Darkvision:
Darkvision 60 feet
Claws:
Unarmed attacks have the Versatile property and Finesse property, representing an unarmed punch as the light attack, or a more full-body heavier attack. They also count as natural weapons.
Light strikes are 1d4+dex, while heavy strikes are 1d6+str.
Natural Soldier:
Gain proficiency with one weapon of your choice.
Tower:
For the purpose of wielding oversized weapons, and grappling rules, Red-furs are considered large creatures. Your claw damage is increased to 1d6/1d8.
Bloodrush:
Starting at 1st level, you have a pool of Bloodlust. Whenever you deal or take damage, add the damage you dealt and the damage you took to your pool of Bloodrush. If you go unconscious from an attack, add twice the damage you took to your pool of Bloodrush. If you or a creature targeting you fails to deal damage on their turn, you lose 1d10 + your Blood Ravager level from your Bloodrush pool. Your pool of Bloodrush is decreased by 1d12 every round you dont take or deal damage. This timer is reset every time you gain Bloodrush.
Unarmored Defense:
While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Life of Pain:
Your life of pain has caused you to develop endurance beyond that of a Barbarian. Also starting at 1st level, whenever you level up, you roll your Hit Dice three times and add your Constitution Modifier for each Hit Dice rolled.
Blood Mark:
Also starting at 2nd level, As a bonus action, you can consume 25 stacks of Bloodrush to mark a creature you can see. Anytime you would gain Bloodrush from the marked creature, the amount of Bloodrush you would gain is doubled. If the marked creature dies, you gain an additional 1d10 + your Blood Ravager level to your Bloodrush pool.
Crusher:
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Thrill of The Kill:
Starting at 4th level, whenever you kill a creature, you can use your reaction to consume 25 stacks of Bloodrush and regain a number of hit points equal to 1d6 x your Blood Ravager level.
Extra Attack:
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level, and four at 15th level in this class.
Hunting Instincts:
Starting at 3rd level, whenever a creature moves more than 15ft away from you in a single turn, you can use your reaction to consume 25 stacks of bloodrush. Doing this allows you to move up to your movement speed towards the creature and make an attack action.
Anxious Step:
Starting at 5th level, your movement speed is increased by 10ft.
Features & Traits