw of with a DC equal to the number of Mod members or become frightened of the mob. If the DC is greater than 2 times the max Wisdom save of the target then the target becomes petrified or feints, becoming incapacitated for 3 rounds.
Rallying Cry. Chant a motto to try to reel people back in after they left The Mob. Convinces 2d4 people to rejoin, effectively healing 3x(2d4). Max 50 Mob members.

Spiteful Soul

Perhaps you were scorned once and seek vengeance, or perhaps it’s out of sheer misanthropy, but you have decided that you insult people because you want them to hate themselves.

Berate

When you select this Vexatious Spirit you gain the following ability. You can pinpoint your enemy's emotional vulnerabilities and insecurities and mock them for it. Target one creature and force them to make a Charisma Saving throw of a DC equal to 10 + your Charisma modifier. If they fail, they take 3d4 psychic damage and have disadvantage against their next attack, and disadvantage on any attacks they make against you for the next 10 minutes. You must take a long rest before you can use this ability again.

Cat Got Your Tongue?

At the 3rd tier, you can use your charismatic ways to find one of your target's weaknesses and stun them with your knowledge and your cruelty. If your target fails a Charisma saving throw of a DC equal to 8 + your Charisma modifier, they take 2d6 psychic damage and are Stunned for 2 rounds or until they can pass their Charisma saving throw. If they succeed against your roll they take half damage and are not stunned. At 5th tier you can now affect an entire group of people you are fighting within a 10ft circle centered around you and now deal 4d6 psychic damage if they fail the roll. You must take a long rest before you can use this ability again.

Breaking Point

At the 5th tier, you beat your enemy down to the point where they are willing to hurt themselves. If they fail a Charisma saving throw with a DC equal to 10 + your Charisma modifier. They take 5d12 psychic damage and take the Terrified condition with the addition that they are willing to take actions that may harm themselves in their attempt to flee. They will not take actions that will lead to their death. If they succeed, they take half the damage and are not Incapacitated nor do they harm themselves. You must take a long rest before you can use this ability again.

Total Degradation

At the 9th tier you gain the Total Degradation feature. You can psychologically dismantle your foes piece by piece, leaving them a hollow shell of their former selves. Choose one target and force them to make a Wisdom saving throw of a DC equal to 12 + your Charisma modifier. If they fail, they take 10d6 psychic damage. They also lose their will to live and will refuse to fight back against any attacks, and become Incapacitated for 1D4 + 1 minutes. During this period, all attacks against the target have advantage. You must complete two long rests before you can use this feature again.


 
Puppeteer - 0 AXP

TIER ONE FEATURE: Puppeteer

    • AXP: 0
    • Pre-Requisites: Selected Ravager as base class (no Feature or Ability may grant access to this feature)
    • Grants Access To: Hacking I Hustler class feature

As explained in the Ravager class description above, the Ravager is split into three separate but not independent entities; the AI, Host, and Thrall(s). This feature explains the mechanics of this separation, and grants abilities to each entity (referred to as an Avatar).

Terms Defined

Here are common definitions for names you might find within this class.

  • Ravager. The combination of the AI, Host, and Thrall(s), working as one unit as the player's character. The pronouns of you/your/yours refer to the Ravager or the player.

  • AI. This refers to the controlling avatar of the Ravager. A malignant AI, fleeing the Second Cold War, who has infected a Host and enslaved a Thrall. The AI is controlled by the player.

  • Host. This refers to the body the AI has infected. Typically weak of mind and stature, they are most commonly children, teenagers, or religious individuals. They are under the complete control of the AI and may or may not even have individual thoughts or personalities that exist solely in their mind. Any actions made by the Host are dictated by the AI and therefore the player. Features that affect the Host affect the AI and Host as one unit.

  • Thrall(s). These are enslaved people, constructs, and undead under the sway of the AI. They have been infected with a fragment of the AI's programming making them completely aligned with the AI. They have individual thoughts and personality traits from the AI, however, they are completely aligned with the AI making decisions based completely on the AI's goals. Although they may attempt their own tactics based on their personal history and abilities. The Thrall (or Thralls at higher tiers) is controlled by the player and acts on the same initiative as the AI/Host but as a separate unit in combat, able to travel away and engage different enemies.

  • Avatar. this is used to refer to any single entity (The AI, Host, or Thrall(s)). Typically this term is used to identify the focus of an effect or the entity to take a certain action.

Separation of Abilities

Some abilities, resources, and actions may only be taken by a specific Avatar. Here's how to divide your character's abilities.

Hit Points and AC

As a ravager you gain one additional hit die at each tier, however, these hit die, and the hit points that come with them must be split between the Host and Thrall. And the Host must always have fewer hit dice than the Thrall. At the first tier, your Host has 12 hit points and 1d12 hit dice, and your thrall has 2d12 + 8 + CON hit points and 2d12 hit dice. View the table below for an example of how to divide your hit dice at each level.

Additionally, the AC of both the Host and Thrall are calculated individually based on their Dexterity scores, and what armor or features affect them.

Ravager Hit Points


TierNumber of Hit DiceHost Hit DiceHost Hit PointsThrall Hit DiceThrall Hit Points
Tier 13d121d12122d122d12 + 8 + CON
Tier 26d122d12+ 1d12 + CON4d12+ 2d12 + CON
Tier 39d123d12+ 1d12 + CON6d12+ 2d12 + CON
Tier 412d124d12+ 1d12 + CON8d12+ 2d12 + CON
Tier 515d125d12+ 1d12 + CON10d12+ 2d12 + CON
Tier 618d126d12+ 1d12 + CON12d12+ 2d12 + CON
Tier 721d127d12+ 1d12 + CON14d12+ 2d12 + CON
Tier 824d128d12+ 1d12 + CON16d12+ 2d12 + CON
Tier 927d129d12+ 1d12 + CON18d12+ 2d12 + CON
Tier 1030d1210d12+ 1d12 + CON20d12+ 2d12 + CON

Ability Scores

The Host and Thrall(s) have separate ability scores, the Host providing the mental strengths of the character and the Thrall providing the physical strength of the character. You will need to record the ability scores of both the Host and Thrall. The Host's starting ability scores are the same as your original rolls for this character plus modifiers received from the Host's Race and Class (see Step One in Character Creation) -2 in Strength, Dexterity, and Constitution. The Thrall's starting ability scores are 10s in Intelligence, Wisdom, and Charisma. And roll 3d6 + 6 for the Strength, Dexterity, and Constitution ability scores. You may apply and modifiers from the Thrall's race as well.

You may add the ability score modifiers from your occupation to only one avatar, as only one of your avatars gains benefit from an occupation as described below.

Ability Score Increases

Whenever you gain a feature that allows you to increase your ability scores these increases apply to the Host. But you may increase one ability score of the Thrall by one at the same time.

Occupation

At the start only one of your Avatars, either the Host or the Thrall has access to your Occupation, all modifiers, abilities, and skill proficiencies apply only to that Avatar.

Proficiencies and Skills

Your Host and your Thrall have separate access to their proficiencies. It is suggested that you record all of your skills for the Host and only those in which you have proficiency for the Thrall. Typically, Thrall's will only have a few proficiencies.

Weapon, Vehicle, and Tool proficiencies are shared by both the Host and the Thrall, assuming they have taught each other how to use them.

Speed, Size, and Senses

Your Host and Thrall may have different speeds, sizes, and senses depending on their features. They will also look and appear differently to everyone else, they may have different voices, weights, heights, genders, races, and so on.

Special Abilities and Multiclassing

Almost all features are only used by the Host, including ones from other classes. Features that apply specifically to a Thrall will say so in the feature description. Additionally, some features can be used by both the Host and Thrall. Features granted by the Thrall's Occupation or Race are only available to the Thrall.

The An Extra Something feature from the Human race may grant a Thrall a feature from any class negating the multiclassing AXP cost, but not the prerequisites. The Thrall may not take any further multi-classed features until after granted by a feature from the Ravager class.

Everything Else

Everything else not specified by these alterations is only available to the Host, including Wealth, Reputation, Supply, Hero Points, Defenses, Multiclassing, etc.

Personality Archetypes refer to the AI but can accrue Hero Points to be used by the Host.

Action Economy

As a Ravager you have the same amount of action economy (see the Action Economy article for details) as other players. Meaning you will need to decide how to split up your actions between your Avatars. You may move your Thrall and attack with your Host, or vice versa but you could not attack and move with both Avatars. You may use all of your actions with one Avatar but remember that means your other Avatar(s) may only be allowed to take free actions. The one exception to this rule is the normal Move action, you may choose to split the movement between your Avatars allowing each to move half their movement as one Move action. Additionally, both Avatars may take the Move action on their respective turns, counting as replacing the standard action for one. Dashes and other Full-Round Actions may not be split between Avatars unless modified by another feature.



Example Ability Score Build

Let's say you're building a Ravager with a young human host and a middle aged human thrall.


For your Host your original rolls may look something like this:


Then you add the human child and Ravager modifiers.


Then you reduce your Host's Strength, Dexterity, and Constitution scores.


For your Thrall, your original rolls may look something like this:


Then you add the Human adult racial modifiers.


You may add your occupation to only one Avatar so you choose your Host. Making your final blocks look like this:


HOST:


THRALL:

Several features in this class allow other actions to be split, or grant additional action economy to a certain Avatar. Be sure to take note of this as you gain these features to allow you the best use of your character during combat.

Initiative

The Ravager takes all of their actions on a single initiative calculated using the Host's Dexterity score. You may choose the order of the actions taken between the Host and Thrall(s) each turn and may bounce between Avatars. Allowing your Thrall to attack, then having your Host move, and then your Thrall uses your bonus action would be an example of this.

Death

The AI and Host rely on each other to live, and the Thrall is addicted to the infection in their brain. Death saves are made individually by each Avatar. If the AI dies the Host dies also, and the Thrall immediately gains three levels of madness and acts of his own accord. If the Host dies, and the AI cannot escape to a suitable computer system within one round, the AI dies as well. If the Thrall dies the Host immediately gains four levels of exhaustion and must make a DC 16 Constitution saving throw to avoid becoming comatose. If any one of the Avatars dies the player's character is considered to be dead or partially dead. The party may work to revive the character, but for gameplay purposes, they will begin playing a new character if it does not seem likely to happen within the next session.

Avatar Features and Abilities

When you take this feature at Tier One your Avatar gains the following features and abilities.

AI

Your AI gains the following benefits:

  • Your AI does not have its own pool of hit points, AC, or ability scores. It cannot take or deal damage, communicate on its own, move or take actions on its own or act in any way besides through the Host or another computer system.
  • The AI can however communicate telepathically to your Thrall and any computer device that is on the Host's person or connected to the Host. You know 2 additional languages and Machine Code (the language of computers).
  • The AI may not voluntarily leave the Host unless the Host is dead or comatose. Such action from a live host would render the Host brain dead, and the AI corrupted.
  • The AI may only be killed by killing the Host or by using a localized EMP.

Host

Your Host gains the following benefits:

  • +2 to any one ability score, or +1 to DEX and CHA
  • Your Host's height, age, and size will never increase unless magically increased.
  • Your Host gains a bonus of 10ft to speed and can hide as a free action.
  • Your Host can get onto your Thrall's shoulder or back as a bonus action. Once on your Thrall you gain proficiency in all ranged weapons and have access to the following abilities:
    • Attacking at long range doesn't impose disadvantage on your Host's ranged weapon attack rolls.
    • Your Host's ranged weapon attacks ignore half and three-quarters cover.
    • Before your Host attacks with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Thrall

Your Thrall gains the following benefits:

  • Your Thrall gains resistance to nonmagical slashing, bludgeoning, and piercing damage.
  • As long the Host is within 5ft of the Thrall, the Host can not be targeted by an attack unless the Host makes an attack. The target of the attack is the only one who can attack the Host. If they do attack the Host, the Thrall gains an extra damage dice against them.
  • If the Host is within 30ft of the Thrall and the Host takes damage the Thrall can halve the damage to the Host and take the remaining damage adding resistances if necessary.


 

Class Features

Tier One
Attention Seeker - 2000 AXP

TIER ONE FEATURE: Attention Seeker

    • AXP: 2000
    • Pre-Requisites: Charisma ability score of at least 14 or access granted by selecting Ravager, Personality or Dedicated Hero as base class
    • Grants Access To: None

Your need of attention is easily quenched. Your appearance takes on an otherworldly beauty that makes you look more lovely and fierce. Creatures must succeed a Wisdom saving throw (DC determined by DM based on situation) to resist talking to you. They do not have to tell you the truth or even be nice while speaking, but if they fail the saving throw, they must speak to you for as long as you want to carry on the conversation. Any violent action taken against the effected creature will nullify this effect.

Additionally, you may command attention by snapping. When you snap, an echo reverberates up to 20 ft. away, cutting through all noise. All creatures within 20 ft. must succeed a Wisdom saving throw with a DC equal to 10 + your Charisma modifier, or stop what they are doing to pay attention to you. An affected creature cannot act during its next turn instead they use their movement on their next turn to move as close to you as possible. A creature has disadvantage on this saving throw if they could be attracted to you. You may use this ability a number of times a day equal to your Charisma Modifier (Min. 1). If a creature is immune to being charmed, they are not affected by this ability.

At 3rd tier, the range of your snap increases to 40 ft. and can dispel any silence effect cast by a creature of equal tier or lower.

At 7th tier, the range of your snap increases to 80 ft.


 
Beckon - 1500 AXP

TIER ONE FEATURE: Beckon

    • AXP: 1500
    • Grants Access To: None

As a bonus action if within 5 feet of an enemy you can let out a shriek beckoning your Thrall. The Thrall can then use their reaction to make uninterrupted movement towards you and if reaching the enemy can make one melee attack. You can use this feature an amount of times equal to your Charisma modifier per long rest.


 
Behemoth's Strength - 2500 AXP

TIER ONE (THRALL) FEATURE: Behemoth's Strength

    • AXP: 2500
    • Pre-Requisites: Puppeteer and Thrall with a Strength ability score of at least 16
    • Grants Access To: None

Your Thrall's focus on putting their all into a single attack shows. The first melee attack they make on a turn deals 2d6 additional damage. This feature cannot be used when wielding a light weapon.

At 5th tier it increases to 3d6, and at 9th tier, this damage increases to 4d6.


 
Forgotten Past - 2200 AXP

TIER ONE FEATURE: Forgotten Past

    • AXP: 2200
    • Grants Access To: None

You may select an Occupation for your Avatar that does not have one, you may apply all abilities and modifier to that Avatar. They may take one occupation feat when you take this feature. They gain access to the rest at Tier 3.


 
Harvest - 2000 AXP

TIER ONE FEATURE: Harvest

    • AXP: 2000
    • Grants Access To: None

You may build a life force harvester during a long rest using 10 VP worth of materials. You can use your harvester to extract the life force from a corpse. You can only hold as many charges as the harvester capacity which is equal to your proficiency bonus. You can use a charge from the capacity to heal your Host a 1d8 or you can inject into your Thrall to heal them 1d4 and give them temporary hp equal to 8 minus the 1d4 total. These temporary hit points can not stack. Additionally this healing does not ignore magical immunities or resistances to being healed exp-constructs and undead. You can also split the charge to heal your Host a 1d4 and your Thrall 1d4. You can harvest as an action, heal your Host as a bonus action and heal your Thrall or split as an action. At tier 3 you can use 2 charges at once, 3 at tier 5, and 4 at tier 7.


 
Human Shield - 1800 AXP

TIER ONE (THRALL) FEATURE: Human Shield

    • AXP: 1800
    • Grants Access To: None

If your Host (or an ally within 25ft of your Thrall) is targeted with a ranged attack or an effect that targets only one creature; Your Thrall may use your Reaction to move in between your Host (Ally) and the source of the attack. The Thrall becomes the new target for the attack. This movement does not invoke attacks of opportunity against the Thrall. You may use this reaction twice per a Long Rest.


 
Skill Sharing - 2000 AXP

TIER ONE FEATURE: Skill Sharing

    • AXP: 2000
    • Pre-Requisites: Puppeteer or a History skill modifier of at least 6
    • Grants Access To: None

You may combine the skill proficiencies of both of your Avatars, allowing both the same proficiencies. Although, they still use different ability scores for those skills.

Alternatively, you may select one other character to teach and learn from. Both characters gain proficiency on any skill that one of them has a higher than +6 modifier for. This teaching must be done during a week long downtime activity, or may be completed after a month of travel or light adventuring.


 
Thrall's Combat - 2000 AXP

TIER ONE (THRALL) FEATURE: Thrall's Combat

    • AXP: 2000
    • Grants Access To: None

You can choose a fighting style for your Thrall from the list below. You may have a separate fighting style feature for your Host. But your Thrall may not take another.

  • Defense. While your Thrall is wearing armor, they gain a +1 bonus to AC.
  • Dueling. When your Thrall is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When your Thrall rolls a 1 or 2 on a damage die for an attack they make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Unarmed Fighting. Your Thrall's unarmed strikes can deal bludgeoning damage equal to 1d6 + your Thrall's Strength modifier. If they strike with two free hands, the d6 becomes a d8. When your Thrall successfully starts a grapple, they can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, they can also deal this damage to the creature whenever you hit it with a melee attack.
  • Tunnel Fighter. As a bonus action, your Thrall can enter a defensive stance that lasts until the start of your next turn. While in their defensive stance, your Thrall can make opportunity attacks without using your reaction, and your Thrall can use your reaction to make a melee attack against a creature that moves more than 10 feet while within their reach.

Your Thrall gains another style at 5th tier.


 
Tool Sharing - 1500 AXP

TIER ONE FEATURE: Tool Sharing

    • AXP: 1500
    • Pre-Requisites: Puppeteer or an Intelligence ability score of at least 14
    • Grants Access To: None

You may combine the tool and vehicle proficiencies of both of your Avatars, allowing both the same proficiencies. Although, they still use different ability scores for those skills. Additionally, you gain proficiency in the tools used to heal or repair your Avatars. Humans use Healers Kits, Med Kits and Herbalism Kits. Androids and Constructs use Hacker's Tools, Electrician's Tools, and Mechanic's Tools. And Undead use Poisoner's Kits, and Brewer's Tools.

Alternatively, you may select one other character to teach and learn from. Both characters gain proficiency in any tool or vehicle that one of them already has proficiency with. This teaching must be done during a week long downtime activity, or may be completed after a month of travel or light adventuring. And you must have access to said tools or vehicles during this time.


 
Vicious Comment - 1800 AXP

TIER ONE FEATURE: Vicious Comment

    • AXP: 1800
    • Pre-Requisites: None
    • Grants Access To: None

Your words were never meant to help others, rather impeed them. As a reaction you may impose disadvantage against a creature within 60ft when they make an attack, ability check, or Saving throw. The target must be able to hear you and understand the language. You may use this feature a number of times equal to your Charisma modifier per long rest.


 

 
Tier Two
Cognitive Link - 4800 AXP

TIER TWO (THRALL) FEATURE: Cognitive Link

    • AXP: 4800
    • Pre-Requisites: Puppeteer and a Host Intelligence, Wisdom, and Charisma score of at least 12.
    • Grants Access To: None

You have begun increasing the mental capacity of your Thrall. For every 4 digits higher then 10 in your Host's Intelligence, Charisma, and Wisdom scores you may increase one of your Thrall's Intelligence, Charisma, or Wisdom ability scores. For example, if your Host's scores look like this; INT 16, WIS 12, and CHA 18, You have 16 digits above 10, divided by 4. Means you can increase your Thrall's Intelligence, Wisdom and Charisma scores for a total of 4 digits.


 
Daydream - 5800 AXP

TIER TWO FEATURE: Daydream

    • AXP: 5800
    • Pre-Requisites: Insight skill modifier of at least +6
    • Grants Access To: None

You have learned how to predict actions and enter a state of temporary invulnability. Your Host can close their eyes as an action and allow the AI to completely take over all muscle action avoiding damage and oportunity attacks and so on. You may stay in this position for 2 rounds. During this time your Host's AC becomes 25, and they automatically succeed a Dexterity saving throw DC 18 or less. They automatically fail any CON, or INT saves. CHA saves are taken as normal but do not end this effect. If they are hit, require a higher Dex save or are subject to damage that they must move more than 10 feet to avoid they are snapped from this concentration and continue to act as normal. The Thrall may continue to make actions as normal but cannot rely on the AI or Host to do so. You can use this feature your CHA mod amount per long rest.


 
Emotional Damage - 3800 AXP

TIER TWO FEATURE: Emotional Damage

    • AXP: 3800
    • Pre-Requisites: Proficiency in Insight or access granted by selecting Ravager or Personality as base class
    • Grants Access To: None

You gain the ability to figure out what your target is most sensitive about and exploit it. When you take this action, you may select a target that can hear and understand you. The target must make a Charisma saving throw of DC 8 + your proficiency bonus + your Charisma modifier. If they fail, they take a number of d4s equal to your tier plus your Charisma modifier worth of psychic damage. The target then takes disadvantage on their next turn. You may use this ability a number of times equal to your Charisma modifier. This ability resets after a long rest.


 
Improved Action - 6800 AXP

TIER TWO FEATURE: Improved Action

    • AXP: 6800
    • Pre-Requisites: Selected Ravager as base class
    • Grants Access To: None

You may take an additional Standard Action each turn, or one Full Round action and a Move Action. These may be split up between your Thrall and Host as detailed in the Puppeteer feature. But an Avatar may not take the same action twice in one round. For example, both your Host and Thrall may make an attack action, but your Thrall may not make two in the same round.


 
Insensitive - 5400 AXP

TIER TWO FEATURE: Insensitive

    • AXP: 5400
    • Pre-Requisites: Constitution ability score of at least 14 or access granted by selecting Ravager or Bruiser as base class
    • Grants Access To: None

You are no longer open to manipulation. You are immune to being Charmed, and anyone trying to perform to, persuade, deceive, or intimidate you must do so with disadvantage (all charisma based skils), even the greatest Personality will not be able to steal all of your attention.

If you already have the Cognitive Link feature this applies to both your Host and Thrall avatars.


 
Minor Telepathy - 5600 AXP

TIER TWO FEATURE: Minor Telepathy

    • AXP: 5600
    • Pre-Requisites: Selected Ravager or Technician as base class, or access granted by any Technomancy feature
    • Grants Access To: None

You may direct your thoughts and a message towards any creature within 120ft that has access to technomancy, is an android, or that is using an audio device or implant. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can send this message through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the connection. The message doesn’t have to follow a straight line and can travel freely around corners or through openings.


 
Overwhelm - 5800 AXP

TIER TWO FEATURE: Overwhelm

Your Host may insert code into an enemy's mind, overwhelming their cognitive function. Similar to how you infected your Thrall this code fundamentally changes the target but you do not gain control or influence over them. As an action, your Host makes an Unarmed strike against a target. On a hit, you may inject code into the target's mind instead of doing damage. The target takes 1d12 + 6 psychic damage. At the beginning of each of the target's turns, they must make a DC 14 Constitution saving throw or take an additional 1d12 + 6 damage and take the Confused condition. The effect ends on success, and the target becomes immune to this effect for 24 hours.

If the target takes half their hit points in damage from this feature they take the Psychological Damage major injury and their brain begins to hemorrhage.


 
Sentry - 6000 AXP

TIER TWO (THRALL) FEATURE: Sentry

If the Host is within 30 feet of your Thrall and is targeted for an attack. As a reaction your Thrall can release a roar of rage causing a disadvantage on the attack roll. Your Thrall also gains an extra 1d12 of damage to that creature, and when targeted by an attack from that creature gains a +2 to AC against that creature. This lasts for one minute or until the target creature attacks any one other than your Host or Thrall. Your Thrall can use this feature as many times as its CON mod per long rest.

Additionally, the following now applies to your Thrall; You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature makes an attack against a target other than you (the Thrall), you can use your reaction to make a melee weapon attack against the attacking creature.


 
Unnatural Body - 3800 AXP

TIER TWO FEATURE: Unnatural Body

    • AXP: 3800
    • Grants Access To: None

The bodies of your Host and Thrall may now go 60 days without food and water, the longer they go without the more their bodies appear malnurished and sickly but you do not gain any penalty during the 60 days. Afterwards starvation and exhaustion begin to take effect.

Additionally, your Host does not need to sleep and may spend 6 hours doing downtime activities to gain the benefit of a long rest.


 

 
Tier Three
Ability Score Increase - 4200 AXP

TIER THREE FEATURE: Ability Score Increase

    • AXP: 4200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 3 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Bonded Allies - 9200 AXP

TIER THREE FEATURE: Bonded Allies

Your influence has begun to spread to your allies. You must have spent at least three months of consecutive time with your target and they must be at least friendly towards your character. On your turn you may select an ally within 50 feet of your Host and use a portion of your action economy to make an action as their character. This does not make use of the allies actions and they may take their actions as normal. You may connect to one ally per day and make a number of actions equal to your proficiency bonus with that ally. Your connection lasts for one hour unless your Host is knocked unconcious or you fail any Constitution saving throw.

If your ally is willing, you may perform your attack action through your Ally. You may use their weapons and weapon proficiencies, you use your charisma modifier for the attack and damage rolls. You may add your's and your ally's features and feats or any other modifier that is applicable into this attack action. However you may only make use of a feature that has limited uses or a weapon with ammunition if allowed by the allied character's player.

As a full-round action, you may give your connected ally resistance to all nonmagical damage until the end of your next turn. You must maintain concentration for your ally to recieve this benefit.

As a Bonus action at the end of your turn you give your connected Ally a continuous Help-action effect until the start of your next turn.

As a Reaction or Move action, If Your Ally is inside a weapon, spell, or program's area of effect, and isn't being targeted directly by weapon, spell or program, you may move your Ally 15 feet directly to you (30 feet if using a move action) if you are outside of it's effects. (This movement doesn't provoke attacks of opportunity and expends 10/20 feet of the allies' movement speed for that round. They may not move if they have expended all of their movement speed for that round.)


 
Elusive - 8400 AXP

TIER THREE FEATURE: Elusive

    • AXP: 8400
    • Pre-Requisites: Dexterity ability score of at least 18 or access granted by selecting Hustler, Jockey or Ravager as base class
    • Grants Access To: None

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.


 
Enthralled Enemies - 9200 AXP

TIER THREE FEATURE: Enthralled Enemies

    • AXP: 9200
    • Pre-Requisites: Charisma ability score of at least 18 and the Puppeteer feature, or access granted by the Overwhelm feature.
    • Grants Access To: Taunt

You have learned to spread your influence to those hostile to you. As an action you may attempt to enthrall a target creature within 50 feet of your Host. The target must succeed a Charisma saving throw with a DC of 14 + your Charisma modifier. If they are under the effect of the Taunt feature they make this save with disadvantage. On a success this feature has no effect and counts as your use for the day. On a failure the target becomes enthralled and you may use a portion of your action economy to make an action as their character. This does not make use of the enemies actions and they may take their actions as normal. You may connect to one enemy per day and make a number of actions equal to your proficiency bonus with that enemy. Your connection lasts for 10 minutes unless your Host is knocked unconcious or you fail any Constitution saving throw.

If you also have the Bonded Allies feature, you may not connect to both an enemy and an ally at the same time.

As a move action you may yank the connected enemy 10ft towards you, target must succeed a Dexterity saving throw or be knocked prone as well. (This movement expends the enemies movement speed for the round and does trigger oppertunity attacks)

As a full-round action, you impose disadvantage on all attacks of the connected opponent until the start of your next turn. You must maintain concentraition for the duration for the target to take this disadvantage.

As a standard action, you impose disadvantage on all skill checks and saving throws of the connected opponent until the start of your next turn. You must maintain concentraition for the duration for the target to take this disadvantage.

Your opponent may attempt a Charisma Saving Throw to break free of this effect at the end of their turns.


 
Psychic Scream - 9500 AXP

TIER THREE FEATURE: Psychic Scream

You gain the ability to release a deadly psychic scream. You may choose to use your attack action to target a number of creatures up to your Charisma modifier within 30 feet of your Host. A deadly sonic screech emanates from deep within.

Each of the targeted creatures needs to make a Constitution saving throw with a DC equal to 14 + your Charisma modifier. On a failed saving throw, the creature takes psychic damage equal to 10d4 + your Charisma modifier, and are stunned for 1 round (next round it won't be able to act). On a successful saving throw, the creature takes half as much damage and is not stunned. You may use this ability once per long rest.

This ability may be used an additional time at 5th tier, and a third time at 7th tier before needing to rest.


 
Remote Control - 8400 AXP

TIER THREE FEATURE: Remote Control

You have learned to become one with your Thrall, this helps you control your Thrall remotely.

Cognitive Senses. As an Bonus action you may link your senses: See, Hear, and Speak through a Thrall. (You may choose any or all Senses to be linked and you may turn the senses on and off as you feel necessary as a bonus action.) (Your body is Blind, Deaf, Mute depending on which sense is currently linked.) (If you have any Mental Feats you may use them through your Thrall while you share senses with your Thrall.)


 
Silver Tongue - 8000 AXP

TIER THREE FEATURE: Silver Tongue

    • AXP: 8000
    • Pre-Requisites: Selected Ravager, Personality, or Charismatic Hero as base class
    • Grants Access To: None

Your Charisma ability score is increased by two. Additionally, you gain double proficiency and expertise in all charisma based skills. (Deception, Intimidation, Performance, and Persuasion)


 

 
Tier Four
Under Construction - Estimated Count: 6  
 
Tier Five
Under Construction - Estimated Count: 6
Ability Score Increase - 10200 AXP

TIER FIVE FEATURE: Ability Score Increase

    • AXP: 10200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 5 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Six
Under Construction - Estimated Count: 5  
 
Tier Seven
Under Construction - Estimated Count: 5
Ability Score Increase - 17600 AXP

TIER SEVEN FEATURE: Ability Score Increase

    • AXP: 17600
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 7 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Eight
Under Construction - Estimated Count: 4  
 
Tier Nine
Under Construction - Estimated Count: 4
Ability Score Increase - 25400 AXP

TIER NINE FEATURE: Ability Score Increase

    • AXP: 25400
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 9 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Ten
Under Construction - Estimated Count: 2  
 

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