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Homebrew

Scavenger

Owing to their resourseful ways, scavengers use their array of crafted items to mold the battlefield to their liking, setting up for a big, explosive burst of action. They prefer ranged combat, relying on crossbows and firearms to deal damage from afar, and retreating when enemies get too close.

Scavengers make great use of protected actions to make the most out of their kit, resorting to burning through important items to keep up efficiency outside of them.

hit dice: 1d6
hit points at 1st level: 6 + your Constitution Modifier
hit points at higher levels: 1d6 (or 4) + your Constitution Modifier per level after 1st
armor proficiencies: Light Armour, Chain Shirt
weapon proficiencies: Simple Weapons, Crossbows, Firearms
tools: Tinker's Tools and one other set of artisan's tools of your choice
saving throws: Dexterity, Intelligence
skills: Choose any two from Athletics, Acrobatics, Investigation, Insight, Perception, Medicine, Sleight of Hand
starting equipment:

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



  • (a) a crossbow (Light) or (b) any simple ranged weapon, as well as 20 peices of ammunition for your chosen weapon
  • a dagger
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • tinker's tools and another set of artisan's tools of your choice

Alternitively, you may start with 4d4x10 starting gold



spellcasting:
class features:

Specialised Crafting

As a scavenger, you have learned to combine the bits an pieces you gather along your journey into bits, bobs and doo-daas. Using your tinkers tools, you are able to combine various base materials into these Belt Items.

During long rests, you can spend some of your downtime crafting items. When you take a long rest, you can use your Tinker's Tools to spend an hour to craft one or more Belt Items from the Scavenger Items table, provided you meet the level requirement and spend the listed resources. There is a limit to the number of items you can carry at once, that being double your Belt Slots plus your proficiency bonus. If you want to craft items beyond this limit, you will have to leave them behind at camp.

Some Belt Items require more specialised equipment to craft them. These are found in the Scavenger Specialised Items table. To craft them, you must also be proficient in at least one of the listed artisans tools, as well as have those tools available.

You are proficient in using these items, and so add your proficiency bonus to any attack rolls made with them. If the item requires a Saving Throw, the Save DC is equal to 8 + your Wisdom Modifier + your Proficiency Bonus.

Item Belt

Equipped with all of these wonderful items, you now need a place to keep them. While travelling, you can only keep a number of Belt Items ready to use. This number is determined by your level, as shown in the Belt Slots column in the Scavenger table.

As an action, you can equip or swap out one or more Belt Items (up to your proficiency bonus) from your inventory onto your Item Belt.

Evasive Dive

At 2nd level, you can make a quick dive out of danger, potentially getting you out of the reach of an enemy, but leaving you prone. As a bonus action on your turn, you can jump a distance equal to your strength score to an unoccupied space, landing prone. This jump does not provoke opportunity attacks.

Scavenger's Talent

Also at 2nd level, you have learned to incorporate bits of scrap into your creations without the end product suffering for it. When crafting (Belt Items and other items), you can substitute up to a fifth of the raw materials needed with scrap you have of a similar nature. For example, if you wanted to craft a set of scale mail, since it usually requires 25gp forth of material, you could substitute a 5g worth of that material with metal scrap you have collected.

Combat Stimulant

At 3rd level, you have learned to create a item that grants you a swift burst of energy, but then causes you to fall into a lethargic state soon after. To some it may be a specialised medicine, to others a crystal they break to release magical potential. Your scavenger level determines the maximum number of stimulants you can have, as shown in the Stimulants column of the Scavenger table.

Combat Stimulants are belt items, and so take up a belt slot each. Once one is used, it is expended until you finish a long rest, during which you have the time to create or recharge them. During a long rest, as part of your Specialised Crafting, you can replenish your Combat Stimulants up to the maximum listed for your level at no material cost. They will still count toward the maximum number of items you can carry.

Once per turn, as a bonus action, you may use one or two of your remaining Combat Stimulants. For each one you use, you gain an extra action this turn. At the end of your turn, for each Combat Stimulant you used this turn, you will gain the following effects:

  1. Until the end of your next turn, your speed is halved, you take a −2 penalty to AC and Dexterity saving throws, and you can’t use reactions. On that turn, you can use either an action or a bonus action, not both. Regardless of your abilities or magic items, you can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
  2. Until the end of your next turn, you gain the paralysed condition.

Scavenger Trade

Also at 3rd level, you choose the trade you will specialise into. Your choice grants you additional features at 6th level, and again at 11th, 17th, and 20th level

Ability Score Improvement

When you reach 4th level, 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Style

At 7th level, 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 (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
  • Close Quarters Shooter (UA). 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.

Hastened Rigging

At 9th level, you have learned to place your traps more efficiently.

Belt Items that would usually cost an action to use can now be used as an attack, allowing you to use them as part of your extra attack.

Pack Hauler

At 10th level, you've developed a mechanism to carry large objects while keeping your hands free.

As an action, you can secure an object or creature that you are carrying to your back, freeing up your hands. They will stay there until you put them down, or until a creature put there this way uses its action to break free. If the object or creature is your size or larger, you move at half speed until you put them down.

Tool Tinkering

Also at 10th level, you master the abaility to alter tools to suit your needs.

As part of your Specialised Crafting, you can tinker with one set of artisans tools you are proficient in. Whenever a creature makes a check with that tool, their proficiency bonus is doubled for that check if they are proficient with it, and they add their proficiency bonus to the check it if they're not.

Cross-Trade Knowledge (Optional)

At 11th level, your may chose to broaden the scope of your knowledge rather than specialising in your chosen trade.

Rather than gaining the feature from your subclass at this level, you can choose instead to gain the 3rd level features of a different subclass.

Trap Ingenuity

At 13th level, you gain an uncanny intuition for recognising traps, as well as how to prevent them from being recognised.

When you or another creature you can see within trigger a trap that requires a saving throw, you can use your reaction to add or subtract your Wisdom modifier to their roll. You can use this a number of times equal to your Proficiency Bonus, and regain all expended uses on a long rest.

Stimulant Regeneration

At 14th level, you have made a breakthrough in your method of creating stimulants. Now, during a short rest, you can spend some of your time refilling your stimulant supply.

During a short rest, you may spend a number of hit dice to regain that amount of Combat Stimulants at the end of your rest. You may not regain more Combat Stimulants than the number of stimulants you recieve per long rest.

Lethargy Resistance

At 15th level, you have developed the ability to power through the negative effects of your Combat Stimulants.

When you use your Combat Stimulants on your turn, if multiple were used you can choose to reduce the effect to that of using only one, or negate the effect fully if only one was used. You can use this effect once before the strain it puts on you becomes tangable. Every time you use this feature past the first without finishing a long rest, you gain one level of exhaustion. Once you finish a long rest, you can once again use this feature once without any negative consequences.

Additionally, when you long rest, if you have not used this feature since your last long rest, you lose 2 levels of exhaustion instead of one.

Improved Combat Effectiveness

At 18th level, your Combat Stimulants allow you to attack with even greater speed. Whenever you take the attack action on a turn you used a Combat Stimulant, you can attack thrice instead of twice.

subclass options:

Munitions Specialist

Level

Proficiency BonusFeaturesStimulantsBelt Slots

1

+2Specialised Crafting, Item Belt--2

2

+2Evasive Dive, Scavenger's Talent--3

3

+2Subclass, Combat Stimulant23

4

+2Ability Score Improvement24

5

+3Extra Attack35

6

+3Subclass Feature36

7

+3Fighting Style46

8

+3Ability Score Improvement47

9

+4Hastened Rigging57

10

+4Pack Hauler, Tool Tinkering58

11

+4Subclass Feature, Cross-Trade Knowledge (Optional)68

12

+4Ability Score Improvement69

13

+5Trap Knowledge610

14

+5Stimulant Regeneration710

15

+5Lethargy Resistance711

16

+5Ability Score Improvement712

17

+6Subclass Feature812

18

+6Improved Combat Effectiveness813

19

+6Ability Score Improvement914

20

+6Subclass Feature1015


Created by

EvelynSchmevelyn.

Statblock Type

Class Features

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