Wastelander (5e Class)

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(Disclaimer: This class is made for a homebrew campaign and thus is difficult to adapt to a traditional setting)


Wastelander[edit]

He runs as the irradiated lizard taller than two men is in hot pursuit. He ducks under trees but the beast outmatches his agility and strength. He trips and like that another victim taken by the wasteland. The man in a full suit of power armor pulls out a heavy rifle and strikes down a wall of raving ghouls, remnants of the past.

Lone Wanderer[edit]

War, War never changes. Traveling the post-apocalyptic wasteland takes grit. Mutated animals, Radiation, Lack of food, water, and sleep. It is a very harsh environment even for the strongest of men the only survivors are the toughest of the tough or sheltered individuals from vaults but they don't last too long in the wastes.

Creating a Wastelander[edit]

How did your character end up in the wasteland? Did they come from a vault, Did they grow up in the wasteland, are you a pre-war ghoul? What is the reason you wander the wastes? Is it to bring order, Let out inner rage, Is it boredom, Is it a thirst for adventure?

Quick Build

You can make a Wastelander quickly by following these suggestions. First, Choose the ability score that corresponds to your main weapon should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

Class Features

As a Wastelander you gain the following class features.

Hit Points

Hit Dice: 1d8 per Wastelander level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wastelander level after 1st

Proficiencies

Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Firearms.
Tools: Smith's Tools
Saving Throws: Choose 1, Constitution
Skills: Choose any 3 skills.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Explorer's Pack

Table: The Wastelander

Level Proficiency
Bonus
Features
1st +2 Specialization, Tough Guy
2nd +2 V.A.T.S.
3rd +2 The Mysterious Stranger
4th +2 Ability Score Improvement
5th +3
6th +3 Ability Score Improvement, Specialization Feature
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Ability Score Improvement
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Ability Score Improvement, Specialization Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Specialization Feature
19th +6 Ability Score Improvement
20th +6 Improved Criticals

Tough Guy[edit]

Starting at 1st level. Your hit point maximum increases by an amount equal to twice your level.

Weapon Specialization[edit]

 At 1st level, you chose a Weapon Specialization. Choose between Small Guns, Big Guns, Energy Weapons, Explosives, Unarmed, and Melee, all of which detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 14th, and 18th.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

V.A.T.S.[edit]

Starting at 2nd level, You can enter a state where time moves slowly. As a bonus action, you can take a -5 penalty to damage to add a +2 to hit you can keep removing damage for higher accuracy.

The Mysterious Stranger[edit]

Starting at 3rd Level, A number of times per day equal to your Constitution Modifier when you score a critical in V.A.T.S. you roll 4x the dice instead of 2x the dice.

Improved Criticals[edit]

Starting at 20th level you score a critical on any die roll above 17. Also, Any 1's or 2's are re-rolled on a critical hit.

Small Gun Specialist[edit]

Master of the one-handed firearm a small gun specialist light people up with Smgs and Pistols

Double tap

Starting at 1st level, When you make an attack with a small gun on a damaged enemy you have advantage on the attack.

Hair Trigger

Starting at 6th level, When you take the attack action with a small gun you can attack twice instead of once.

Akimbo

Starting at 14th level. You can wield two guns as if they were one. After you make an attack with a small gun, you can use your bonus action to fire the weapon in your off-hand.

Arizona Ranger

Starting at 18th level, You cannot suffer disadvantage when you fire a Small Gun. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that has not acted yet is a critical hit.

Big Gun Specialist[edit]

Big Guns are an American's wet dream and these gunners use them like an artist uses a paint brush.

Supressing Fire

Starting at 1st level, When you hit an enemy with an attack using a big gun they become marked until the end of their turn when a marked enemy attacks a target that isn't you, they have disadvantage.

Rapid Fire

Starting at 6th level, When you take the attack action with a Big Gun you can attack twice instead of once.

Sharpshooter

Starting at 14th level, you have a permanent +2 to hit and a +2 damage on any attack you make with a big gun.

Boom Headshot!

Starting at 18th level when you score a critical in V.A.T.S using a Big Gun roll 2d6 and if you end up with a total of 7 you instantly kill your target if they need a brain to survive.

Energy Weapons Specialist[edit]

For the inner sci-fi nerd, control the atoms and fire high powered lasers and plasma.

Meltdown

Starting at 1st level, when you kill an enemy using an energy weapon any creature within 10 feet (including allies) must make a Dexterity (saving throw The DC is 8 + INT modifier + Proficiency bonus.) or take 2d8 Lightning damage or half as much on a failed save.

Overcharge

Starting at 6th level, When you take the attack action with an Energy Weapon you can attack twice instead of once.

Laser Commando

Starting at 14th level you do an additional die of damage on any attack with an energy weapon.

Max Charge

Starting at 18th level, When you take the attack action with an Energy Weapon you can attack three times instead of twice.

Explosives Specialist[edit]

Page one of the patriot's cookbook. All matter of grenades and explosives here.

Long-Arm

Starting at 1st level, When you throw an explosive, It's close-range and long-range are doubled.

Hit The Deck

Starting at 6th level any damage done to you and your allies with your explosives are halved.

Demo-Man

Starting at 14th level all of your explosive's explosion radius is increased by 15 feet and you can throw explosives 15 feet farther.

Oppenheimer

Starting at 18th level, When an explosive is triggered you roll double the dice you normally would for calculating damage.

Melee Specialist[edit]

The way of the Bushido, the Oath of the knight it doesn't matter you decapitate mutated abominations.

Riposte

Starting at 1st level, When an enemy misses you with an attack you can use your reaction to make a Melee attack on someone within 5 feet of you.

Swift Strikes

Starting at 6th level, When you take the attack action with a Melee weapon you can attack twice instead of once.

Large Blow

Starting at 14th level when you hit an enemy with a critical hit they get knocked prone.

Blade Finesse

Starting at 18th level, when you make an attack using a melee weapon the target's AC is reduced by 2 for this attack.

Unarmed Specialist[edit]

Feel the fury of the fist.

Knock-Out

Starting at 1st level you can choose to get an additional die of damage on your unarmed attack but when an enemy falls to 0 hit points they fall unconscious instead of dying.

The Ol' One-Two

Starting at 6th level, When you take the attack action with a Unarmed weapon you can attack twice instead of once.

Improvised Combatant

Starting at 14th level, all improvised weaponry does at a minimum 2d8 damage.

Heavy Handed

Starting at 18th level, All non-critical strikes with unarmed attacks do max damage.

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