Wastelander (5e Subclass)
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Wastelander[edit]
Artificer Subclass
- Vehicle Proficiency
When you adopt this specialization at 3rd level, you can add your proficiency bonus to ability checks made to pilot or repair land vehicles.
- Wastelander Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wastelander Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3rd | compelled duel, searing smite |
5th | aganazzar's scorcher, cordon of arrows |
9th | flame stride, wall of sand |
13th | staggering smite, widogast's web of fire |
17th | conjure volley, destructive wave |
- Scrap Weapons
Beginning at 3rd level, whenever you finish a long rest, you can craft a scrap weapon in an empty hand.
When crafting a scrap weapon, choose a simple weapon and a modification, once the long rest is finished, the weapon you chose will be constructed with the modification you chose built into it.
You can only have 2 assembled scrap weapons at any time, to create additional scrap weapons you must disassemble an existing scrap weapon over the course of a long rest. You can create a new scrap weapon during the same long rest you disassemble a scrap weapon.
If a scrap weapon is ever lost or destroyed, you must salvage the materials to create a new weapon over the course a long rest.
Creating a scrap weapon requires you to have smith’s tools, Tinker’s tools or thieves tools supplies on your person, and any scrap weapon you assemble with this feature lasts until it is destroyed or disassembled during a long rest.
- Weapon Modifications
When at 3rd level, you can customize scrap weapons you craft with magical attachments. When you do so, choose an applicable weapon mod from the list below. The mod you choose gives your weapon special benefits. You can change a scrap weapon's mod whenever you finish a short or long rest, provided you have smith’s tools, Tinker’s tools or thieves tools supplies on your person. Ranged weapons that fire special projectiles due to their mod still use their normal ammo as usual, the ammo is transformed upon firing the weapon.
- Melee Weapon Modifications
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- Barbed Wire. The scrap weapon deals an additional 1d4 slashing damage.
- Pipe Handle. The scrap weapon gains the reach property.
- Leather Straps. The scrap weapon gains the thrown (range 20/60) property.
- Lightweight Alloy. The scrap weapon gains the light property.
- Ranged Weapon Modifications
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- Shatter Shells. When a projectile fired from the scrap weapon hits a creature, an object or a solid wall less than a foot thick, a 15-foot cone of shrapnel fires out from the opposite direction of where the target was hit. Creatures caught in the shrapnel blast take 1d8 piercing damage.
- Flare Rounds. The scrap weapon fires incendiary flares that deal an additional 1d4 fire damage and shed bright light in a 10-foot radius and dim light for an additional 20 feet. This light sticks to the target and fizzles out after 1 round.
- Needle Points. The scrap weapon loses all damage dealt but fires needles that, on a hit cause the target to roll a d6, on a roll of 1-3 the target takes necrotic damage equal to the roll, and on a roll of 4-6 the target gains temporary hit points equal to double the roll.
- Brass Scope. The scrap weapon no longer imposes disadvantage on the attack roll when the target is in the weapon's long range.
- Fighting Style
You adopt a particular style of fighting as your specialty once you hit level 5. 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.
- Archery.
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling.
- 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.
- Great Weapon Fighting.
- When you roll a 1 or 2 on a damage die for an attack you make with a melee 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.
- Thrown Weapon Fighting.
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Close Quarters Shooter.
- When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Improvising Fighter.
- Your strikes with improvised weapons deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- Metalworking Expertise
Starting at 5th level, you gain proficiency with martial weapons and the scrap weapons you create can be martial weapons.
- Scrap Scholar
When at level 9, you open your mind to more methods of tinkering with and creating weapons, allowing you to craft more weapons and engineer more powerful modifications.
Your maximum number of scrap weapons assembled increases to 4.
You add the following to your list of known modifications.
- Melee Weapon Modifications
-
- Electro Wire. The scrap weapon deals an additional 1d6 lightning damage.
- Hefty Grip. The scrap weapon gains the versatile (1d10) property.
- Studded Leather Straps. The scrap weapon gains the thrown (range 40/80) property.
- Magnetic Pommel. The scrap weapon, if not in your hand, can return to your hand granted it is within 40 feet and is not blocked by any solid objects.
- Ranged Weapon Modifications
-
- Belt Fed Magazine. The scrap weapon gains a third of the weapons max ammo capacity added as max ammo capacity.
- Concussive Shells. When a projectile fired from the scrap weapon hits a creature, the shell attached to the ammo explodes and lets out a sharp ringing noise, creatures within 5 feet of the explosion, including the target are forced to make a Constitution saving throw against your spell save DC. On a failed save, the creatures are deafened until the end of their turn and take 2d4 thunder damage.
- Spitfire Rounds. The scrap weapon fires incendiary flares that deal an additional 1d6 fire damage and shed bright light in a 25-foot radius and dim light for an additional 25 feet, hostile creatures that start their turn in the shed light are forced to make a Constitution saving throw against your spell save DC or take 1d4 fire damage. This light sticks to the target and fizzles out after 3 rounds.
- Medi-Bullets. The scrap weapon fires loses all damage dealt but fires syringes that, on a hit cause the target to roll a d8, on a roll of 1-3 the target takes necrotic damage equal to the roll, and on a roll of 4-8 the target gains temporary hit points equal to double the roll.
- Crystal Lens. The scrap weapon no longer imposes disadvantage on the attack roll when the target is in the weapon's long range and the weapons range increases by (30/50).
- Scrap God
By 15th level, your knowledge of makeshift weapons ascends to heights never seen before:
- Created scrap weapons can have up to 3 attachments built into them.
- You gain a +1 bonus to Armor Class when the only thing you are wielding in either hand is a scrap weapon.
- A scrap weapon deals one extra die of its damage when you successfully deal damage with it.
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