Marauder
A Marauder is someone who gives in to the primal animal within, a strategy that helps them survive among the wasteland’s other beasts and monsters. They can come from anywhere: a band who roams the wilds, or live among raiders, but they might just as easily be the citizen of a wasteland settlement or a large city. Where a Marauder lives isn’t material, what matters is the animal fury inside. While it would be unusual for a robot to be a marauder, it isn’t impossible.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier per Marauder level after 1st.
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
• (a) Any Simple Melee weapon
• (a) a Ballistic Pistol and 20 Bullets (Sidearm)
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Marauder, as shown in the Rage Damage column of the Marauder table.
• You have resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your Marauder level in the Rages column of the Marauder table, you must finish a long rest before you can rage again.
Level | Prof Bonus | Features | Rages | Rage Dmg |
1 | +2 | Rage, Unarmored Defense | 2 | 2 |
2 | +2 | Reckless Attack, Danger Sense | 2 | 2 |
3 | +2 | Archetype | 3 | 2 |
4 | +2 | Ability Score Improvement | 3 | 2 |
5 | +3 | Extra Attack, Fast Movement | 4 | 2 |
6 | +3 | Archetype | 4 | 2 |
7 | +3 | Feral Instinct | 4 | 2 |
8 | +3 | Ability Score Improvement | 4 | 2 |
9 | +4 | Brutal Critical (1 die) | 4 | 2 |
10 | +4 | Archetype | 4 | 3 |
11 | +4 | Relentless Rage | 4 | 3 |
12 | +4 | Ability Score Improvement | 5 | 3 |
13 | +5 | Brutal Critical (2 die) | 5 | 3 |
14 | +5 | Archetype | 5 | 3 |
15 | +5 | Persistent Rage | 5 | 3 |
16 | +5 | Ability Score Improvement | 5 | 4 |
17 | +6 | Brutal Critical (3 die) | 6 | 4 |
18 | +6 | Indomitable Rage | 6 | 4 |
19 | +6 | Ability Score Improvement | 6 | 4 |
20 | +6 | Primal Champion | Unlimited | 4 |
Hit Points
Hit Dice: 1d12 per Marauder levelHit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier per Marauder level after 1st.
Proficiencies
Armor: Light armor, medium armor, shieldsTools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:• (a) Any Simple Melee weapon
• (a) a Ballistic Pistol and 20 Bullets (Sidearm)
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')
Multiclassing
If you multiclass into Marauder you gain the following proficiencies: Shields, and one skill chosen from the Marauders list.Class Features
As a Marauder, you gain the following class features.Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Marauder, as shown in the Rage Damage column of the Marauder table.
• You have resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your Marauder level in the Rages column of the Marauder table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and blasts. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Archetype
At 3rd level, you choose an Archetype that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Marauder ArchetypesAbility 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. You can forgo taking this feature to take a feat of your choice instead.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Hit Die: d12
Saving Throw Proficiency:
Strength + Constitution Armor Proficiencies:
Light and medium armor, shields Archetype Options:
Marauder Archetypes
Strength + Constitution Armor Proficiencies:
Light and medium armor, shields Archetype Options:
Marauder Archetypes
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