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Homebrew Review! The Ripper Class

Hello and welcome! This is our first ever review of a homebrew character class, the Ripper from @RPG_EmeraldS on Twitter! Now, I will say this isn't going to be an optimization review of the class, nor will I go into great detail about what all the class does. So this will be a mostly Spoiler Free review of the class.


Now that we've handled all the introductions, let's get into it!


First thing I will say is "Wow!" This class has a lot going on. The standard class, three subclass options that are all very different, Murder Techniques that's similar to the Battle Master Maneuvers that gives you Killer Dice, Liar Actions you can customize, and exclusive Lair Actions depending on your subclass!


The Ripper class is something I recommend for DMs who want to build an in-depth and creative villain that can be scaled with the level of your heroes. Have a group just starting out and you want a great bad guy to get the players minds reeling? Build a Ripper! Have some level 15's that have already killed the big monster and need a change of pace? Build a Ripper! This class can be customized to fit any game, and it's been a lot of fun going through this 18 page class supplement to see what sort of character took on a life of their own.


I will say along with the DM recommendation another suggestion; Don't let your Players make a Ripper character and going on an adventure. I say that only because this class is so strong and built around being relatively stationary (Kind of can't move a liar around... Well... it's D&D... Of course you can!) that any player who went with this class would start to out shine everyone at level 2. Yeah, it's that strong. But that's why it's so appealing for DMs to build, a single enemy can engage an entire party and still be balanced. That's not saying you can't make a character with it, it's up to you and your group, I just personally wouldn't let it fly. haha


Now, with all of that being said, let's dive into the class itself, but again, without too many spoilers for the class!


Subclass - Man, the subclass choices here give you a lot of options! They are broken into three different archetypes; the Butcher, the Nemesis, and the Schemer. These may at first sound self explanatory, the butcher provokes images of a brutish, big 'ol weapon toting baddie. The Nemesis sounds more like an evil doer that is more finesse and charm, like, you know they are the bad guy, but you can't prove it. The Schemer instantly makes us think of a true mastermind, a villain always two steps ahead, leaving clues just to taunt you. And these are all true, but the archetypes are much more elaborate, so let's go a little deeper.


The Butcher was actually the first subclass I wanted to build; they have insane abilities! Butchers can enter a type of Murder Trance, which gives them resistance to piercing, slashing, and bludgeoning damage. This is a ton of fun theatrically, allowing DMs to let everyone think the bad guy is dead, but he's really just only half their HP is gone, getting back up for a possible surprise attack. (Yup, totally doing that!)


They can also go Berserk at level 6, making them deal double damage to objects. This is also huge on theatrics. Close the door on the bad guy who is stomping after you? Guess what, the door splinters and explodes under their attacks! *evil laugh*


The Nemesis is actually one I ended up making for NPCFriday, which I will say was a lot of fun. These Rippers have a code, and that's what makes them much more dynamic villains. They don't develop this code for themselves, but for their victims. They will pick out a criteria that their victims will need to fit before they are chosen. I will use Father Maltet, the Ripper I made as an example; he picks high members of both church and society as his victims, but not out of spite or jealousy, but out of wanting to make them pure before meeting the gods. That was his code, to make those around him at the peak of faith before their end. Worthy, he would say.


Also, the Nemesis gets a really fun Signature Weapon, meaning that your Ripper is more deadly with this weapon than any other. It's actually pretty in depth, since you actually get disadvantage with attacks with anything that isn't weapon of choice. Which means again, theatrically, is a lot of fun. Want to unhinge a Nemesis? Take their weapon away... Watch the world quake from their manic rage!


The Schemer is educated, regal, and hard to catch. I recommend this archetype if your a DM that can play things close to the chest! If your players can read you, they may figure out your villain before the story unfolds. These Rippers aren't like the other two, who are very hands on and more "personal" to their victims (By personal I mean "Yikes, they're RIGHT THERE!"). Schemers are all about never being on the scene when their plan comes together. They are the type that would be at a dinner party being entertained while their master plan falls into place and their victim goes to the afterlife.


Schemers also get a very interesting ability at level 6, which grants them the knowledge to rig traps to look like complete accidents, even further clouding the possibility of anyone suspecting your villain as the guilty one. Again, it takes a very calm and collected DM to pull with off without giving anything away.


Lairs - This is a huge part of the Ripper class, the Lair, your safe place, a location that is a true reflection or you dark soul... And, it comes with goodies! You get to customize your Lair with all kinds of cool stuff that really make it your own, some options are an Interrogation room, a Death Alter, Capturing Mechanism, etc. You can really build something truly unique with every new Ripper Lair you create.



All and all, the class is a lot of fun. It lets you dip into your darker side and get into your players heads. I will go into a little bit of a disclaimer here; There is a section of this class that discusses torture (which it also warns you about before jumping into it). I've seen players get visually upset and want to leave the group over such things, and that's why it's a touchy subject. But you are reading about a serial killer class... It's kind of an option if you go that route. Just be wary, okay? My best advice is this: Respect your players!


If your table is okay with graphic fictional violence, than don't sweat it. If they aren't, proceed cautiously, keep it simple and plain. There is a massive difference between "You come across a grizzly scene of a murder." and describing EXACTLY was can be seen. D&D can sometimes be intense, and touch on subjects some aren't comfortable with, and everyone has different things that make them uncomfortable. But, as long as you're mindful of your players and what they will enjoy, the Ripper class will serve you well!


Okay, for real this time; my final thoughts on the class are this... Good job! This class has a lot of depth and gives you the tools to turn a standard vanilla villain into a memorable, terrifying encounter! The verity of options and difference in archetypes makes every Ripper unique and a scary force of their own. It's certainly on the powerful side with the Murderous Techniques and Lair options, but that's what I enjoy. I enjoyed creating a scary baddie that makes players anxious when the battle music kicks up and the feeling of "What's gonna happen!?" floods their minds.


This class was a lot of fun to read through and make an inspiring villain that I'm looking forward to tapping into and letting players discover! I hope you guys get as fun fun out of it as I did!


If you want to look into the class as well, here's the link!

https://www.dmsguild.com/product/282896/Ripper-Class


I'll leave on this note: Great Job Emerald Samurai! Well thought out and beautifully executed. The art in the class guide is well done and the layout of the class is very pleasing and easy to follow. It was a ton of fun writing about it, and I'm looking forward to hearing what sort of creations come out of this class!

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