Dawn of Others
Brumm Hollowhide
Medium Animyst: Badger, Whisperslicks Operative, Neutral Good
Armor Class 15
Hit Points 38
Speed:
30 Feet
Saving Throws DEX +8 and WIS +6
Skills Acrobatics +8, Intimidation +2, Perception +6, Sleight of Hand +8, Stealth +8, Survival +6
Senses Passive Perception 16
Dark Vision 60 feet
Languages English, Spanish
Challenge Rating CR 5 (1,800 xp)
Proficiency Bonus +3
Description
The badger stands proudly, his weathered leather jacket slightly creaking as he shifts, eyes gleaming with a warm and genuine joy that cuts through the gloom of the post-apocalyptic world. His fur is coarse but well-kept, streaked with grays and whites that speak of experience rather than age. The jagged edges of a cybernetic implant trace faintly beneath one ear, but his expression is entirely organic—soft, smiling, approachable. Behind the glint of metal and dust-covered travel gear, there's a calm resilience, the look of someone who has seen the end of things and still found a reason to smile.
Ideals
In a world built on ruin, he believes that strength means nothing without compassion.
Bonds
He carries a worn, hand-stitched patch from his lost traveling companion—a fox named Lira—sewn inside his jacket as a constant reminder of the promise he made to protect others as he couldn’t protect her. Every trade, every arrow loosed, is in her memory.
Flaws
He struggles to let go of the past, often haunted by guilt over those he couldn’t save, which sometimes clouds his judgment and makes him take unnecessary risks to avoid repeating old mistakes. His need to protect can slip into reckless overreach.
Suggested Environments
The Enclave
Vessel 11, Vessel Regeneration 2, River 1
Drain Touch
Cost 3 Dark to cast, 1 action (in his river), Range touch
Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).
Boost (DC 15): Reduce the cost of this spell to an action.
Parlor Tricks
No casting cost, Range 10 feet, 1 action
These are minor magical effects like booming your voice, causing lights to change color or flicker, or generating slight tremors in the ground. Mild telekinesis is available up to 1 pound. You can alter your appearance in minor ways without actually disguising yourself.
You can reduce or increase brightness without making it dark or blinding anyone. You can concentrate on multiple instances of this spell at once.
VIG 12 and SAN 13
Power To Weight Ratio
Beginning when you choose this ladder at 1st level, you can always choose to use Dexterity instead of Strength for the Athletics skill, and Intelligence instead of Wisdom for the Perception skill. You can also use Dexterity in place of Strength for attack or damage rolls and when setting save DCs with all weapons without the heavy property, and you have proficiency with Dexterity (Acrobatics) Select either Dexterity.
Runner Ladder Gains
You gain a +1 bonus to AC when not wearing heavy or exo-armor. (this is included in the AC of the character)
Breach
Your adrenaline explodes the moment the action begins.
Gain the following benefits.
- After rolling for initiative, you can take two actions instead of one on your first turn.
- You have advantage on attack rolls against any creatures that are surprised.
- Your first hit on a surprised creature is automatically a critical hit.
Alert
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can’t be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Whispers of the Drain
You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.
Dust
Beginning when you choose this archetype at 3rd level, you gain the ability to slip into the shadows. You have a dust pool of 20 feet. If no opponents can see you (utilizing cover, creating a distraction, or merely passing between objects to break line of sight—even for a split second), you can use your dust pool to ‘teleport’ a distance away to an area out of sight of any opponent.
You have to be able to physically traverse the space in between—you cannot bypass obstacles you couldn’t otherwise overcome, but you can bypass any obstacle you could overcome with a DC 15 or less. Your dust pool is reset when you finish a short rest, long rest, or when you roll for initiative. Your dust movement replaces your normal movement—it does not add to your existing movement made during a turn. For every 10 feet you don’t move on your turn, you fill your dust pool by 5 feet.
Pacification
Starting at 2nd level, you can concentrate all your energy into ensuring a clean kill, even to the risk of your own personal safety. Instead of using your Hit Dice to recover hit points, you can expend one during an attack action after hitting to turn the attack into a critical hit
Intended Target
Starting at 1st level, you can dispatch enemies with extreme prejudice. Once per turn, if you hit on an attack you have advantage on, you double your weapon’s base damage dice (not any additional damage dice from class features or archetypes). The target must be within 20 feet of you.
Leet
Starting at 1st level, anytime you have advantage on an attack roll, the target of your attack has disadvantage on attack rolls against you until the beginning of your next turn.
Procedural Memory
You have acquired a very particular set of skills over a very long career. Said skills are essential to be steadfast in your craft and should never be up to chance.
Starting at 1st level, you can re-roll undesirable d20 results you make. You gain as many uses of procedural memory as your Wisdom modifier + your proficiency bonus. You recover spent uses after you finish a short or long rest.
You can re-roll as many times as you wish in response to a single bad roll until you accept a result or run out of uses of procedural memory.
When you use procedural memory, that roll (whether it be a skill check, ability check, saving throw, or attack roll) is also counted as having advantage. You cannot use procedural memory if you have disadvantage. If you already have advantage, you still only get to re-roll one die result.
Following Patterns
You reduce the Passive Perception of all enemies you encounter by 2.
Ghost
Starting at 5th level, you have advantage on initiative. If you act first after rolling initiative, you gain one additional action on your first turn and have advantage on attack rolls until the end of that turn.
Around Corners
As long as you are not deaf, you are aware of the location of any hidden or invisible creatures within 10 feet of you.
Enclave
Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.
Bonus Actions
Stinker
As a bonus action, you can produce an unpleasant smell through anal glands. All creatures able to smell you in a 10-foot radius centered on you suffer disadvantage to all attack rolls, ability checks, and saving throws until the end of your nest turn. Once you use this ability, you cannot use it again until you finish a long rest
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