Wastelander (5e Class)
(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
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 -2 penalty to damage to add a +5 to hit. You can keep removing damage for higher accuracy up to a maximum number of stacks equal to half your level in this class (minimum 1). Applies only to next attack made.
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 the damage for your unarmed strikes becomes 1d6 + Strength modifier. Additionally, can choose to add an extra die of damage to 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 an Unarmed weapon you can attack twice instead of once.
- Improvised Combatant
Starting at 14th level, all improvised weaponry does at a minimum 2d8 damage. Additionally, the damage for your unarmed strikes becomes 2d8 + Strength modifier.
- Heavy Handed
Starting at 18th level, All hits with unarmed strikes do max damage.
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