Survivalist
You have dedicated yourself to mastering the ancient arts of survival, woodlore, and using the natural world to your advantage. While your skills normally provide for your basic needs, they can be easily turned against your enemies. No matter the dangers, you are the one to survive.
The survivalist has unmatched skill in their natural environments of choice and can handle nearly any outdoor challenge. As a combatant, they are at their best when they can prepare the battlefield with traps and lay an ambush. Survivalists do well with balanced ability scores in Constitution, Dexterity, and Wisdom.
Proficiencies
Saving Throws: Constitution and Wisdom
Skills: Survival, and choose three more from Arts and Crafts, Athletics, Endurance, Investigation, Medicine, Natural Sciences, Perception, and Stealth.
Equipment: Basic and Advanced Equipment
Wilderness Expertise: You gain expertise in Survival.
Equipment Recommendations
Equipment Pack: Survivalist Pack
Weapons: Modern bow, survival knife
SURVIVALIST TALENTS
Ambush (Level 1). When you hit with an attack as an unseen attacker, you deal an additional 1d6 bonus damage. In addition, if you successfully set a trap, the trap deals an additional 1d6 bonus damage.
The amount of bonus damage increases based on your level, as shown in the Ambush column.
Know The Land (Level 1). Knowledge is the key to survival, and the best way to gain it is first-hand experience. At first level, and at every odd level thereafter, you can select one type of natural terrain to study from the choices below.
Natural Terrains
Alpine: Mountains and cold-weather environments
Desert: Arid environments with minimal rainfall
Forest: Environments with significant tree cover, including jungles
Grasslands: Plains and hilly regions, such as savannas
Ocean: On the ocean and along a coastline
Wetlands: Inland freshwater lakes, rivers, or marshes
In any of the terrains that you have selected, you gain the following benefits:
- You gain advantage on Strength (Athletics), Dexterity (Acrobatics), and Wisdom (Survival) checks made to interact with the natural environment.
- You also gain advantage on Wisdom (Perception) checks to spot hidden things, and Dexterity (Stealth) checks to hide.
- You can Hide as a bonus action.
- You can automatically find food, water, and basic shelter in your terrains, allowing you to rest effectively, even without supplies.
Being “in a terrain” means that you are outdoors and in a (mostly) natural environment. At the Game Master’s discretion, you can use this talent when your environment is substantially similar to your selected terrain. Game Masters should allow generous latitude as to whether a terrain falls under a given category. For example, a wooded mountain stream could be considered Alpine, Forest, or Wetlands.
Hard to Kill (Level 3). When spending Hit Dice to recover hit points, treat any roll of 6 or less as 7. Modifiers are then added as normal.
Survival Skills (Level 3). Choose one skill from: Arts and Crafts, Athletics, Endurance, Investigation, Medicine, Natural Sciences, Perception, and Stealth. You gain proficiency in the chosen skill, or expertise in the chosen skill if you are already proficient.
Trapping Expert (Level 3). You have advantage on Wisdom (Survival) rolls to set traps in any outdoor environment. When in one of your selected terrains, you can always find the needed materials to build traps, within reason. The GM has final say on what traps can be made with natural materials.
Survival Training (Level 5). You gain a saving throw proficiency of your choice. (You cannot gain proficiency in special saving throws.)
Terrain Mastery (Level 5). When in any of the terrains that you have selected, you gain the following benefits:
- You can ignore the effect of difficult terrain.
- You cannot be tracked through the use of Wisdom (Survival) ability checks.
- When attacking with a ranged weapon while hidden, you do not automatically reveal your position.
- After making a ranged attack, make a Dexterity (Stealth) check. You remain unseen by any opponent with a passive Perception lower than your check result. Those who have an equal or higher passive Perception see you and your position.
Natural Cures (Level 7). When in any of the terrains that you have selected, you can spend 10 minutes collecting local resources and administering a cure which removes one of the following conditions from you or an ally: Blinded, Deafened, Exhaustion (remove 1 level), Intoxicated (remove 2 levels), Paralyzed, or Sickened. In addition, you can end the ongoing effects from a Poison.
Survival Skills (Level 7). Choose one skill from: Arts and Crafts, Athletics, Endurance, Investigation, Medicine, Natural Sciences, Perception, and Stealth. You gain proficiency in the chosen skill, or expertise in the chosen skill if you are already proficient.
Impossible to Kill (Level 9). You are no longer limited in how many times you can perform the Second Wind action. You can spend your reaction whenever you take damage to perform the Second Wind action.
Survival Training (Level 9). Gain a saving throw proficiency of your choice. (You cannot gain proficiency in special saving throws.)
Survivalist Table
Level | Talents | Terrains | Ambush |
---|---|---|---|
1 | Ambush, Know the Land | 1 | 1d6 |
3 | Hard to Kill, Survival Skills, Trapping Expert | 2 | 2d6 |
5 | Survival Training, Terrain Mastery | 3 | 3d6 |
7 | Natural Cures, Survival Skills | 4 | 4d6 |
9 | Impossible to Kill, Survival Training | 5 | 5d6 |
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