The leaders of sinister forces often receive the well-earned name of ravager for their terrible deeds. These ruthless marshals excel at causing destruction and fear as they lead their fearsome allies. Some of the most powerful become “Dark Lords” who can threaten entire worlds, but even lessexperienced ravagers are not a threat to take lightly. Compared to other marshals, ravagers tend to be a little lighter on tricks of command, tactics, and leadership than most, but they make up for it with raw personal power.
At 3rd level, you begin to acquire a most fearsome reputation. You gain proficiency with Intimidation if you do not already have it, and you learn two Intimidation skill specialties.
Also, you can spend 10 minutes to customize any armor you wear, granting it either the Spiked or Stealthy property. You may only grant one such property to a specific suit of armor at a time.
Also at 3rd level, you obtain a magical signature weapon— your Weapon of Dread. Select one weapon with the Versatile or Two-Handed property. You acquire a masterwork weapon of that type that you can conjure into your empty hand as an action. It is always considered to have the flamboyant property. This is a magical weapon (it overcomes resistance and immunity to nonmagical attacks and damage). Your Weapon of Dread disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
At 3rd level, you adopt a brutal fighting style worthy of your name. You gain proficiency with one combat tradition chosen from Adamant Mountain, Tempered Iron, or Tooth and Claw.
At 7th level, your Weapon of Dread improves, allowing the weapon to absorb the essence of other magical weapons. As an hour-long ritual, you may transfer the properties of a magical weapon in your possession to your Weapon of Dread. Your Weapon of Dread gains the magical properties of that weapon, and the original becomes a mundane weapon of its type.
You may only absorb the essence of one magic weapon at a time with this feature. If you replace one set of properties with another, the once-magic item whose properties you had previously transferred immediately reacquires them (even if it’s on another plane). If the disenchanted weapon has been destroyed, it magically re-forms in a space adjacent to you as your Weapon of Dread acquires its new properties.
Also at 7th level, you become the master of causing terror in your enemies. You can use this feature to cast fear without using a spell slot. Once you have used this feature a number of times equal to half your proficiency bonus, you may not do so again until you finish a long rest.
At 11th level, you and creatures friendly to you within the area of your Commanding Presence do an additional 1d4 of necrotic damage with their weapon attacks, and any creature reduced to 0 hit points by an affected creature immediately accrues one failed death save.
In addition, as long as you have at least two allied creatures in the area of your Commanding Presence, you all gain an expertise die on Intimidation checks.
Finally, you and your allies within your Commanding Presence gain advantage on all attacks made against incapacitated creatures and noncombatants.
At level 15, you learn to call upon the forces of darkness to aid you in battle. You learn the create undead and conjure fey spells. You may cast each once per long rest without components.
At level 18, the tales of your terrible nature have spread far and wide. Choose two of the following benefits:
Burning Gaze. A mere look from you can set creatures and structures aflame. As a bonus action, you may select a number of targets up to your Charisma modifier you can see within 120 feet. They all take 1d6 fire damage and 1d6 ongoing fire damage until a creature spends an action to extinguish the flames.
Unholy Resilience. You are immune to poison damage and the poisoned condition. You also have resistance to necrotic damage and to non-magical bludgeoning, piercing, and slashing damage.
Master of Fear. You may now use Sower of Terror at will, and as a bonus action.
Aura of Slaughter. The bonus damage of Bloodthirsty increases to 1d8 necrotic damage, and enemy creatures within your Commanding Presence have disadvantage on death saving throws.