Homebrew
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.
You start with the following equipment, in addition to the equipment granted by your background:
Alternitively, you may start with 4d4x10 starting gold
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.
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.
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.
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.
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:
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
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Level | Proficiency Bonus | Features | Stimulants | Belt Slots |
---|---|---|---|---|
1 | +2 | Specialised Crafting, Item Belt | -- | 2 |
2 | +2 | Evasive Dive, Scavenger's Talent | -- | 3 |
3 | +2 | Subclass, Combat Stimulant | 2 | 3 |
4 | +2 | Ability Score Improvement | 2 | 4 |
5 | +3 | Extra Attack | 3 | 5 |
6 | +3 | Subclass Feature | 3 | 6 |
7 | +3 | Fighting Style | 4 | 6 |
8 | +3 | Ability Score Improvement | 4 | 7 |
9 | +4 | Hastened Rigging | 5 | 7 |
10 | +4 | Pack Hauler, Tool Tinkering | 5 | 8 |
11 | +4 | Subclass Feature, Cross-Trade Knowledge (Optional) | 6 | 8 |
12 | +4 | Ability Score Improvement | 6 | 9 |
13 | +5 | Trap Knowledge | 6 | 10 |
14 | +5 | Stimulant Regeneration | 7 | 10 |
15 | +5 | Lethargy Resistance | 7 | 11 |
16 | +5 | Ability Score Improvement | 7 | 12 |
17 | +6 | Subclass Feature | 8 | 12 |
18 | +6 | Improved Combat Effectiveness | 8 | 13 |
19 | +6 | Ability Score Improvement | 9 | 14 |
20 | +6 | Subclass Feature | 10 | 15 |