Ravager Class
Alright cool this is the second to last one. I just need to update the thaumaturge one and I will be golden. So yeah I'm divying up the classes that I had in one big document. I realized that while in that document a lot of people wouldn't even look at it because they wouldn't want to look at a huge 91 page document. I don't have artwork. I feel like I have to explain again but one is because the site I use is weird about it. The other is that it is expensive with the best art costing thousands. The last is that I think that the copyright of using other people's artwork that you didn't commission is really wonky and that even though they probably wouldn't get hit by it they are leaving themselves open to a lawsuit. So since dnd is normally like half artwork if you don't like it then that is cool. If you do like the class then a way to support it to get it to be more popular so that other people see it is to give around 50 cents. That seems to be the magic number right now. Drivethrurpg has a policy of stuff giving you less than 20 cents doesn't count. Also the website takes half of everything. So I won't get rich off of it. Don't think that because I have a best seller than I'm rich. I don't think I probably could give an actual value but I'm not driving a fancy car because of it. Alright so here is the ravager class. This is what prompted me to split everything apart because I wanted to do a subclass that was armored but the thaumaturge document was super huge at the time. It was more convient for me but I realize that for everyone else that didn't write it¸ it was like a novel in length. The ravager is a class that is a glass cannon. It has dpr at the cost of health. The newest subclass allows for you to have a respectable AC but it limits greatly the damage that you do. This class should be full preview which means that you don't even have to download it. 3/31/2020: I should put it here. What is different in this one is that I nerfed ravaging attack in that you cannot have medium or heavy armor to benefit from it unless you have a certain new subclass. Don't be shocked if in the future I make this any armor but I feel right now that is too restrictive. Also a new subclass called the bulwark. Also unassuming presence is a lot easier to deal with. It was there for flavor before anyway. When I play tested I actually never bothered to put it on my sheet which is a sign of a bad feature. 4/18/2020: I added two subclasses. The scrapper which is an unarmed fighter that is a little bit more brute force than the monk but synergizes. The executioner is a class that is based on critical hits. However it directly borrows from the champion in that it takes 2 of their most prized abilities. Why reinvent the wheel right. I think it is balanced. The level 3 is now a level 6 and the level 15 is still a level 15. I did about a hundred play tests with the two classes. They seem alright but I ended up nerfing one of the scrappers abilities just due to synergy with the monk class. 8/20/2020: Ahoy hoy. Hey I made a small change to the ravager having played one through mad mage. It is hard to gauge fully but it comepletely succeeds as a damage class. Since I did it mathematically though I am not too keen on changing features. However I did change the level 11 so that now you can do average damage instead of rolling in case you want something static for whatever reason. Also berserk nova can be turned off with a bonus action now. I am thinking of taking away the option to martial point extra weapon attack but I'm not sure. Thing is that maybe people don't realize this but the basic fighter is a real power house too. I played one in a campaign and the fighter's damage was rediculous as well. So I ended deciding to not take that away. 11/19/2020: Changed the level 13 feature because it didn't fit the class before. Changed powerful swings for the juggernaught because it was worded extremely weird. Did a complete rework of the scrapper. It now ha