Wanderer
Stat
Modifier
+1 Endurance, -1 Intelligence
Hit Points
Hit
Dice:
1d10 level
Hit Points at 1st Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Wanderer level after 1st
Hit Points at 1st Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Wanderer level after 1st
Starting
Proficiencies
You are proficient with the
following items, in addition to any proficiency provided by your race or
background.
Weapons: Choose any 2 weapons from Any Melee and Any non-heavy range.
Tools: Any Artisan tool and one gaming or musical tool
Skills: Choose two skills from Acrobatics (Agility), Animal Handling (Charisma), Athletics (Strength), Gambling (Luck), Insight (Perception), Investigation (Perception), Nature (Intelligence), Sleight of Hand (Agility), Stealth (Agility), Survival (Perception)
Weapons: Choose any 2 weapons from Any Melee and Any non-heavy range.
Tools: Any Artisan tool and one gaming or musical tool
Skills: Choose two skills from Acrobatics (Agility), Animal Handling (Charisma), Athletics (Strength), Gambling (Luck), Insight (Perception), Investigation (Perception), Nature (Intelligence), Sleight of Hand (Agility), Stealth (Agility), Survival (Perception)
Saving
Throw:
Endurance, Luck and one more of your choice.
Starting
Equipment
You
start with the following items, plus anything provided by your background.
• (a) Any one melee weapon
• (a) any non-heavy Ballistic or (b) any non-heavy Energy
• (a) any Artisan, Gaming or Musical tool
• (a) Any Light Armour
• (a) Any one melee weapon
• (a) any non-heavy Ballistic or (b) any non-heavy Energy
• (a) any Artisan, Gaming or Musical tool
• (a) Any Light Armour
Level
|
Proficiency Bonus
|
Bonus
Features
|
1st
|
+2
|
Natural
Explorer
|
2nd
|
+2
|
Fighting
Style
|
3rd
|
+2
|
Survivor
Archetype, Survival Awareness
|
4th
|
+2
|
Ability
Score Improvement
|
5th
|
+3
|
Survivor
Archetype feature
|
6th
|
+3
|
Evasion
|
7th
|
+3
|
Survivor
Archetype feature
|
8th
|
+3
|
Ability
Score Improvement, Fleet
of Foot
|
9th
|
+4
|
Kick
the Bucket
|
10th
|
+4
|
Hide
in Plain Sight
|
11th
|
+4
|
Survivor
Archetype feature
|
12th
|
+4
|
Ability
Score Improvement
|
13th
|
+5
|
Radiation
resistance (minor)
|
14th
|
+5
|
Vanish
|
15th
|
+5
|
Survivor
Archetype feature
|
16th
|
+5
|
Ability
Score Improvement
|
17th
|
+6
|
Radiation
resistance (major)
|
18th
|
+6
|
Survivor
Archetype feature , Stroke of Luck
|
19th
|
+6
|
Ability
Score Improvement
|
20th
|
+6
|
Survival
Mastery
|
Abilities
Natural
Explorer
You are
a master of navigating the natural world, and you react with swift and decisive
action when attacked. This grants you the following benefits:
•You
ignore difficult terrain.
You
gain the following benefits when traveling for an hour or more:
•Difficult terrain doesn’t slow your group’s travel.
•Your group can’t become lost except by external means, for example, drug use.
•If you are traveling alone, you can move stealthily at a normal pace.
•When you forage, you find twice as much food as you normally would.
•While tracking other creatures, if you are successful, you also learn their exact number, their sizes, and how long ago they passed through the area.
•Difficult terrain doesn’t slow your group’s travel.
•Your group can’t become lost except by external means, for example, drug use.
•If you are traveling alone, you can move stealthily at a normal pace.
•When you forage, you find twice as much food as you normally would.
•While tracking other creatures, if you are successful, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting
Style
At 2nd level, you adopt a
particular style of fighting as your specialty. Choose one of the following
options. You can’t take a Fighting Style option more than once, even if you
later get to choose again.
Gunnery
(Ballistics)
You gain a +2 bonus to Attack
rolls you make with Ballistic
Weapons.
Gunnery
(Energy)
You gain a +2 bonus to Attack
rolls you make with Energy Weapons.
Defence
Duelling
When you are wielding a melee
weapon in one hand and no other Weapons,
you gain a +2 bonus to Damage Rolls
with that weapon.
Dual Weapons
This ability works depending if
you are wielding either two melee weapons or two ranged weapons only. You may
also draw or stow two one-handed weapon of the same type when you would
normally be able to draw or stow only one. This action also takes up your bonus
action.
Range : When wielding two one-handed range weapons, you may add +1 to all
damage.
Melee : When attacking with your off-hand weapon, you add your Strength
or Agility to damage.
Survivor
Archetype
At 3rd
level, you choose an archetype that you strive to emulate, such as the
Scavenger or Gunslinger, all detailed at the end of the class description. Your
choice grants features at 3rd level, and again at 5th, 7th, 11th, 15th level.
Survival
Awareness
Beginning
at 3rd level, you have the ability to focus your awareness on the region around
you. You can sense whether the following types of creatures are present within
250 feet of you: Human, Ghouls, Super Mutants, Animals or Insects.
Ability
Score Improvement
When
you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase two Ability
Scores of your choice by 1. As normal, you can’t increase an ability
score above the maximum of your race. You may also choose to forgo this benefit
and take a perk instead.
Evasion
Beginning
at 6th level, you can nimbly dodge out of the way of certain area effects, such
as an autofire attack or an explosion from a grenade. When you are subjected to
an effect that allows you to make an Agility saving throw to take only half
damage, you instead take no damage if you succeed on the saving throw. However,
you still take full damage if you fail. There will be certain times where
evasion will not take effect based on GM’s discretion
This
ability is active only when wearing light or no armour at all.
Fleet of
Foot
Beginning
at 8th level, you can use the Dash action as a bonus action on your turn.
Kick the
Bucket
At level
9, Should an attempt to search yield nothing, the Wanderer may attempt to make
another search check. The DC will stay the same. The Wanderer is only allowed
one more search attempt therefore, should the Wanderer fail a second time, he
cannot make a third attempt at a search check. Kicking the bucket may only be
attempted once every short rest.
Hide in
Plain Sight
Starting
at 10th level, you can remain perfectly still for long periods of time to set
up ambushes. When you attempt to hide on your turn, you can opt to not move on
that turn. If you avoid moving, creatures that attempt to detect you take a −10
penalty to their Perception checks until the start of your next turn. You lose
this benefit if you move or fall prone, either voluntarily or because of some external
effect. You are still automatically detected if any effect or action causes you
to no longer be hidden.
If you are
still hidden on your next turn, you can continue to remain motionless and gain this
benefit until you are detected
Radiation
Resistance
At
level 13, the Wanderer gains slight resistance to the radiation that pollutes
the world. Whenever he takes radiation damage, he may reduce the amount
absorbed by ¼, rounded down to a minimum of 1.
At
level 17, this ability increases in potency. Whenever the Wanderer takes
radiation damage, he may reduce the amount absorbed by half, rounded down to a
minimum of 1.
Vanish
Starting
at 14th level, you can use the Hide
action as a Bonus Action
on Your Turn.
Also, any attempt to track you is at a disadvantage unless you choose to leave
a trail.
Stroke of
Luck
At 18th level, you have an uncanny knack for
surviving. If you are struck by an opponent, you may force that opponent to
roll the attack roll again with a disadvantage. Alternatively, if you fail an
ability check, you can treat the d20 roll as a 10.Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Survival
Mastery
At Level 20, the Wanderer gains one of the
following ability.The Wanderer may commit his entire action to defence for one round protecting himself and one other person. For that one round the Wanderer and one other target within 5 feet of him gains the following benefits. +10 to AC, +5 to all Saves and benefits from the Evasion ability. This ability may only be used once every long rest.
Survivor
Archetypes
Scavenger
Some
survivors seek to better their chances of survival out in the post-apocalyptic
world. Scavengers have learned the ways of junk and how to collect what is
useful from what others would deem worthless. Not just collectors and hoarders,
these people are capable of being resourceful tinkerers as well.
Search or Hide
At
level 3, the Scavenger can specialize in a particular method to survive the
harsh wasteland. Whichever method you choose, you gain proficiency in those
skills. However, if you are already proficient, you gain expertise instead.
Search : Nature (Int), Survival (Per), Technology
(Int),
Hide : Deception (Cha),
Insight (Per), Stealth (Dex)
Improvised Weapon
At
level 5, a Scavenger learns to use anything they can find as a weapon. From a
thrown heavy paperweight to swinging a table fan. The Scavenger is considered
proficient with improvised weapons and gains the Extra Attack feature when
using an improvised weapon. Improvised weapons cannot be upgraded. The damage
is as below.
Thrown
solid object at least the size of their palm will deal 1D6 damage at a distance
of 20ft.
One
handed weapons such as a table fan or a small briefcase deals 1D6 damage.
Two
handed and presumably heavy objects such as a wooded coat stand or an ironing
board deals 2D4 damage.
Quick Thinking
At
level 7, the Scavenger learns to move quickly to avoid enemies. The scavenger
may take any of the following actions as a bonus action. Disengage, Hide or you
may make ONE single attack.
Trap Sense
At
level 11, the Scavenger gains an uncanny sense that may help him against traps.
Choose one ability from the two mentioned below. Once chosen, you cannot change
you decision.
You
gain Improved evasion OR you may roll any saves against traps with an advantage.
Fight or Flight
At
level 15, the Scavenger increases his ability to survive to the next level. He
may choose to better his chances by running or by hitting the enemy harder.
Choose one of the abilities mentioned below.
If
the Scavenger chooses to fight, he
gains the following abilities.
- Deals additional 1D6 damage whenever he uses an improvised weapon.
- If an improvised weapon is in hand, initiative is rolled with an advantage.
- Deals additional 1D6 damage whenever he uses an improvised weapon.
- If an improvised weapon is in hand, initiative is rolled with an advantage.
If
the Scavenger chooses to flight, he
gains the following abilities.
- Movement +10ft
- If caught in a surprised round, the Scavenger may roll an Agility save DC equal to opponent initiative score to act normally this round.
- Movement +10ft
- If caught in a surprised round, the Scavenger may roll an Agility save DC equal to opponent initiative score to act normally this round.
Junk Magnet
At
level 18, the Scavenger is so adapt at searching for materials that he
instinctively knows where to find materials. Whenever a Scavenger rolls his
perception to search, he may roll a d4 to find something extra whether he
passed or failed his perception in the first place.
1
- Mechanical 3 -
Fabric
2 - Electrical 4 - 1d4 caps
2 - Electrical 4 - 1d4 caps
This
ability can only be used in proper areas such as in rooms, cupboards and wrecked
cars, for example. Not in dung piles, open roads or behind bushes for example.
Gunslinger
Some
survivors seek to master weapons to better protect themselves and maybe even
the run down places they call home. Gunslingers learn specialized fighting techniques
for use against their enemies from raiding parties to deadly deathclaws.
Gunslinger’s Prey
At
3rd level, you gain one of the following features of your choice.
Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a
creature with a weapon attack, the creature takes an extra 1d8 damage if it’s
below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer: When a Large or larger creature within 5 feet of you hits or
misses you with an attack, you can use your reaction to attack that creature
immediately after its attack, provided that you can see the creature.
Horde Breaker: Once on each of your turns when you make a weapon attack, you can
make another attack with the same weapon against a different creature that is
within 5 feet of the original target and within range of your weapon.
Extra Attack
At
5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Defensive Tactics
At
7th level, you gain one of the following features of your choice.
Escape the Horde: Opportunity attacks against you are made with disadvantage.
Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC
against all subsequent attacks made by that creature for the rest of the turn.
Steel Will: You have advantage on saving throws against being frightened.
Hunter’s Mark
At level 11, you gain the
ability to mark your targets. You have advantage on all attack rolls with
firearms against that creature. You also deal additional 1D6 damage to the
marked opponent whenever you deal them damage. The range of this ability is 50ft.
At level 16, this ability
improves further. Hunter’s mark now deals 2D6 damage and may be used a distance
of 100ft.
This lasts for 1 minute or
until the creature has 0 hit points. You can use this feature a number of times
equal to your Perception Ability (minimum 1). You regain any expended uses when
you finish a long rest.
Multiattack
At
15th level, you gain one of the following features of your choice.
Volley: You may attack a single target with all your available attacks and
then total the damage from all ranged attacks before applying DR.
Whirlwind Attack: You can use your action to make a single ranged attack against any
number of creatures within 20 feet of a point you can see within your weapon’s
range. You must have ammunition for each target, as normal, and you make a
separate attack roll for each target.
Superior Gunslinger’s
Defense
At
18th level, you gain one of the following features of your choice.
Opportunist: When a Large or larger creature within 5 feet of you hits or
misses you with an attack, you can use your reaction to attack that creature
immediately after its attack, provided that you can see the creature. If you
had taken Giant Killer at level 3,
then you may make two attacks with advantage against the creature that attacked
you regardless of its size.
Stand Against the Tide: When a hostile creature misses you with an attack, you can use
your reaction to force that creature to repeat the same attack against another
creature (other than itself) of your choice that is within range of their
weapon.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can
use your reaction to halve the attack’s damage against you.
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