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Call of the Ravager • Call of the Ancestors

About these subclasses

Play a new take on a Barbarian class character. Whether you want to be a ferocious, bloodied tank; or a more primal, spiritual fighter embodying your ancestors there is a subclass for you.

Bloodied condition is when any creature is under half their Hit Points.

Designed for class

Barbarian
Homebrew class
Barbarian
Call of the Ravager

Call of the Ravager

Spellcast Trait: Strength

Play the Call of the Ravager if you want to wade into bloodshed, grow more dangerous as the fight escalates, and overwhelm foes through relentless violence and

Foundation

Bloodshed Carnage: When a creature within Close range becomes Bloodied or is defeated, you gain 1 Ferocity

Maiming Blows: When you hit a Bloodied creature with a melee weapon attack, spend a Ferocity and choose one:

  • Hamstring: The creature becomes Maimed until the end of its next action. (Maimed creatures can only move Very Close range).

  • Savagery: Immediately make a free unarmed strike against that creature.

Specialization

Crimson Violence: Your maximum Ferocity increases to 8. You know the following Maiming Blows:

  • Cleaving Sweep: Deal half the original damage to another adversary in Melee range.

  • Piercing Strike: Target marks an additional Hit Point. Minimum 1 always.

Feral Liberation: While Bloodraging, all conditions are temporary, and you may mark 1 Stress to remove a condition.

Mastery

Bloodstorm: Your maximum Ferocity increases to 10. You gain +1 damage for each Ferocity in your pool. Bloodied adversaries have disadvantage on attacks against you.

Butcher's Wake: While Bloodraging, when a Bloodied creature is defeated within Close range, you may immediately:

  • Move Close range

  • Make a melee weapon attack against another creature you can reach.

Call of the Ancestors

Call of the Ancestors

Spellcast Trait: Instinct

Play the Call of the Ancestors if you want to fight as a living lineage, shifting ritual pelts to draw on animal and mythic spirits for strength, protection, an

Foundation

Ancestral Pelts: Before a scene, you anoint your ritual pelt with ancestral blood, causing it to shift into the form of a spiritual Ancestral Pelt to wear. Only one pelt can be active at a time. You may change your pelt by spending a stress and 2 Ferocity.

  • Wolf Pelt: When you make a melee attack within Close range of your allies you have advantage.

  • Raven Pelt: When you or an ally within Close range rolls with Fear, that character also gains a Hope.

Ritual Exertion: Once per scene, you may mark a stress to spend any amount of Ferocity to gain that much Evasion.

Specialization

Forest Pelts: You gain the following pelts:

  • Bear Pelt: The first time each scene you would mark 2 or more HP from a target, reduce the number Hit Points marked by 1.

  • Elk Pelt: You ignore difficult terrain. When you move at least Close range, spend a Hope to bring a target with you.

  • Serpent Pelt: When you hit a creature with a melee weapon attack, you may impose disadvantage on its next roll.

Mastery

Legendary Pelts: You gain the following pelts:

  • Dire Boar Pelt: If you would be marked with a condition, gain +5 bonus damage on your next hit. You may spend a Ferocity to remove it.

  • Dragon Pelt: While Bloodraging:

    - Gain resistance to magic damage and immunity to fire.

    - Bloodied enemies you damage spill their hoard, dropping 2 handfuls of gold.

  • Phoenix Pelt: The first time an adversary moves within Very Close range of you, they mark a Stress as flames scour them. Once per long rest, if you would make a death move, you instead:

    - Clear 1 HP.

    - Gain immunity to all damage until the start of your next spotlight.

Printable cards

Foundation / Specialization / Mastery
Blade domain icon
Call of the Ravager
Barbarian

Call of the Ravager

Foundation

SPELLCAST TRAIT: Strength

Bloodshed Carnage: When a creature within Close range becomes Bloodied or is defeated, you gain 1 Ferocity

Maiming Blows: When you hit a Bloodied creature with a melee weapon attack, spend a Ferocity and choose one:

  • Hamstring: The creature becomes Maimed until the end of its next action. (Maimed creatures can only move Very Close range).

  • Savagery: Immediately make a free unarmed strike against that creature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon
Call of the Ravager
Barbarian

Call of the Ravager

Specialization

Crimson Violence: Your maximum Ferocity increases to 8. You know the following Maiming Blows:

  • Cleaving Sweep: Deal half the original damage to another adversary in Melee range.

  • Piercing Strike: Target marks an additional Hit Point. Minimum 1 always.

Feral Liberation: While Bloodraging, all conditions are temporary, and you may mark 1 Stress to remove a condition.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon
Call of the Ravager
Barbarian

Call of the Ravager

Mastery

Bloodstorm: Your maximum Ferocity increases to 10. You gain +1 damage for each Ferocity in your pool. Bloodied adversaries have disadvantage on attacks against you.

Butcher's Wake: While Bloodraging, when a Bloodied creature is defeated within Close range, you may immediately:

  • Move Close range

  • Make a melee weapon attack against another creature you can reach.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon
Call of the Ancestors
Barbarian

Call of the Ancestors

Foundation

SPELLCAST TRAIT: Instinct

Ancestral Pelts: Before a scene, you anoint your ritual pelt with ancestral blood, causing it to shift into the form of a spiritual Ancestral Pelt to wear. Only one pelt can be active at a time. You may change your pelt by spending a stress and 2 Ferocity.

  • Wolf Pelt: When you make a melee attack within Close range of your allies you have advantage.

  • Raven Pelt: When you or an ally within Close range rolls with Fear, that character also gains a Hope.

Ritual Exertion: Once per scene, you may mark a stress to spend any amount of Ferocity to gain that much Evasion.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon
Call of the Ancestors
Barbarian

Call of the Ancestors

Specialization

Forest Pelts: You gain the following pelts:

  • Bear Pelt: The first time each scene you would mark 2 or more HP from a target, reduce the number Hit Points marked by 1.

  • Elk Pelt: You ignore difficult terrain. When you move at least Close range, spend a Hope to bring a target with you.

  • Serpent Pelt: When you hit a creature with a melee weapon attack, you may impose disadvantage on its next roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon
Call of the Ancestors
Barbarian

Call of the Ancestors

Mastery

Legendary Pelts: You gain the following pelts:

  • Dire Boar Pelt: If you would be marked with a condition, gain +5 bonus damage on your next hit. You may spend a Ferocity to remove it.

  • Dragon Pelt: While Bloodraging:

    - Gain resistance to magic damage and immunity to fire.

    - Bloodied enemies you damage spill their hoard, dropping 2 handfuls of gold.

  • Phoenix Pelt: The first time an adversary moves within Very Close range of you, they mark a Stress as flames scour them. Once per long rest, if you would make a death move, you instead:

    - Clear 1 HP.

    - Gain immunity to all damage until the start of your next spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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