Ravare Class Summaries in Ravare | World Anvil

Ravare Class Summaries

Introduction

The classes of Ravare not not only meant to feel distinct in flavor and ability but also feel unique to play. An example of this would be the Rangers unique trait of basically playing two characters during combat versus the Crusaders ability to alter the battlefield on a meta level. Our goal is to make sure these unique traits are felt throughout the entirity of play.

To-Do

  • Finalize Class Names
  • Finalize Subclass Names
  • Describe each unique Primary
  • Create Class pages.
  • The rest of the system???
The following descriptions of both classes and subclasses are likely to change at any point.

Bloodrager

Primary: Rage
Resource: Blood
Subclasses: Berserker, Reaver, Titan, Wildling.
Summary
Bloodragers are violence taken form. Naturally nomadic, Bloodragers are excellent survivalists. Able to use their Primary to burst into an unstoppable Rage the Bloodragers are a force to be reckoned with. To sustain themselves, they gorge on the Blood of their enemies, friends, or even themselves.
Playstyle
Bloodragers are perfect for those who love the thrill of high-risk, high-reward situations. During their Rage, Bloodragers have lowered defenses but increased damage output. The longer the Rage is maintained the lower the defense and higher the damage. To maintain this Rage the Bloodrager has to deal or take damage once per round. Additionally, if Rage is maintained for a bit too long you may get lost in the Bloodlust and will be forced to attack anything in your path.

If you want to feel like a raging pile of destruction, the Bloodrager is for you.

Berserker

Pure DPS

Beserkers enter a violent rage that transforms their physical form to between man and beast.

Reaver

DPS & Debuff

Reavers know how to harness the power of blood, using both their own and their enemies to fuel their rage.

Titan

Tank

Growing in both size and strength when they rage, Titans are able to do the impossible.

Wilding

DPS & Utility

Wildlings survive the wilds by harnassing a tempered rage that courses through their every action.

Crusader

Primary: Rallies
Resource: Tactics
Subclasses: Champion, Dreadnought, Knight, Sentinel.
Summary
Crusaders are defensive fighters that use their wit and charisma to control the battlefield. Their Primary is different Rallies that enhance themselves and their allies that can hear them. With their resource, Tactics, they can change the battlefield around them in ways that seem almost supernatural.
Playstyle
Crusaders are perfect for players who love to tactically alter the battlefield in their favor. Using Rallies they can provide a buff to allies within range, making it essential to stay with the party. But the true meat of the class is the ability to literially alter the battlefield at a meta level. Some Crusaders can spend their Tactics to move around their allies like a chess game while others can use them to disarm or hinder the enemies.

If you want to feel like a genius tactician where the battlefield is just another puzzle to solve, the Crusader is for you.

Champion

Off-Tank

Sword n’ Board, Rally = Damage

Dreadnought

Best Tank

Tankiest class, Rally = Defensive.

Knight

Mounted Off-Tank

Mounted Combat, Rally = Movement.

Sentinel

Utility & Off-Tank

Powerful Tactics, Rally = Accuracy.

Druid

Primary: Skinwalking
Resource: Spirit
Subclasses: Predator, Preserver, Moonwalker, Oracle.
Summary
Druids are the keepers of the wilderness and speakers for nature. Their Primary is Skinwalking, their strange ability to transform into creatures after collecting their pelts. It is said that some Druids even master the ability to transform into other people through this method. The resource that Druids cast their spells with is Spirit, a resource that can be earned through communing with nature. Or the dead.
Playstyle
Druids are perfect for players who want to be more in tune with nature and take the form of mighty beasts. Through their ability to Skinwalk, changing their shape to that of an animal, the Druid has plenty of utility such as stronger senses, faster movement, or even flight. But what seperates the Druid from any shapeshifting Magi is their ability to harness Spirits of Nature, or the Dead, to cast powerful spells. This Spirit takes time to recover but has the capability to change the very laws of nature.

If you want to feel like an apex predator that has the ability to sling spells, the Druid is for you.

Predator

Stealth DPS

Stealth and Damage. Sneaky cats, quiet bats. Carnivores only.

Preserver

Healing Off-Tank

Healing and Tanking. Bark skin, bulky creatures, painful growth.

Moonwalker

Magic DPS

Magic focused. Spirit magic is stronger away from the sun.

Oracle

Utility

Necromancy + Divination. Ask the dead for knowledge.

Expert

Primary: Masteries
Resource: Concentration
Subclasses: Deceiver, Rogue, Sniper, Tradesman.
Summary
Experts are masters of a specialized trade. When it comes to more advanced problems, you will always want at least one Expert at your side to supply unique ways to solve them. Their Primary is Masteries which give them strong bonuses to their specific niche. What puts Experts above the rest is their ability to Concentrate on what they are doing so intently it’s as if fate bends to their will.
Playstyle
Experts are perfect for players who want to specialize in a set task and master it to the fullest. Through Masteries, each Expert Subclass grants them a particular niche to exploit and alongside this explotation, new abilities. But where Experts shine is on tasks so difficult it would require them to bend fate around them to succeed. And through their Concentration resource, they can do exactly that. Concentration can be spent in various ways such as rerolling of dice, adding modifiers to rolls, or forcing a success against all odds.

If you want to feel like an elite professional that thrives on difficulty, the Expert is for you.

Deceiver

Stealth

Persuasion, Deception, and Stealth.

Rogue

Burst DPS

Blades, Stealth, and Trickery.

Scout

Travel Utility

Ranged, Stealth, and Speed.

Tradesman

Economic Supremacy

Crafting and Scavenging.

Magi

Primary: Circles
Resource: Mana
Subclasses: Coven, Elementalist, Pyrocist, Stitcher.
Summary
Magi are the masters of the Arcane, the performers of miracles, and destroyers of civilization if left unchecked. Their Primary is Circles, unique spells that they place on a location to enhance their abilities beyond normal means. While a Magi is fairly deadly on their own, a Magi within a powerful Circle is a terrifying sight. The resource Magis cast their spells with is Mana, a resource that regenerates slowly over combat and one that they must make sure to not overspend.
Playstyle
Magi are perfect for players who want to wield raw, magical power to devestate their foes, alter the world around them, or even heal their allies. Magi can create magical circles underneath them that give them massive bonuses while standing inside them, forcing them to remain stationary to do their best work. As a Magi progresses down their Subclass, new Circles are unlocked and new Spells are learned that can only be cast standing in said Circles. Each spell a Magi casts costs a certain amount of Mana, a resource that regenerates slowly overtime. Over spending of Mana is possible, but often comes at a high price.

If you want to feel like a master of the Arcane, the Magi is for you.

Coven

Debuff

Evil magic. Soul stealing, dark necromancy, curses, etc.

Elementalist

DPS

4 Element Magic (Air, Earth, Fire, Water). Use Arcane to control the natural world.

Pyrocist

Burst DPS

Reckless Pyromancy.

Stitcher

Minionmancer

Necromancer meets Build-a-Bear. Necromantic magic + healing.

Priest

Primary: Invocation
Resource: Faith
Subclasses: Cabalist, Cleric, Paladin, Purifier.
Summary
Priests are powerful casters that have sworn themselves to a Domain, Deity, or Entity of great power. Their Primary is Invocation, the Oath they are bound too. Each Invocation gives access to new spells, abilities, and traits. The resource that Priests cast their spells with is Faith, a resource that can only be earned while they are doing what their sworn Entity demands of them.
Playstyle
Priests are perfect for players who want to have be devoted to a single entity in exchange for powerful magic and unique boons. Each Priest has sworn a magical Oath or Pact with a powerful entity granting them their Invocation. These Invocations can be thought of as a list of spells a Priest can cast daily without costing them any of their unique resource, Faith. What makes a Priest different from other casters however is that through Faith, they can cast spells that permanently alter themselves or others in a positive or negative way. This Faith, however, can only be acquired by following directions of the entity they are bound to.

If you want to feel like a spellcaster backed by divine purpose, the Priest is for you.

Cabalist

Varies on Pact

I worship a non-divine Entity.

Cleric

Varies on Oath

I worship a Divine.

Paladin

Tank

Combat focused Warrior-Priests. They wear heavy armor, hit hard.

Purifier

DPS

Magic Focused Magi-Priests. Their Invocations grant more daily uses.

Ranger

Primary: Companions
Resource: Traps
Subclasses: Beastmaster, Hunter, Eldritch, Stalker.
Summary
Rangers are excellent guerilla fighters and hunters. Their primary is Companions, each Ranger has a bonded animal that is willing to fight and die by their side. A Ranger only gets one Companion but they grow in strength alongside their master. Rangers are never seen without their numerous Trap that they use to control the battlefield, or hunting ground, to make sure they are always at an advantage.
Playstyle
Rangers are perfect for players who enjoy having tamed companions at their side. During combat, Rangers function as two different creatures allowing you to control more of the battlefield at once. To further this control of the battlefield, Rangers have the ability to place Traps around the battlefield that trigger on unique conditions such as being walked on or casting magic. With clever use of their Companion and Traps, a Ranger can take on foes much stronger than them with ease.

If you want to feel like a two-man guerilla army, the Ranger is for you.

Beastmaster

DPS + Off-Tank

Better Companions. Traps enhance Pet.

Hunter

DPS + DPS

Damage Companions. Traps damage enemies.

Eldritch

DPS + Utility

Magical Companions. Traps hinder enemies.

Stalker

Stealth + Burst DPS

Stealth Companions. Traps are silent/poisons.

Shaman

Primary: Bound Elementals
Resource: Totems
Subclasses: Harbinger, Mystic, Protectorate, Warden.
Summary
Shamans command the 10 elements and use them to control small armies of Elementals. Their Primary is Elementals, creatures of pure elemental power that they command both in and out of the battlefield. A Shaman is nothing without their Elementals or the Totems they contain them within. It is common for Shamans to take long pilgrimages to tame a new Elemental and place them within one of their many Totems.
Playstyle
Shamans are perfect for those who wish to flood the battlefield with allies. Unlike other Classes, a lone Shaman is easy prey for even the weakest of creatures. When in-combat, Players control up to a maximum of 5 different Bound Elementals rather than their character. With so many allies so easily deployed, it is easy to overwhelm your foes. The unique resource of Shamans is their Totems that they craft then bind Elementals to. Each Totem can be used once per day and can contain only a single Elemental, forcing Shamans to always be searching for new Elementals to bind,

If you want to feel like a master minionmancer, the Shaman is for you.

Harbinger

Pure DPS

Harbringers focus on the destructive and chaotic power of their Totem-Bound Elementals learning ways to wield them as disposable weapons rather than long-term allies.

Mystic

Utility & Buffs

Mystics study how their Totem-Bound Elementals alter the natural world around them and practice ways to use this alteration to enhance their allies and hinder their enemies.

Protectorates

Off-Tank

Protectorates use the supernatural resilience of Elementals to strengthen themselves, and their allies, to survive under even the harshest of conditions and from deepest of wounds.

Warden

Healer

Wardens understand that despite Elementals being creatures of chaos and destruction, they are also creatures of growth. This same growth can also heal wounds and sustain allies.

Warrior

Primary: Stances
Resource: Adrenaline
Subclasses: Archer, Bladedancer, Duelist, Paragon.
Summary
Warriors excel in combat and dealing with problems of endurance or strength. Their Primary is fighting Stances that allow them to shift their tactics mid-fight in ways no other class can compete. With their Adrenaline Resource, Warriors can push themselves far beyond their natural limits.
Playstyle
Warriors are perfect for those who wish to be the perfect combatant. Most Warriors thrive on the battlefield by switching between Stances, or Stance-Dancing, to deal with any complications that arise. These Stances have little use outside of combat but Warriors make up for it with their Adrenaline resource that allows them to perform feats of strength and endurance both in and out of combat. Examples being taking extra attacks during a turn or force marching long distances without any penalties. Some Warriors have even mastered the ability to push past sleep.

If you want to feel like a master of combat, the Warrior is for you.

Archer

Ranged DPS

Heavy Ranged weapons specialty, they use their stances to improve accuracy, range, or defense.

Bladedancer

DPS

Dual-Wielding specialty with stances that allow them to move fluidly around the battlefield.

Duelist

Off-Tank

1v1, One-Hand specialty, they have the ability to draw in targets to focus on them.

Paragon

Burst DPS

Two-handed weapons specialty with stances focused on more and more damage.

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