Identity
Raiders are the unloved children of the void. Their ships are scarred sublight hulks running half a century behind the Federation curve, their armor is patched plate over salvaged voidsuits, and their tactics are exactly one move long: get aboard, get violent, get gone before the response squadron arrives. The iconic Raider is the Norskan war-captain — bearded, axe-handed, and at the head of a screaming boarding party — but the same archetype appears wherever frontier fleets, Black Meridian privateers, or Drownside corsair gangs find a hull worth cracking. Where the Crusader rages for a creed, the Raider rages for a deck full of cargo and a name that scares the next freighter into surrendering on hail.
Features
- L3 Raider's Charge
When you enter Rage, the first melee weapon attack you make on that turn or the following turn deals an extra 1d8 damage of the weapon's damage type on a hit. While raging, you can also use the Dash action as part of the same bonus action you used to Rage, provided your first movement on that turn is toward a hostile creature.
- L7 Boarder's Mark
You have advantage on melee attack rolls against any creature that is currently within a vessel, station, or fortified structure that it considers its own — a ship's crew aboard their ship, garrison troops in their fort, a House guard in their House. Additionally, you have advantage on Strength (Athletics) checks made to force open sealed doors, hatches, or bulkheads, and you ignore difficult terrain caused by debris, crash wreckage, or the artificial gravity quirks of a damaged vessel.
- L11 Reaver's Cry
When you score a critical hit with a melee weapon attack while raging, each ally within 30 ft of you who can see or hear the kill gains temporary HP equal to your Constitution modifier + your proficiency bonus (minimum 1). This effect can trigger no more than once per round, even if you score multiple criticals.
- L15 Captain of the Hull
You lead from in front and your raiding party fights better for it. Allies within 30 ft of you who can see or hear you gain a +1 bonus to melee weapon attack rolls while you are raging. Additionally, when an ally within 30 ft of you reduces a creature to 0 HP with a melee attack on their turn, you can use your reaction to move up to your speed without provoking opportunity attacks.
- L18 Legendary Raider
Once per long rest, as a bonus action on your turn, you can declare an **Execution Moment** against a single creature you can see within 30 ft. The next melee weapon attack you make against that creature before the end of your next turn automatically hits and is a critical hit, provided you are raging when the attack is made. The kill enters the public record of your raid — Federation strike-listings, Drownside corsair-boards, frontier wanted posts — and you have advantage on Charisma (Intimidation) checks for the next 30 days against anyone who has heard of it.