Settler (5e Subclass)

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Settler

Making a Settler

Abilities: Strength, and Constitution are both key factors to the hard lifestyle of settlers.

Races: Any race can be a Settler.

Alignment: Any.

Starting Gold: 1d4x10Gp

Starting Age: Simple.


Table: The Settler

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Gains Animal Affinity feat even if the prerequisites are not met.
2nd +1 +1 +0 +0 Gains Alertness feat even if the prerequisites are not met.
3rd +2 +2 +1 +1 Gains the Toughness feat even if the prerequisites are not met.
4th +3 +3 +2 +2 Gains Simple Weapon Proficiency feat even if the prerequisites are not met.
5th +4 +4 +3 +3 +4 to any one skill
6th +5 +5 +4 +4 Gains Shield Proficiency feat even if the prerequisites are not met.
7th +6 +6 +5 +5 Gains Armor Proficiency (Light) feat even if the prerequisites are not met.
8th +7/+1 +7 +6 +6 +1 to Str, Dex OR Con.
9th +2/+2 +8 +7 +7 Gains Track feat even if the prerequisites are not met.
10th +8/+3 +9 +8 +8 +1 to Int, Wis OR Cha.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival(Wis), Swim (Str), Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: Settlers are proficent in one simple weapon as well as and "tools" they might own (Lumber axe, Crop sythe, etc). Settlers are not proficent in any armor or shields.



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