Survivor

= Class Features = As a Survivor 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 Survivor level after 1st

Proficiencies
Armor: Light Armor, Medium Armor

Weapons: Improvised Weapons, Handguns

Tools: Navigators Tools

Saving Throws: Strength and Constitution

Skills: Survival and choose two others from Endurance, Nature, Stealth, Acrobatics, Athletics, Animal Handling and Perception

Equipment

 * (a) One knife of your choice or (b) A handgun and 20 bullets
 * (a) A Machete or (b) A Baseball Bat
 * (a) Two Cans of Canned Food and a Bottle of water or (b) Four bottles of Water
 * An Improvised Weapon of your choice

Survival Roulette
You can take a pretty good gander at what your opponents may attempt, and so better prepare yourself against it. Beginning at 1st level, you may choose an ability score at the end of a long rest. Until you finish another long rest, whenever you must make a saving throw with the chosen ability score, you gain a bonus equal to your Constitution modifier (minimum 1) on saving throws belonging to that ability score.

Survival Points
At 1st level, you get 3 survival points. This increases by 1 every 4 levels. Survival points have a number of uses. One includes you being able to spend 1 survival point to gain a success on a death saving throw. Another includes you being able to spend one survival point to reroll a survival check. When you do this, you must use the reroll. All expended survival points are regained after you finish a long rest.

Survivor’s Inspiration
The strength in you pushes you past your limits to survive at any cost. At 2nd level, you can choose one ally you can see within 6o ft. of you. That ally then gains advantage on the next attack roll, saving throw, or ability check they make. Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 16th level, you can use it twice before a short or long rest

Second Wind
When in your tip-toppest of shapes, it can be hard to pin you down. Starting 2nd level, you gain advantage on saving throws against effects that reduce your maximum hit points.

Fighting Style:
You adopt a particular style of fighting as your specialty. 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.


 * Defense. While you are wearing armor, you gain a +1 bonus to AC.
 * 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.


 * Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


 * 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.


 * 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.


 * Unarmed Fighting. Your unarmed strikes can 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.
 * At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.


 * 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.


 * Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.


 * Tunnel Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Survivor Archetype
As a survivor, you select one archetype that sums up your skills, talents, and function at 1st level. Choose one of the following archetypes: Strong Survivor, Fast Survivor, Tough Survivor, Smart Survivor, Dedicated Survivor, or Charismatic Survivor.

Survivor’s Versatility
Starting at 3rd level, you begin to grow and define your character to however you want it to be. You learn an ability from the first ability tree. Every odd level after that, a Survivor is able to learn another ability from the first ability tree. Starting at Levels 7, 13, and 17, you gain access to a higher tier of abilities. You are still able to take abilities from the previous tiers after you gain access to a higher one.

As a Survivor, you are not superhuman. You cannot achieve the impossible, and everyday you are reminded of that fact. However, you are a master of doing what needs to be done. You are able to grow in ways that are not the same as a single minded Human.

(1 - 5) Ambusher. You’ve always had a knack for avoiding people’s attention, hiding in the shadows or in tall bushes and around corners. You have advantage on Dexterity (Stealth) checks when you are completely still.


 * (7 - 11) Attunement. After one minute of remaining in stealth and the same location, as long as you do not move, you have advantage on Wisdom (Perception) checks.
 * (13 - 15) Tactical Sense. You begin to see the world in a different light. Hallways become fatal funnels and rooftops effective, yet open vantage points. Rundown cars become sniper cover and windows your best friend and your worst enemy. Roll a Wisdom (Perception) check. Depending on your roll, your GM will break down the environment tactically, noting areas of interest as well as potential paths and escapes.
 * (17 - 19) Sniper Nest. After one minute of remaining in stealth and the same location, you have advantage on all ranged attack rolls, as long as you do not move and aren’t knocked unconscious.


 * (7 - 11) Expertise: Stealth. You gain Expertise in Stealth. Your proficiency bonus is doubled for that ability check. You must be proficient in Stealth to pick up this ability.


 * (7 - 11) Quick Stealth. You can take the Hide action as a bonus action.


 * (7 - 11) Supreme Stealth. You have advantage on a Dexterity (Stealth) check if you move no more than 10 feet on the same turn.
 * (13 - 15) Skulker. You have advantage on a Dexterity (Stealth) check if you move no more than 20 feet on the same turn.
 * (17 - 19) Shadow Stealth. You have advantage on a Dexterity (Stealth) check if you move no more than 30 feet on the same turn.

(1 - 5) Close-Quarters. You can gain advantage on a melee attack roll. Once you use this feature, you must finish a long rest before you can use it again.


 * (7 - 11) Improved Close-Quarters. You can gain advantage on a melee attack roll. You can use this feature twice before a long rest.
 * (13 - 15) Skilled Close-Quarters. You can gain advantage on a melee attack roll. You can use this feature three times before a long rest.
 * (17 - 19) Hack n’ Slash. You can gain advantage on a melee attack roll. You can use this feature four times before a long rest.
 * (7 - 11) Extra Attack. You can attack with a melee weapon twice, instead of once, whenever you take the Attack option.
 * (13 - 15) Grapple Master. You gain advantage on all Strength (Athletics) checks when grappling or shoving an opponent.
 * (17 - 19) 2nd Extra Attack You can attack with a melee weapon three times, instead of twice, whenever you take the Attack option.

(1 - 5) Essential Scavenger. Choose two resources out of food and water, medicine or wood. You’re getting better at finding the most basic of supplies necessary to survive. You gain advantage on Wisdom (Scavenging) checks for those specific resources.


 * (7 - 11) Expert Looter. You can scavenge a location in half the time it would usually take.
 * (7 - 11) Expertise: Scavenging. You gain Expertise in Scavenging. Your proficiency bonus is doubled for that ability check. You must be proficient in Scavenging to pick up this ability.


 * (7 - 11) Materials Scavenger. Choose two resources out of components, spare parts, and electrical parts. You’ve become adept at finding the resources needed to build, craft, and repair. You gain advantage on Wisdom (Scavenging) checks for those specific resources.
 * (7 - 11) Semi-Luxury Scavenger. Choose two resource out of. You gain advantage on Wisdom (Scavenging) checks for that specific resource.
 * (13 - 15) Luxury Scavenger. You gain advantage on Wisdom (Scavenging) checks for that specific resource. You may choose this ability again, but you must pick a different resource.
 * (7 - 11) The Way of War. You gain advantage on all Wisdom (Survival) checks.
 * (7 - 11) Weapon/Ammo Scavenger. You gain advantage on Wisdom (Scavenging) checks for weapons and ammunition. You may choose this ability again, but you must pick a different resource.

'(1 - 5) Keen Eye. ' You can gain advantage on a Wisdom (Perception), Wisdom (Scavenging), or Intelligence (Investigation) check. Once you use this feature, you must finish a short or long rest before you can use it again.


 * (7 - 11) Improved Keen Eye. You can gain advantage on a Wisdom (Perception), Wisdom (Scavenging), or Intelligence (Investigation) check. You can use this feature twice before a short or long rest.
 * (13 - 15) Skilled Keen Eye. You can gain advantage on a Wisdom (Perception), Wisdom (Scavenging), or Intelligence (Investigation) check. You can use this feature three times before a short or long rest.
 * (17 - 19) Leave No Stone Unturned. You can gain advantage on a Wisdom (Perception), Wisdom (Scavenging), or Intelligence (Investigation) check. You can use this feature four times before a short or long rest.

(1 - 5) Optimism. You gain advantage on all Wisdom saving throws against moral drops.


 * (7 - 11) A Kind Friend. You can give an ally advantage on a Wisdom saving throw against a moral drop.
 * (13 - 15) Party Leader. After an inspiring speech, all allies that can hear you gain advantage on Wisdom saving throws against moral drops.
 * (17 - 19) Heart of Courage. As an action, all enemies within 60 feet that can hear you have disadvantage on ability checks and saving throws for one minute. You must maintain concentration or this ability ends early.


 * (7 - 11) Expertise: Insight. You gain Expertise in Insight. Your proficiency bonus is doubled for that ability check. You must be proficient in Insight to pick up this ability.


 * (7 - 11) Expertise: Persuasion. You gain Expertise in Persuasion. Your proficiency bonus is doubled for that ability check. You must be proficient in Persuasion to pick up this ability.

(1 - 5) Nocturnal. You can see in dim light within 15 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.


 * (7 - 11) Improved Nocturnal. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.
 * (13 - 15) Skilled Nocturnal. You can see in dim light within 45 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.
 * (17 - 19) Born in the Darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.

(1 - 5) Swift Feet. You can take the Dash action as a bonus action.


 * (7 - 11) Disengage. You can take the Disengage action as a bonus action.


 * (7 - 11) Improved Swift Feet. Your movement speed is increased by 10 feet.
 * (13 - 15) Skilled Swift Feet. Your movement speed is increased by 15 feet.
 * (17 - 19) The Flow. Your movement speed is increased by 20 feet.

(1 - 5) Improvised Bandages. Perform a DC 10 Wisdom (Medicine) check. On a success, you heal yourself or an ally for 1d4 + your Wisdom modifier. Once you use this feature, you must take a short or a long rest before you can use it again.


 * (7 - 11) Expertise: Medicine. You gain Expertise in Medicine. Your proficiency bonus is doubled for that ability check. You must be proficient in Medicine to pick up this ability.


 * (7 - 11) Improved Improvised Bandages. Perform a DC 10 Wisdom (Medicine) check. On a success, you heal yourself or an ally for 2d4 + your Wisdom modifier. You can use this feature twice before a long rest.
 * (13 - 15) Skilled Improvised Bandages. Perform a DC 10 Wisdom (Medicine) check. On a success, you heal yourself or an ally for 3d4 + your Wisdom modifier. You can use this feature three times before a long rest.
 * (17 - 19) Wasteland Medic. Perform a DC 10 Wisdom (Medicine) check. On a success, you heal yourself or an ally for 4d4 + your Wisdom modifier. You can use this feature four times before a long rest.
 * (7 - 11) Improvised Medicine. You can give an ally advantage on their Constitution saving throw against disease and poison.
 * (13 - 15) Immune System. You have advantage on Constitution saves against disease poison.

(1 - 5) Precise Shot. You can gain advantage on a ranged attack roll. Once you use this feature, you must finish a long rest before you can use it again.


 * (7 - 11) Controlled Burst. When you make an Attack and use the full-auto property, you can give your target disadvantage on their Dexterity saving throw. Once you use this feature, you must finish a long rest before you can use it again..
 * (13 - 15) Accurate Spray. When you make an Attack and use the full-auto property, you can give your target disadvantage on their Dexterity saving throw. You can use this feature twice before a long rest.
 * (17 - 19) Pumped Full of Lead. When you make an Attack and use the full-auto property, you can give your target disadvantage on their Dexterity saving throw. You can use this feature three times before a long rest.
 * (13 - 15) Double-burst. You can use full-auto with a firearm twice with the same burst, instead of once, whenever you take the Attack option.
 * (7 - 11) Double-tap. You can make a single-target attack with a firearm twice, instead of once, whenever you take the Attack option.


 * (7 - 11) Improved Precise Shot.  You can gain advantage on a ranged attack roll. Once you use this feature, you must finish a long rest before you can use it again.
 * (13 - 15) Skilled Precise Shot. You can gain advantage on a Wisdom (Perception), Wisdom (Scavenging), or Intelligence (Investigation) check. You can use this feature three times before a short or long rest.
 * (17 - 19) Unmissable. You can gain advantage on a Wisdom (Perception), Wisdom (Scavenging), or Intelligence (Investigation) check. You can use this feature four times before a short or long rest

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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
Upon reaching 5th level, when you take the attack action, you may attack an additional time.

Survivor Advantage
At 6th level, you gain an advantage that helps you in the cruel, post-apocalyptic world you now live in. You start with two such advantages: Will to Live and an effect determined by your archetype. Some archetypes grant you additional effects as you advance in level, as noted in the domain description.

When you use your Survivor Advantage, you choose which effect to create. You must then finish a short or long rest to use your Survivor Advantage again.

Some Survivor Advantage effects require saving throws. The DC is listed below:


 * Talent save DC = 8 + your proficiency bonus + your Wisdom modifier
 * Survivor Advantage: Will to Live. Starting at 2nd level, you can use your Survivor Advantage to reroll a saving throw that you fail. If you do so, you must use the new roll.

Precise Strike
Beginning at the 13th level, your attacks count as critical hits when you roll a 19 or 20 on the d20.

Adaptability
You are adept at switching tactics and adapting to all hardship and obstacles. Starting level 14, you may now swap out the Animal Traits you know from the list to Traits Copied as according to your level every time you conduct a long rest.

True Survivor
You are a true master of the art of survival. When you reach 20th level, when an attack would reduce you to 0 hit points, you can instead drop to 1 hitpoint. You may use this feature equal times to your Constitution modifier, regaining all uses after you finish a long rest.

__INDEX__ __NONEWSECTIONLINK__