Survivalist, Fallout Variant (5e Class)
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Survivalist[edit]
Survivalists come from men and women who have lost everything but their humanity.
Honest Hearts[edit]
Even if, and in some sense because, they’ve lost everything, Survivalists find a need to defend. They view the weak as people who haven’t had to suffer like they have. Despite this, they still struggle with the deeper scars of their past, seeking solidarity to cop or, much more commonly, make other decisions. This duality leaves them as highly efficient snipers, often becoming mythology in the groups they protect.
Creating a Survivalist[edit]
A Survivalist in 2100, Fernand0FC |
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- Quick Build
You can make a Survivalist quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.
Class Features
As a Survivalist you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Survivalist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Survivalist level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Martial Ranged Weapons, Simple Melee Weapons
Tools: Disguise Kit
Saving Throws: Constitution, Dexterity
Skills: Survival and 3 of the following: Acrobatics, Athletics, Insight, Investigation, Perception, Medicine.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Camouflage Leather or (b) Wood Armor
- (a) Rifle, Variant and 24 bullets or (b) Composite Bow and 24 arrows
- (a) 20 rations or (b) Explorer’s Pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | True Survivor |
2nd | +2 | Vengeful Spirit |
3rd | +2 | Grim Realities |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | True Survivor |
7th | +3 | The Comeback Goes On |
8th | +3 | Ability Score Improvement |
9th | +4 | The Comeback Goes On |
10th | +4 | Fighting Style |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Fighting Style |
14th | +5 | Ability Score Increase |
15th | +5 | Arrêt! |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Red Gate |
19th | +6 | Ability Score Improvement, Extra Attack |
20th | +6 | Father in the Caves |
True Survivor[edit]
Without your skills, you’d have died by now. At 1st level, whenever you make a Wisdom(Survival) check, you can add your proficiency bonus twice instead of once. At 6th level, this applies to Your passive perception, Wisdom(Perception), and one other skill of your choice.
Vengeful Spirit[edit]
Even if it’s just a few, you don’t want others to end up how you did. At 2nd level, at the beginning of every day, you pick up to 5 creatures. So long as those 5 are unaware of you, you have advantage on attack rolls against creatures that attack them.
Grim Realities[edit]
You’ve come face to face with just how hard life can be. At 3rd level, you gain advantage against being frightened.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level and to four at 19th level.
The Comeback Goes On[edit]
One man is capable of quite a bit. At 7th level, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. At 9th level, when one of your attacks kills an enemy, the next attack’s damage roll gains +1. This bonus increases by 1 with each consecutive kill.
Fighting Style[edit]
At 10th level, and again at 13th, you choose one of the following options. You can't choose the same style twice.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Arrêt![edit]
Your skill at range is unmatched. At 15th level, your ranged weapons’s effective and maximum ranges are doubled.
Red Gate[edit]
Any advantage can spell life or death. At 18th level, you can climb walls, but not ceilings, at a speed equal to your movement speed. You are also immune to the effects of extreme cold.
Father in the Caves[edit]
You have ascended to the stuff of legends, too bad nobody knows it’s you. At 20th level, all attack rolls and damage rolls have +1. If every attack on a round is on the same target and hit, you gain an additional 2 attacks. These 2 attacks suffer -2 on their attack rolls. Every attack deals an additional 1d4 Psychic damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Survivalist class, you must meet these prerequisites: Your Dexterity must be 16 or greater.
Proficiencies. When you multiclass into the Survivalist class, you gain the following proficiencies: Survival.
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