| +12 | Expertise Bonus | |
| +6 | Proficiency Bonus |
| +1 | Strength | |
| +2 | Dexterity | |
| +0 | Constitution | |
| +1 | Intelligence | |
| -1 | Wisdom | |
| +5 | Charisma |
| +8 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +1 | Athletics | STR | |
| +17 | Deception | CHA | |
| +1 | History | INT | |
| -1 | Insight | WIS | |
| +17 | Intimidation | CHA | |
| +1 | Investigation | INT |
| -1 | Medicine | WIS | |
| +1 | Nature | INT | |
| -1 | Perception | WIS | |
| +5 | Performance | CHA | |
| +17 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| -1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
HP: 300
AC: 22
STR 28 15
DEX 14
CON 30 16
INT 14
WIS 18 10
CHA 22 12
Skills: Athletics +15 , Intimidation +12 , Perception +10
Resistance: Cold, Necrotic, Fire
Immunity: Charm, Frighten, Poison
Relentless Tyrant: Ignores difficult terrain, can't get proned.
Blackened Armour: * Resistance to nonmagical attacks.
Advantage on spell saves.
Can't get hit with crits, it's a normal hit.
Multiattack: 3 attacks.
Ruinblade: * To hit: +15 | Reach: 10 ft.
Damage: 4d8 + 9 slashing + 4d8 necrotic.
If creature hit is Large or smaller: DC 23 Strength save on fail prone. If already prone: extra 4d8 damage.
Tyrant's Advance: Doesn't provoke opportunity attacks, makes a Ruinblade attack against all creatures it moves past.
Break the Line: It makes an other opportunity attack at 10 ft.
HP: 250
AC: 20
STR 22 6
DEX 18 11
CON 22 13
INT 20 5
WIS 18 11
CHA 24 14
Skills: Perception +11
Intimidation +14
Stealth +11
Passive Perception: 21
Damage Resistance: Cold, Necrotic, Psychic, Non-magic physical
Damage Immunities: Poison
Senses: Truesight 60 ft, Darkvision 120 ft
Languages: Deep Speech, Common, Telepathy 120 ft
Shadow Mantle: Around the Ravager in 30 ft there is magical darkness if there is dim light.
Unnatural Anatomy: The Ravager has reaction every round, not just every turn.
Multiattack: 3 attacks.
Umbral Claw: * To hit: +13 | Reach: 5 ft.
Damage: 3d6 + 6 slashing + 3d8 necrotic
Effect: If target is Large or smaller, they make a DC 21 Str save or knocked prone
Sovereign Grasp: * To hit: +14 | Reach: 10 ft.
Damage: 5d8 + 5 necrotic.
Effect: The target's hit points max is reduced by that amount for the next long rest.
Tail Rend: * To hit: +13 | Range: 15 ft.
Damage: 4d8 + 6 bludgeoning.
Effect: The target must succeed a DC 21 Constitution save or stunned for the end of its next turn and the Ravager can grapple the target.
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels:
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level.
You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Eldritch Invocation
0-level (Cantrip) Evocation
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
SRD
0-level (Cantrip) Necromancy
Player's Handbook (5.5e) 2024
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), & 17 (4d8 or 4d12).
PHB
0-level (Cantrip) Divination
PHB
1-level Enchantment
PHB
1-level Enchantment
PHB
1-level Enchantment
PHB
1-level Evocation
Basic Rules (2014) - Modified
2-level Divination
For the duration, you can read the thoughts of certain creatures. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself whose thought you have detected. You learn what is most on the target’s mind right now. The spell can penetrate barriers, but is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
As an action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Homebrew
2-level Illusion
You plant a debilitating phantasm into the mind of a creature you can see within range. The target must make an Intelligence saving throw or they believe the phantasm to be real and capable of hindering and harming them. When you cast the spell, select one of the following options:
The target can reattempt the saving throw at the end of each of its turns, ending the spell on a success.
PHB 2014
2-level Enchantment
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Basic Rules (2014)
3-level Divination
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
PHB
3-level Abjuration
Basic Rules (2014)
3-level Abjuration
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
* - which you take when you see a creature within 60 feet of you casting a spell
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Basic Rules (2014)
3-level Illusion
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
PHB
3-level Conjuration
PHB
4-level Enchantment
PHB
4-level Conjuration
XGE
4-level Abjuration
PHB
5-level Enchantment
PHB
5-level Transmutation
PHB
5-level Enchantment
XGE
6-level Necromancy
PHB
7-level Necromancy
XGE
7-level Enchantment
PHB
8-level Enchantment
PHB
9-level Divination
XGE
9-level Enchantment
PHB
9-level Enchantment
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