Survivor | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Survivor - 0 AXP

TIER ONE FEATURE: Survivor

    • AXP: 0
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

Your time living and/or working in the wild comes with a superior education of survival skills you gain the following abilities.

Expert Survivalist

You've spent enough time hunting by yourself or with a small party in the wilds that you can climb and swim at full speed, are not affected by difficult terrain, and can always find enough food for up to 4 people. In addition gain advantage on Survival checks to track creatures of medium size or smaller.

Natural Defense

At 1st level, while not heavy armor, your base AC equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier (whichever is higher).

Ruthless Improviser

Scouts are cunning and conniving, adapting to the ever-changing landscape of the wild. You add half your proficiency bonus to any check that doesn't already add your proficiency.

Primitive Tools

You can make the most out of simplistic tools and weapons. Whenever you kill a creature, you can harvest for body parts and craft new tools with it. You can craft weapons made out bones and armor made out of hide.

To do so, you must have a set of primitive tools on you. The primitive tools kit works as a both a leatherworker's tools, a carpenter's tools, a woodcarver tools and a smith tools, for the purpose of crafting primitive technology, but you add only half your proficiency bonus in checks with it.

If you ever loose your primitive tools, you can build another by spending 1 hour.

Gathering Materials

You can craft out of the following creature types: Aberations, Beasts, Celestials, Monstrosities, and Plants. When you reduce a creature from these types to 0 hit points, you can gather a number of crafting points equal to the creature's hit dice. Each point counts as 3 vp for the purposes of crafting primitive weapons and primitive armor, and you must spend 1 hour harvesting for each hit die. Crafting a primitive weapon or armor costs you 1 hour for each 3 vp worth of materials spent.

Alternatively, you can try to gather the materials from nature, by performing a survival check. Make a survival check with a DC of 10. You gather 3 vp of materials on a success, plus 3 vp worth of materials for each 5 points of success you have above 10. You must spend 1 hour for each 3 vp worth of materials gathered.

Primitive Equipment. You can craft any type of non-technical adventuring gear by using the materials you have harvested. You must spend an amount of materials equal to the cost of the object. The item created has the same properties, but it is less durable, lasting 24 hours for each 3 vp worth of materials spent on it. You can spend more materials than the object is worth, to cause it to last longer.

Primitive Weapons. You can craft any archaic simple weapon as a Primitive Weapon. When you craft a primitive weapon, you can choose the damage type that the weapon will have: either slashing, piercing or bludgeoning.

Whenever you use a simple weapon you have crafted, you roll a die of 2 sizes higher on the damage (a d4 becomes a d8, a d6 becomes a d10 and a d8 becomes a d12).

A primitive weapon has a durability die, which is a d6. Whenever you make an attack roll with it, roll the die. On a 1, the weapon loses durability and the die is reduced to a d4. Rolling a 1 on the d4 causes the weapon to be destroyed. In addition, a 1 on the d20 automatically reduces the durability in one die.

Primitive weapons also have no ammunition or loading properties, as it is asumed that you craft the ammunition along with the weapon.

The durability die increases as you gain levels in this class: d8 at 3rd tier, d10 at 5th tier and d12 at 7th tier.

Primitive Armor. You can craft any suit of archaic or scavenged light, medium or heavy armor or a shield with your primitive technology, but you have special bonuses by using the Hide armor.

While wearing a Hide Armor you have crafted, you add your proficiency bonus to your AC. In addition, if the creature you harvested from had resistance to a damage type, the Hide armor made out of it will give you 1 point of damage reduction to the damage type that creature is resistant to. If the creature is immune to a damage type, you gain 2 points of damage reduction against that damage type.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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