Character Creation
The process for creating your survivor follows the same rules as detailed in the Player's Handbook, but you can only choose from the options available in this document. First, you choose a race (such as true human or cyborg). Second, you take the Survivor class and choose the subclass that grants you additional proficiencies and class features. Third, you determine your ability scores. Then choose a background and complete your character details, such as alignment and personality traits. Lastly, choose your starting equipment and purchase any additional gear using the funds granted by your background.
Science is Magic
This document assumes the DM and players use a modern, magic-free campaign style, which typically doesn't feature any magic, such as spells, magical creatures, and magic items. To reflect this, the Intelligence (Arcana) skill is replaced with the Intelligence (Science) skill.
Grounded Variant
At your Dungeon Master's option, you can use this variant to really drive home the deadly nature of a post-apocalyptic campaign. The method described here makes adventuring a significantly greater challenge. You can decide to fully implement this variant or only use parts of it.
The grounded variant uses the following rules which overwrite the core rules and mechanics:
Ability Scores: You determine your ability scores using the point-buy system, but you have 23 points to spend rather than 27 points.
Starting Equipment: Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You can spend an amount of dollars ($) equal to 4d4 x 20.
Armor Class: Characters are especially vulnerable without proper protective clothes. Without armor, your character's AC equals 8 + their Dexterity modifier. A shield can grant you a bonus to AC as normal.
Attack Roll: When an attack roll scores exactly equal to the target's AC, the target takes only half damage (before overcoming resistances and vulnerabilities).
Fear and Horror: The Fear and Horror optional rules are used during adventuring. See page 266 in the Dungeon Master's Guide for more information.
Healing: The Healer's Kit Dependency and Slow Natural Healing optional rules apply to rests. See page 266 & 267 in the Dungeon Master's Guide for more information.
Injuries: Damage normally leaves no lingering effects. This optional rule introduces the potential for long-term injuries.
When a creature drops to 0 hit points but isn't killed outright, it might sustain a lingering injury. The creature must succeed on a Constitution saving throw or roll on the Lingering Injuries table (see page 272 in the Dungeon Master's Guide). The DC equals 15 or half the damage taken, whichever number is higher.
Massive Damage: This optional rule makes it easier for a creature to be felled by massive damage.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must make a DC 15 Constitution saving throw unless the damage is lower than its Constitution score. On a failed save, the creature suffers a random effect determined by a roll on the System Shock table.
System Shock
2d6 | Effect |
---|---|
2 | The creature drops to 0 hit points. Roll on the Lingering Injuries table. |
3 | The creature drops to 0 hit points, but is stable. Don't roll on the Lingering Injuries table. |
4-5 | The creature suffers two wounds. |
6-8 | The creature is stunned until the end of its next turn. |
9-10 | The creature suffers one wound. |
11 | The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. |
12 | The creature falls prone and can take either a bonus action or action, not both, on its next turn. |
Wounds: A creature suffering from one or more wounds is severely weakened. For each wound affecting a creature, it takes a cumulative -1 penalty to Constitution checks and Constitution saving throws and its hit point maximum is reduced by 1. The creature dies if this effect reduces its hit point maximum to 0.
Someone can tend to the wound over the course of 1 hour and make a DC 12 Wisdom (Medicine) check, healing one wound on a success. If a single use of a healer's kit is expended during this time, the skill check isn't required and one wound is automatically removed.
Playable Race
Humans are the only intelligent race that exist in this setting. You can choose from a number of subraces.
Human
Humans are very adaptable and ambitious in nature. They have widely varying tastes, morals, and customs in the many different lands they have inhabited. They live fully in present, but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
Human Traits
Your human character has a number of traits in common with all other humans.
Ability Score Increase. One ability score of your choice increases by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Basic English and one extra common language of your choice.
Skilled. You gain proficiency in one skill and one set of artisan's tools of your choice.
Subrace. Three subraces of humans populate the world: cyborgs, mutants, and true humans. Choose one of these subraces.
Cyborg
As a cyborg, you have improved your physiology by replacing body parts with prosthetic devices. Cyborgs fully embrace technological innovation and quite literally make it their own. They consider nature fundamentally flawed. The mind and flesh are weak and fragile, susceptible to disease and decay. In their eyes, technology eliminates these vulnerabilities and grants them the power to lead a worthy life.
Ability Score Increase. Your Intelligence score increases by 1.
Cybernetic Build. While you're Stable, you can make a DC 15 Wisdom (Medicine) check at the end of each of your turns. On a success, you regain 1 hit point.
Implanted AI. You can add half your proficiency bonus (rounded up) to any Intelligence, Wisdom, or Charisma check that doesn't already add your proficiency bonus.
Mutant
As a mutant, you have manifested unnatural alterations to your cellular structure, granting you new abilities and traits that exceed normal human powers. You obtained these
modifications through radiation exposure, errors in internal cell division, alien parasites, or other means. Its cells have changed so drastically at a molecular level that the functional anatomy of mutants formed new bodily structures, making it extraterrestrial in nature.
Ability Score Increase. Your Constitution score increases by 1.
Alien Anatomy. Your creature type is aberration rather than humanoid.
Metamorphosis. During a long rest, you can encase yourself in a cocoon, entering a coma-like state for at least 8 hours. At the end of the long rest, you are reincarnated in a different body. You can replace the ability score that you increased by 1 using the ability score increase from your common human traits with a different one. You replace the racial trait granted by Spontaneous Mutation as determined by the newly chosen ability score.
If you take damage while in cocoon form, you must succeed on a DC 20 Constitution saving throw or the metamorphosis fails and you are stunned for 1 minute.
Spontaneous Mutation. You gain an additional racial trait, determined by the ability score you choose to increase using the ability score increase from your common human traits, as shown in the table.
Spontaneous Mutation
Ability Score | Mutation |
---|---|
Strength | Photovoltaic. While in sunlight, you can use a bonus action on your turn to charge the next unarmed strike you make before the end of your turn. A charged unarmed strike deals lightning damage equal to 1d8 + your Strength modifier. |
Dexterity | Plumage. You gain a flying speed equal to your walking speed until the end of your turn if you walk at least 10 feet immediately before taking off. |
Constitution | Bacterial Symbiosis. You are immune to the poisoned condition. |
Intelligence | Clairvoyant. Whenever you finish a long rest, you choose a number between 1 and 6, then roll a d6. If you roll the chosen number, you can add your Intelligence modifier to initiative rolls until the start of your next long rest. |
Wisdom | Hypersensitivity. You have advantage on Wisdom (Perception) checks that rely on hearing, smell, or sight. In addition, when you take thunder damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. |
Charisma | Pheromonal Secretion. Whenever you make an ability check to interact with beasts, you can add your Charisma modifier to the check. |
True Human
True humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
Ability Score Increase. Two different ability scores of your choice each increase by 1.
Human Adaptability. Whenever you gain a level, you can replace one language, skill, tool, or weapon proficiency with another proficiency of the same type.
Unchecked Ambition. You can have up to two uses of inspiration. In addition, whenever you finish a long rest, you can forgo regaining spent Hit Dice to gain one use of inspiration.
Survivor
Breathing heavily through her gas mask, a lean woman creeps forward deeper into the green mist of toxic gases. She keeps a trained eye on her radiation detector, secured to her wrist, then instantly places her scrawny finger at the trigger of a makeshift rifle. She lets out a sigh of relief as a single bird flies over her head. She signals her companions that the coast is clear.
A broad-shouldered cyborg swats a fly on his shoulder with his prosthetic hand, then flicks it away in disgust. He shakes his head at the insect that was equipped with superior perception through evolution, yet stood no match against his artificially enhanced physiology. He glances over a control panel connected to his power armor and executes a complex sequence of commands. Seconds later, a flying drone makes its presence known with a few beeps and flashing lights.
Holding its hand high, a mutant produces insect-like clicking sounds to the falcon that circles high above it, commanding the bird to survey the terrain. It twists its body in unnatural forms and squeezes through a narrow gap in a battered brick wall. Once it is inside the ruined building, it uses echolocation to scan the rooms for any signs of movement. It runs its fingers over the thick layer of dust covering the tiled floor, feeling the slightly increased temperature. "You can't escape me," the mutant says, standing back up.
Defying every expectation, survivors endure the most severe conditions and stretch the potential for life to the extreme in environments that make deserts look like utopia. They understand like no other that to live in the deadly wasteland of this collapsed world means only one thing: adapt or perish. They must be resourceful, determined, smart, and opportunistic in nature. Survivors make the best of the situation they find themselves in, and use their talents in creative new ways to assure they make it safely to the next day. Whether those talents relate to physical prowess, extensive knowledge of the natural world, or force of personality, survivors use these strategic advantages to improve their chances of survival.
Creating a Survivor
As you create your survivor character, consider the nature of the training that gave you your capabilities. Did you learn a profession as a professional soldier, doctor, or engineer? Did you develop yourself as an academic focusing on a particular specialization? Or perhaps you pursued a completely different path and devoted your life in service to a religion?
How did the cataclysmic events that brought about the end of civilization change your previous life? Did you lose family or a significant other to the apocalypse? Maybe you were directly involved in the events leading up to the global disaster or actively fighting against it in a last effort to prevent it? Perhaps you led a seemingly insignificant life, abruptly pulled out of your comfortable home, and thrust into a world filled with oppression and selfish beings.
Or maybe you made new friends, forced through circumstances or as a result of destiny. Someone who showed you new possibilities for staying alive in an inhospitable and unforgiving world. You wager that staying together as a group is safer than wandering off alone.
The Survivor
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Survivor Tack, Gambit |
2nd | +2 | Fighting Style |
3rd | +2 | Survivor Tack feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Improved Attack |
6th | +3 | Desperate Measures |
7th | +3 | Survivor Tack feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Collective Effort |
10th | +4 | Additional Fighting Style |
Quick Build
You can make a survivor quickly by following these suggestions. First, make the signature ability score your highest ability score, depending on which Survivor Tack you want to adopt. Second, choose the vagabond background.
Class Features
As a survivor, you gain the following class features.
Hit Points
Hit Dice: 1d8 per survivor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per survivor level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Civil vehicles (land)
Saving Throws: Choose one from Strength, Constitution, and Intelligence
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Persuasion, Religion, Science, Sleight of Hand, Survival, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather jacket, (b) undercover vest (if proficient), (c) special response gear (if proficient), or (d) gas mask
- (a) two simple weapons, (b) two martial weapons (if proficient), or (c) a martial weapon and riot shield (if proficient)
- (a) flare gun and 2 flares, (b) 3 Molotov cocktails, or (c) healer's kit
Survivor Tack
Choose one tack that best reflects your strategy of survival: Rebel, Tracker, Warden, Scrapper, Sawbone, or Zealot. Each tack is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 3rd, and 7th level.
Gambit
Your courage and determination allows you to harness the power of a gritty warrior. Your access to this power is represented by a number of gambit points. You have a number of gambit points equal to your survivor level.
You can spend these points to fuel various gambit features. You start knowing two such features: Double Time, and Perseverance. You learn more features from your Survivor Tack as well as by gaining levels in this class.
When you spend a gambit point, it is unavailable until you finish a short or long rest, at the end of which you regain all expended gambit points.
Some of your gambit features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Gambit Save DC
The signature ability modifier is the modifier of the main ability score related to your Survivor Tack. The Signature Ability table shows an overview of these ability scores.
Signature Ability
Tack | Ability Score |
---|---|
Rebel | Strength |
Tracker | Dexterity |
Warden | Constitution |
Scrapper | Intelligence |
Sawbone | Wisdom |
Zealot | Charisma |
Double Time
You can spend 1 gambit point to take the Dash, Disengage, or Dodge action as a bonus action on your turn.
Perseverance
You can spend gambit points to gain temporary hit points as a bonus action on your turn. For each gambit point you spend this way, you gain 1d4 temporary hit points which last for 1 hour.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. You can choose one of the following options or one of the additional options made available by your choice of Survivor Tack. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ambusher
When you reduce a creature to 0 hit points on your turn while hidden from it, you can take the Hide action as a bonus action until the end of that turn.
Close Quarters Shooter
When you make a ranged weapon attack while within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged weapon attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
Mariner
While you are not wearing medium or heavy armor or using a shield, you have a climbing speed and swimming speed equal to your walking speed. While you are fully immersed in water, you have advantage on Strength and Dexterity checks.
Marksmanship
You gain a +2 bonus to attack rolls you make with ranged weapons.
Protection
When a creature you can see makes a ranged attack against a target that is within 5 feet of you, you can use your reaction to grant the target three-quarters cover. You must be wielding a shield.
Two-Weapon Fighting
While you are wielding one weapon in each hand, you can add your ability modifier to the damage roll of the bonus attack.
Ability Score Improvement
When you reach 4th level and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score other than your signature ability score above 18 using this feature. Your signature ability score can’t be increased above 20 using this feature.
You can choose to take a feat instead of increasing any ability scores.
Improved Attack
Beginning at 5th level, your attacks become more powerful. You can choose one of the following options to improve your attacks.
Coordinated Attack
When you take the Attack action on your turn, if an allied creature can see you, it can use its reaction to make an attack.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Mighty Attack
When you take the Attack action on your turn and hit a target with a melee weapon, you can roll the weapon damage dice twice.
Patient Attack
When you take the Ready action to prepare a weapon attack, you have advantage on the attack roll whenever you make that attack.
Desperate Measures
Starting at 6th level, you can push yourself to the limit to alter fate in your favor. When you make an ability check or a saving throw, you can spend 2 gambit points to add 2d4 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Collective Effort
Beginning at 9th level, you can combine your talents with fellow group members to contribute to a peaceful, safe and beneficial rest. When you or another character in your group with the Collective Effort feature finishes a short or long rest, each character with the Collective Effort feature can expend 3 Hit Dice and join a collective ability check. When you do so, make an ability check using your signature ability score (see the Signature Ability Modifier table). Add all rolled results together as a total, summed score. Each character contributing to the collective ability check regains a number of hit points as determined by the total score. Use the Collective Effort table to determine the amount of hit points.
Collective Effort
Total Score | Hit Points |
---|---|
5 or lower | 1d4 |
6-10 | 2d4 |
11-15 | 2d6 |
16-20 | 2d8 |
21-30 | 2d12 |
31-40 | 3d10 |
41-50 | 5d8 |
51 or higher | 5d10 |
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Survivor Tack
Survivors have many features in common, including their remarkable resilience, their quick resolve to seize opportunities, and their exceptional ability to adapt to constantly changing environments. But different survivors steer those talents in varying directions, embodied by the survivor tacks. Your choice of tack is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred survival techniques.
Rebel
Rebels dedicate their lives in pursuit of true freedom and the thrill of adventure, unbound by the chains of tyranny and oppression. They live only to explore the limitless possibilities of their short time in this world, and rather die as free souls than to conform to any law or order. As fierce advocates of equality and liberty, rebels don’t hesitate to fight against any injustice, whether persecution, abuse, or slavery. They are independent and self-reliant people, and most are self-taught in the arts of warfare. Many rebels adopt a favorite weapon style that best complements their strengths.
Bonus Proficiencies
When you choose this tack at 1st level, you gain proficiency with medium armor, and you become proficient with three martial weapons of your choice. In addition, you gain proficiency in Strength saving throws.
Follow Up
Once per turn, when you take the Attack action and miss a creature with a melee weapon attack, you can make an extra melee weapon attack against that creature as part of the same Attack action.
Harry
Beginning when you choose this tack at 1st level, you can disrupt the combat effectiveness of an opponent. When you hit a creature with a melee weapon attack, you can spend 1 gambit point to attempt a harrying strike. The target must succeed on a Strength saving throw or have Disadvantage on attack rolls until the end of your next turn.
Fighting Style
You gain access to the following additional fighting style options.
Dueling
When you hit a creature with a melee weapon attack and you are the only creature within the target's reach, you gain a bonus to the damage roll equal to your proficiency bonus.
Vanguard
When you end your turn within 10 feet of two or more hostile creatures, you gain temporary hit points equal to half your survivor level (rounded up). If any of these creatures are Huge or larger, you gain temporary hit points equal to your survivor level instead.
Favored Weapon
Beginning at 3rd level, you excel at fighting with one particular type of weapon. You choose a martial melee weapon you are proficient with as your favored weapon.
When you attack with a favored weapon, you can reroll the die when you roll a natural 1 or 2 on the attack roll and must use the new roll. You add twice your ability modifier to damage rolls using a favored weapon rather than once.
Exploit Weakness
At 7th level, you quickly recognize attack patterns and exploit inherent flaws in the attacker’s techniques to fend off future attacks. When a creature hits you with a melee weapon attack, you can spend 4 gambit points to impose disadvantage on all subsequent attack rolls that creature makes against you for 1 minute. In addition, you have advantage on all attack rolls against the creature using your favored weapon for the duration. You must be wielding your favored weapon to use this feature.
Tracker
Masters of the wilderness, trackers specialize in hunting the many dangers that inhabit the desolated wastelands beyond civilization—raiding bandits, rampaging beasts, and other deadly monsters. They learn to track their quarry as a predator does, moving swiftly through the wilds and hiding themselves in brush and rubble. They know their homeland like the back of their hand, traversing the terrain with unparalleled speed and ease. Trackers form unbreakable bonds with animals, working together as one mind in two bodies. These predators will stalk their prey until it is cornered or in a disadvantageous position, pouncing on them from the shadows with brutal precision.
Bonus Proficiencies
When you choose this tack at 1st level, you gain proficiency in two additional skills of your choice, and you become proficient with one martial weapon of your choice. In addition, you gain proficiency in Dexterity saving throws.
Feather Steps
When you choose this tack at 1st level, you increase your base walking speed by 10 feet.
In addition, you can take the Hide action as a bonus action during the first round of combat.
Natural Selection
Beginning when you choose this tack at 1st level, you know how to attack subtly and exploit a foe’s distraction. When you hit a creature with a weapon attack while hidden from it, you can spend 1 gambit point to add an extra 1d6 damage of the weapon’s type to the damage roll. The attack must use a finesse or a ranged weapon and the target must be at least 10 feet away from any of its allies.
When you reduce a hostile target to 0 hit points or score a critical hit with a weapon attack, you can reduce the cost of the next use of the Natural Selection feature before the end of your next turn. The reduction in gambit points can be any amount up to your proficiency bonus.
The amount of extra damage can be increased by spending more gambit points. For every additional gambit point you spend, you deal an extra 1d6 damage.
Fighting Style
You gain access to the following additional fighting style options.
Skirmisher
When a hostile creature ends its turn within 5 feet of you, you can move up to half your speed as a reaction and then make a ranged weapon attack roll with a -4 penalty against that creature. This movement doesn't provoke opportunity attacks.
Sniper
When you roll a 1 or 2 on a damage die for a ranged weapon attack you make against a target, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The target must be 80 feet away or more for you to gain this benefit.
Tracker's Companion
Starting at 3rd level, you gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose from dog, falcon, fox, owl or wolf (see appendix A for creature statistics).
The companion uses your proficiency bonus rather than its own. In addition to the statistics where it normally adds its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. For each level you gain after 3rd level, your companion gains an additional hit die and increases its hit points accordingly. Like any creatures, it can spend Hit Dice during a short rest to regain hit points.
The companion obeys your commands as best as it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated, or absent, your companion acts on its own.
If the companion dies, you can obtain a new companion by spending 8 hours bonding with an animal that isn’t hostile and meets the requirements.
Symbiotic Bond
While you are within 100 feet of your animal companion, you are linked to each other and share a special bond. While linked in this way, you can use a bonus action on your turn to spend 3 gambit points to strengthen your bond for 1 minute. For the duration of this strengthened bond, linked creatures gain the following benefits.
- They can communicate telepathically with each other.
- They both gain +1 bonus to AC and saving throws.
- When a linked creature hits a target with an attack, the other linked creature gains advantage on its next attack roll against the target before the end of its next turn.
- When a linked creature takes damage, the other linked creature can use its reaction to take the damage instead. This damage ignores any resistances, immunities, or vulnerabilities the new target may have.
- Whenever a linked creature ends its turn within 5 feet of the other linked creature, they both gain 5 temporary hit points for the duration of the strengthened bond.
The strengthened bond ends early if you aren't linked with your animal companion, if a linked creature dies, or if you use a bonus action to end the bond.
Bestial Mauling
Beginning at 7th level, you can neutralize any threat with the help of your companion. When your animal companion hits another creature with a melee weapon attack, you can spend 4 gambit points to make the attack more ferocious. The target must make a Constitution saving throw. On a failed save, the target takes an extra 3d10 damage of the weapon’s type and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the target takes half as much damage and isn’t paralyzed.
Warden
Wardens are exceptional individuals of immense durability and pride, standing tall against even the greatest of odds. They will guard their companions to their very last breath and defy the efforts of any aggressor. Build like a mountain, these hardened soldiers are firmly rooted in their conviction that the lives of their allies must be protected at all costs. Wardens are living shields, able to shrug off fatal injuries that would fell a normal being. Although they specialize in defensive combat styles, these shield masters can prove deadly on the offensive too, swinging their shields with incredible strength and speed at anyone foolish enough to stand in their path.
Bonus Proficiencies
When you choose this tack at 1st level, you gain proficiency with medium and heavy armor, and you become proficient with one martial weapon. In addition, you gain proficiency in Constitution saving throws.
Furthermore, you can use a shield as an exotic melee weapon. You are considered proficient with it. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and if the target is a Medium or smaller creature, it must succeed on a Strength saving throw or be knocked prone. The save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Staunch
When you choose this tack at 1st level, each of your Hit Dice in this class become a d10 and you adjust your hit points accordingly. Whenever you gain a level in this class, rather than increasing your hit point maximum by 1d8 you increase your hit point maximum by 1d10 (or 6) instead.
In addition, while you are wielding a shield, you gain a +1 bonus to AC.
Explosive Shield
Beginning when you choose this tack at 1st level, you can brace yourself for immediate threats by using your shield as a protective barrier. When you are wielding a shield, you can use your action to spend 1 gambit point to create a barrier that lasts until the end of your next turn. The barrier has a hit point maximum equal to 1d8 + your Constitution modifier. Whenever you take damage, the barrier takes the damage instead. The barrier is destroyed if it is reduced to 0 hit points, and any remaining damage is transferred to you. While the barrier is active, any speed you have becomes 0 and cannot be improved by any means.
If the barrier has any hit points remaining at the start of your next turn, you can use your action to detonate it. Each creature within 15 feet of you must make a Dexterity saving throw, taking fire damage equal to twice the barrier’s remaining hit points on a failed save, or half as much damage on a successful save.
Fighting Style
You gain access to the following additional fighting style options.
Battering Ram
If you move at least 20 feet in a straight line immediately before making an attack with a shield, you impose disadvantage on the Strength saving throw to avoid being knocked prone. Whether your attack hits or misses its target, both you and the target take bludgeoning damage equal to your Constitution modifier (minimum of 1).
Interception
When a creature you can see hits a target that is within 5 feet of you with a weapon attack, you can use your reaction to reduce the damage the target takes by twice your Constitution modifier (to a minimum of 0 damage). You must be wielding a shield to use this reaction.
Bastion of Fortitude
Starting at 3rd level, you become a bastion of fortitude, shrugging off injuries that would fell a lesser being. When you would make a death saving throw, you can spend an unspent Hit Die to forgo rolling the d20 and gain one successful death saving throw.
Furthermore, you can use an action to spend a number of Hit Dice up to half your level (rounded up). For each Hit Die spent this way, you regain hit points equal to 1 plus your Constitution modifier.
Earth Shatter
At 3rd level, you can strike the ground with such force that you create minor tremors and fractures in the ground. You can spend 3 gambit points as an action on your turn to shatter the ground in a 20-foot radius centered on yourself. The shattering force turns the ground in the area into difficult terrain for 1 minute.
Any creature in the area other than yourself when you use this feature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
United Stance
Starting at 7th level, you can throw yourself in between an attacking enemy and ally to absorb the blow. When a creature within 5 feet of you that you can see takes damage, you can use your reaction to spend 4 gambit points to deal the damage to yourself instead of the original target. You have resistance against all damage dealt to you this way. If the original target is a humanoid, it regains hit points equal to your Constitution modifier. You must not be subjected to the same effect that damages the other creature to use this feature.
Scrapper
Masters of mechanical mayhem, scrappers love to tinker with whatever metal oddities they can get their hands on, crafting inventive gadgets and explosives. A scrapper can be noticed from afar with the circus of flashing lights, beeping tools, and buzzing drones accompanying them. They can disassemble perfectly functional machines, only to assemble them in wondrously creative new ways. Underneath this quirky and ingenious nature, they harbor a darker side with their uncanny ability to create destructive bombs. Scrappers are opportunistic perfectionists, seizing any moment to alter or enhance their impressive collection of custom gear. Their personal equipment is their legacy, showcasing their great feats of engineering.
Bonus Proficiencies
When you choose this tack at 1st level, you gain proficiency in three additional skills of your choice, and you become proficient with tinker’s tools. In addition, you gain proficiency in Intelligence saving throws.
Expert
When you choose this tack at 1st level, you can choose one of your skill proficiencies or your proficiency with tinker’s tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Handy Gadgets
At 1st level, you gain access to one gadget from the options below, and immediately acquire it. You must attune to a gadget to benefit from its effects. Whenever you gain a survivor level, you may choose to replace the gadget you possess and take another gadget. The old gadget is destroyed, and you must craft the new one. If a gadget is damaged, you can repair it using tinker’s tools.
You can spend 1 gambit point to activate the upgrade property of your gadget. When you do, you resolve the effects as detailed in the upgrade property.
Mechanical Air System Surveillance (MASS) Drone. You gain the service of a MASS Drone (see appendix A for creature statistics), which acts as a mechanical familiar. The familiar follows the same rules as described in the find familiar spell and its creature type is Construct. You can use your bonus action on a following turn to either deactivate or reactivate the construct. Otherwise, the construct stays active until it is destroyed.
Upgrade — As an action, the construct gains the effects of the detect poison and disease spell for 10 minutes, requiring no concentration to maintain.
Multipurpose Tool Belt. You can choose four sets of artisan’s tools upon acquiring this belt, and you can replace one of these with thieves’ tools. While wearing this belt, you gain access to the chosen tools. In addition, you add half your proficiency bonus (rounded up) to any ability checks you make using the tools provided by your belt. If you are already proficient with a certain set of tools, you add your proficiency bonus as normal instead.
Upgrade — When you make an ability check using one of the tools provided by the belt, you gain advantage on the roll.
Power Boots. While wearing these boots, your jump distance and height are doubled, and you can use your Intelligence score and modifier instead of Strength to determine the distance and height you jump.
Upgrade — As an action, you activate your boot rockets to launch you into the sky. Each creature within 10 feet of you must succeed on a Constitution saving throw or take 7 (2d6) thunder damage. You can make a long or high jump that covers up to 60 feet.
Propulsion Gauntlets. While wearing these gauntlets, your unarmed strikes use your Intelligence modifier for the attack rolls and deal bludgeoning damage equal to 1d6 + your Intelligence modifier. In addition, you can use a bonus action on your turn to power up your gauntlets until the end of your turn. If you do, the reach of your next unarmed strike with these gauntlets is increased by 10 feet.
Upgrade — When you hit a creature with an unarmed strike using your gauntlets, you deal an additional 1d6 bludgeoning damage and if the target is a Large or smaller creature, it must succeed on a Strength saving throw or be pushed 5 feet directly away from you and fall prone.
Night Vision Goggles. While wearing these goggles, you gain darkvision out to a range of 60 feet.
Upgrade — As a bonus action, the vision range is increased to 120 feet for 1 hour.
Fighting Style
You gain access to the following additional fighting style options.
Tactician
At the start of combat after you rolled for initiative, you can choose another creature with an initiative count difference up to your Intelligence modifier. You use the chosen creature's initiative count to take your turns, and the chosen creature uses yours to take its turns.
Trapper
As a bonus action, you can take the Use an Object action to place traps. Any traps created and placed by you deal extra damage when triggered. The extra damage equals your Intelligence modifier plus half your Survivor level (rounded up).
Jumping Jacks
Starting at 3rd level, you learn to craft and deploy deadly traps called jumping jacks. You can craft jumping jacks during downtime. For every 2 hours of downtime, you can spend $20 worth of materials and make a DC 10 Intelligence check using tinker’s tools, creating a jumping jack on a success.
You can take the Use an Object action to place a jumping jack in an unoccupied space within 5 feet of you. The trap uses your gambit save DC for any ability checks or saving throws. The trap has the following properties.
Trigger. Any creature that enters the space of the jumping jack activates it.
Effect. A small shell launches 5 feet into the air where it detonates and releases a spray of shrapnel in a 10-foot cube, covering the area directly above the trap. Any creature in the area must make a Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful save.
Countermeasures. A successful Wisdom (Perception) or Intelligence (Investigation) check reveals the presence of the trap. A successful Dexterity check using thieves’ tools disables it, and a check that fails by 5 or more triggers the trap.
Battlesmith
Beginning at 3rd level, you gain the ability to improve and reinforce weapons, making them more effective. You can spend 3 gambit points to enhance one martial weapon that has the intricate property. You can complete the enhancement over the course of 10 minutes, and the weapon must be within your reach throughout the process. Until the end of your next long rest, you become proficient with the weapon and grant it a +1 bonus to attack and damage rolls.
Superior Gadgets
Starting at 7th level, you unlock advanced technologies that allow you to activate more powerful abilities using your gadget. You can spend 4 gambit points to activate the major upgrade property of your gadget. When you do, you can choose from the following major upgrade options.
Mechanical Air System Surveillance (MASS) Drone.
Major Upgrade — You can use your action to make the construct fire a radioactive ray at a creature that it can see within 60 feet of it. The target must make a Constitution saving throw, taking 5d6 + 5 radiant damage on a failed save, or half as much damage on a successful save.
Multipurpose Tool Belt.
Major Upgrade — As an action, you can detach and activate a compact breathing device. For the next 2 hours, you can breathe underwater and you can’t suffocate while wearing the breathing device.
Power Boots.
Major Upgrade — As a bonus action, you hover 1 foot above the ground for 10 minutes. While hovering, you can float across liquid surfaces as well as avoid falling into pits or triggering mechanisms like pressure plates.
Propulsion Gauntlets.
Major Upgrade — As an action, you charge your gauntlets with incredible power. While wearing your gauntlets, you can ignore the cumbersome and heavy property of any weapon you wield. This effect lasts until you finish a long rest or fall unconscious, whichever happens first.
Night Vision Goggles.
Major Upgrade — As an action, you detect the presence of sentient creatures within 60 feet of you for 10 minutes. The detection can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an intelligence of 3 or lower.
Sawbone
Selfless and compassionate, sawbones are the final adjudicators of life and death. They rush to the aid of fallen comrades, quickly assessing the damage whilst tending to nasty wounds, all in the heat of battle. Thanks to their extensive studies of anatomy and medicine coupled with a keen mind, they have perfected the science, or art, of preserving life. Even severely weakened victims recover fully in the care of a particularly skilled physician. Sawbones can end a life just as easily as they can save it. The same hands that gently stitch a wound are used to cut a vital artery.
Bonus Proficiencies
When you choose this tack at 1st level, you gain proficiency with medium armor, one martial weapon of your choice, and you become proficient with the herbalism or poisoner’s kit (your choice). In addition, you gain proficiency in Wisdom saving throws.
Hippocratic Oath
During a short or long rest, when you spend a Hit Die, you can forgo the roll and instead touch one willing beast or humanoid other than yourself. The target regains an amount of hit points equal to the maximum number the die can restore plus your Wisdom modifier. A creature can benefit from this feature only once per rest.
In addition, you can take the Help action as a bonus action on your turn.
Field Surgery
Beginning when you choose this tack at 1st level, you can employ your expertise as a surgeon to tend to the wounded. You can use your action to spend 1 gambit point to touch a willing creature. The creature regains a number of hit points equal to 1d6 + your Wisdom modifier.
The amount of regained hit points can be increased as you gain levels in this class. For every 2 additional gambit points you spend, you heal an extra 1d6 hit points.
Alternatively, you can spend 2 gambit points to end one condition afflicting the creature. The condition can be blinded, deafened, paralyzed, poisoned, or stunned.
Fighting Style
You gain access to the following additional fighting style options.
Emergency Physician
You have advantage on Wisdom (Medicine) checks to stabilize unconscious creatures. In addition, you can take a bonus action to use or administer potions or to attempt to stabilize an unconscious creature.
Vile Tactics
When you hit a creature suffering from one or more conditions with a weapon attack, you gain a +2 bonus to the damage roll.
Pharmaceutics
Starting at 3rd level, you learn to combine chemicals into potent medicines and deadly poisons. You can craft medicines during downtime. For every 2 hours of downtime, you can spend $40 worth of materials and make a DC 12 Wisdom check using a herbalism kit, creating a potion of healing on a success, and a tainted potion of healing (1d4 + 1 hit points) on a failure.
Alternatively, you can craft a basic poison during downtime. For every 2 hours of downtime, you can spend $40 worth of materials and make a DC 12 Wisdom check using a poisoner’s kit, creating a vial of potent poison (2d4 poison damage) on a success, or a vial of basic poison on a failure.
First Aid
Beginning at 3rd level, you can provide immediate assistance to any creature suffering from serious injuries. When you stabilize a dying beast or humanoid with a successful Wisdom (Medicine) check, you can spend 3 gambit points to perform first aid. The creature regains hit points equal to the scored result of your Wisdom (Medicine) check and an equal amount of temporary hit points that last for 1 minute. In addition, the creature removes any wounds it suffers from.
Parasitic Mutation
At 7th level, you learn to concoct a virus of mutated parasites that can grant its host new physical abilities. You can use your action on your turn to spend 4 gambit points to alter a potion or poison you are holding with a parasitic mutation. When the altered potion or poison is administered to a beast or humanoid, it is exposed to unnatural mutation in addition to any other effects.
When a creature is exposed to unnatural mutation, it must succeed on a Constitution saving throw or take 5 (1d10) poison damage. Whether the save is a success or failure, the creature gains a new racial ability, determined by rolling on the Unnatural Mutation table. A creature can benefit from only one unnatural mutation at a time.
The creature’s body keeps fighting the unnatural mutation. At the end of each long rest, a mutated creature must make a DC 13 Constitution saving throw. On a successful save, the creature keeps its racial ability granted by the unnatural mutation and the DC for this save increases by 1d4. On a failed save, the creature loses its racial ability granted by the unnatural mutation and takes 5 (1d10) poison damage.
Unnatural Mutation
d10 | Mutation |
---|---|
1 | Amphibious. You can breathe air and water. |
2 | Antennae. You gain advantage on Wisdom (Perception) checks to find hidden creatures and objects. |
3 | Chameleon Skin. You gain advantage on Dexterity (Stealth) checks made to hide. |
4 | Echolocation. You gain blindsight out to a range of 30 feet. You can't use your blindsight while deafened. |
Unnatural Mutation
d10 | Mutation |
---|---|
5 | Exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. A shield's benefits apply as normal while you use this armor. |
6 | Hypertrophy. Your Strength score increases by 2, as does your maximum for that score. |
7 | Photosynthetic. For every hour that you are continuously exposed to direct sunlight, you regain hit points equal to your character level. |
8 | Prehensile Tail. Once per turn, you can take the Use an Object action as a free action. |
9 | Slow Metabolism. Your daily food and water requirements are halved, and you have advantage on saving throws against being poisoned. |
10 | Spongy Flesh. You gain resistance to one damage type chosen from bludgeoning, piercing, and slashing. |
Zealot
Indoctrinated to the extreme, zealots are insane radicals that expiate their sins with unrestrained fanatism. With complete disregard to their own safety, they throw themselves into the fray in shocking gestures of self-sacrifice and repentance. The pain reminding them to do penance for the sins of the world and to quell their impure thoughts. Zealots are the first to pass judgment on any who differ from their view of the world. To become a martyr of the faith is the highest honor that zealots can aspire for. Their divine mission takes them on a slaughtering crusade that leaves a trail of mutilated corpses.
Bonus Proficiencies
When you choose this tack at 1st level, you gain proficiency in one additional exotic language and two additional skills of your choice, and you become proficient with two instruments of your choice. In addition, you gain proficiency in Charisma saving throws.
Divine Will
You can use Charisma instead of Strength for the attack rolls and damage rolls of your melee attacks using simple weapons.
In addition, while you have less than half of your total hit points remaining, you have advantage on saving throws against being charmed or frightened.
Pious Fury
Beginning when you choose this tack at 1st level, you can attack in a frenzied state of fanatic devotion. You can spend 1 gambit point as a bonus action on your turn to gain one Pious Fury die, a d4. For the next minute, when you hit a creature with a melee attack using a simple weapon or unarmed strikes, you can add the die to the attack’s damage roll.
When your turn ends and you damaged a hostile creature during that turn, you increase the Pious Fury die size by one stage (to a d6, d8, etc.) up to a d12. When your turn ends and you haven’t damaged a hostile creature during that turn, the die size reverts back to a d4.
You can only benefit from one Pious Fury die at a time.
Fighting Style
You gain access to the following additional fighting style options.
Contempt for the Weak
When you attack a frightened creature or a creature that has less than half of its total hit points remaining, you can forgo rolling your Pious Fury die when it is part of the damage roll and choose the maximum number that die can roll.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Reap Impurity
Beginning at 3rd level, you can inflict yourself with incredible pain to turn into an unstoppable force. As a bonus action, you can choose to spend one unspent Hit Die. If you do, you gain advantage on all melee weapon attack rolls until the end of your turn. If you have less than half of your total hit points remaining when you spent this Hit Die, you recover the spent Hit Die at the start of your next turn.
Fanatic Preaching
At 3rd level, you gain the ability to deliver a passionate speech, aiming to convert heretics to your godly patron’s cause. If you perform for at least 10 minutes, you can spend 3 gambit points to attempt to instill fear and awe for your godly patron in your audience, by orating, reciting religious texts, playing music, or singing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to the entire performance, up to a number equal to your Charisma modifier (minimum of 1). Each target must succeed on a Wisdom saving throw or be charmed by you.
While you can see one or more targets charmed in this way, you can use your Pious Fury feature without spending gambit points. The charmed condition ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, it is immune to the effects of this ability for the next 24 hours, though it has no hint that you tried to charm it.
Sacrificial Rite
Starting at 7th level, your doctrine inspires enemy and ally alike to offer their life vitality to your holy cause. As an action, you can spend 4 gambit points to attempt to convince a humanoid charmed by you to sacrifice its life vitality to grant you a divine blessing. The target makes an Intelligence (Religion) check contested by your Charisma (Intimidation or Persuasion) check. If you win, the target takes 4d8 necrotic damage. You choose one of the damage dice, use its rolled score to consult the table below and determine which blessing is bestowed upon you by your godly patron. On a 8, you can choose the blessing.
The blessing lasts a number of hours equal to your Charisma modifier (minimum of 1).
1. Blessing of Absolution. You increase your current and total hit points by an amount equal to half the necrotic damage dealt to the target.
2. Blessing of Commitment. When you would drop to 0 hit points, you are not knocked unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, you die after a number of failed death saving throws equal to 3 plus your Charisma modifier (minimum of 4 failures).
3. Blessing of Faithful Hands. While you have less than half of your total hit points remaining, you deal an extra 5 (1d10) psychic damage when you hit a creature with a melee attack using a simple weapon.
4. Blessing of Mystic Corruption. You add one additional Pious Fury die to your damage rolls with a simple weapon or unarmed strikes. The damage type of your Pious Fury die changes to necrotic or radiant (your choice) for the duration of this blessing.
5. Blessing of Purification. While you are affected by a poison or disease, you gain a bonus to AC equal to your Charisma modifier. In addition, when you hit a hostile creature with a melee attack using a simple weapon, you can transfer one poison or disease affecting you to the target.
6. Blessing of Testimony. When you must make a saving throw, you lose 1 hit point and gain a bonus to the saving throw equal to your Charisma modifier (minimum of 1).
7. Blessing of Thorns. You have resistance to bludgeoning, piercing, and slashing damage. You lose 1d4 hit points at the end of each of your turns unless you have less than half of your total hit points remaining.
Character Details
Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This section explores those details that distinguish characters from one another, including the rules of backgrounds and languages.
Languages
Your origin indicates the modern languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
These languages are divided into two categories: common languages and exotic languages. Choose your languages from the appropriate category table. With your DM’s permission, you can replace one of these languages with another language of the same category.
Each playable character is considered to know Basic English, which allows that character to communicate simple ideas with any creature that knows Basic English.
Common Languages
Language | Script |
---|---|
Arabic | Arabic |
Bengali | Bengali |
Chinese | Hanzi |
English | Latin |
French | Latin |
German | Latin |
Hindi | Nagari |
Indonesian | Latin |
Japanese | Kanji |
Portuguese | Latin |
Russian | Cyrillic |
Spanish | Latin |
Exotic Languages
Language | Script |
---|---|
Afrikaans | Latin |
Creole | Latin |
Czech | Latin |
Greek | Greek |
Hebrew | Hebrew |
Kazakh | Cyrillic |
Kurdish | Arabic |
Latin | Latin |
Mongolian | Cyrillic |
Quechua | — |
Somali | Latin |
Swedish | Cyrillic |
Backgrounds
Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your survivor could have been a hard-working laborer, prestigious academic, or a grizzled soldier.
Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? How did the apocalyptic end of the world change whatever your background describes you did? Where did you acquire your starting gear? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?
The backgrounds listed below replace the options available in the Player’s Handbook. Each background includes an additional perk that provides the character with certain benefits.
Artist
You are gifted with great talent and imagination, skilled in a particular field of arts and closely associated with other artists. You have spent countless days, or years, perfecting your techniques to craft a true masterpiece. Life’s journey is full of experiences and discoveries that will ultimately turn you into a master artist.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Two types of artisan’s tools
Equipment: A set of artisan’s tools (one of your choice), a notebook and 2 pencils. In addition, you have $15 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Inventive
Inventive
You can halve the cost of materials required to craft common items, like those listed on the Adventuring Gear table.
Athlete
You strive to perfect yourself physically and in execution of everything you do. The thrill of completion lights fire in your blood, and the roar of the crowd drives you forward. You believe respect is earned through physical contests and by pushing the body beyond its normal limits.
Skill Proficiencies: Acrobatics, Athletics
Languages: One common language of your choice
Equipment: A boomerang, a past trophy, and a set of traveler’s clothes. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Competitive
Competitive
If you participate in a contested skill check and you don’t roll the highest result, you can roll a d4 and add the die to the result, possibly winning the contest.
Celebrity
You enjoy fame and broad public recognition, and your achievements, or lack thereof, earn you a living. You aren’t simply destined for great deeds, you are the living embodiment of a champion or fallen hero. Your presence demands respect and awe in the common folk who dream of walking in your shoes one day, or instills a deep sense of dread for the magnitude of your failure.
Skill Proficiencies: Intimidation, Persuasion
Languages: One common language of your choice
Equipment: An inlaid diamond ring worth $200, and a set of fine clothes.
Background Perk: Glamorous
Glamorous
When you make a Charisma check to interact with friendly or indifferent creatures, you can add your proficiency bonus if it doesn’t already apply to the check.
Criminal
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: One gaming set (its type determined by your tool proficiency), a lock, and a shiv. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Swindler
Swindler
During downtime activities that involve gambling games using a gaming set you are proficient with, you gain advantage on any Charisma (Deception) check or Dexterity (Sleight of Hand) check.
Disciple
You have spent your life in the service of a temple to a specific god, major philosopher, or inspirational leader. You act as a loyal servant, performing daily rituals and acts of worship. You follow a life style in the fashion of the religion, philosophy, or doctrine you uphold to be the purest way to live.
Skill Proficiencies: History, Religion
Languages: One exotic language of your choice
Equipment: A holy symbol, a prayer book, and 5 candles. In addition, you have $20 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Faithful
Faithful
When you take the Help action on your turn, you can choose a friendly creature within 5 feet of you that isn’t incapacitated or yourself. The chosen creature gains temporary hit points equal to twice your proficiency bonus until the start of your next turn.
Entertainer
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Whatever techniques you use, your art is your life.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), a portable media player, and a headset. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Inspirational
Inspirational
You can gain up to two uses of inspiration instead of only one use. In addition, you can spend inspiration to recover a number of gambit points up to your proficiency bonus.
Laborer
You are skilled in a poorly credited and heavily underpaid profession, looked down upon by others if not completely ignored. Your contribution to society is vital, because your services are the driving force behind the economy. You have a practical approach to most problems, and you always get the job done.
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: One type of gaming set, military vehicles (choose air, land or water)
Equipment: One gaming set (its type determined by your tool proficiency), a wrench, and a set of common clothes. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Determined
Determined
When you fail a death saving throw, you gain advantage on your next death saving throw before the end of your next turn.
Medic
You are a medical professional who cares for the wounded and injured, treating your patients with a combination of medical knowledge, genuine compassion, and a deep-rooted conviction that all life must be protected. You have pledged you life in service of all who suffer.
Skill Proficiencies: Medicine, Investigation
Tool Proficiencies: One exotic language of your choice
Equipment: A healer’s kit (5 uses), a blanket, and two bars of soap. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Sample
Sample
You can take an action to touch a creature affected by a poison or disease. You identify one poison or disease affecting it.
Sailor
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, dangers of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Skill Proficiencies: Perception, and choose one from Acrobatics and Athletics
Tool Proficiencies: Navigator’s tools, civil and military vehicles (water)
Equipment: Silk rope (50 feet), a scuba diving mask, and a dive watch. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Sea Lungs
Sea Lungs
The number of minutes you can hold your breath is doubled.
Scholar
In your formative years, you found your way to one of the world’s most prestigious universities, where you learned that knowledge is a more valuable treasure than money or fame. You are ready to unravel the greatest mysteries and find the answers to the big questions.
Skill Proficiencies: Nature, Science
Languages: One common language and one exotic language of your choice
Equipment: A writing kit, an academic book on a subject of your choosing, and a calculator. In addition, you have $15 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Researcher
Researcher
During downtime activities that involve conducting research on a manual, the time required to gain its benefits is halved.
Soldier
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
Skill Proficiencies: Athletics, Stealth
Tool Proficiencies: Military vehicles (air, land, and water)
Equipment: A banner, a set of traveler’s clothes, and a lighter. In addition, you have $15 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Veteran
Veteran
You gain proficiency in one martial weapon of your choice.
Vagabond
You feel most at home in the wilds, far from civilization and urban comforts and technology. The road is where you belong, constantly on the move to explore and experience the natural world. You’ve witnessed grand migrating flocks of birds, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. You know the way of the wilds.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Herbalism kit
Equipment: A fur coat, a compass, and a pocket knife. In addition, you have $10 that you can spend purchasing equipment of your choice. Choose your gear from the Adventuring Gear table.
Background Perk: Wanderer
Wanderer
When you take the Disengage action on your turn, you add your proficiency bonus to your AC against the first attack targeting you before the start of your next turn.
Equipment
For a survivor, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death.
Armor and Shields Properties
The Armor table collects the most commonly available types of armor found in the setting and separates them into three categories: light armor, medium armor, and heavy armor. Many types of armor have special properties related to their use, as shown in the Armor table.
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't use Gambit features.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Bulletproof. While wearing bulletproof armor, you reduce piercing damage dealt to you with firearms by an amount equal to the listed value in parentheses.
Camouflage. While wearing camouflage armor, you have advantage on Dexterity (Stealth) checks.
Heavy. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. While wearing armor with the heavy property, your speed is reduced by 10 feet unless your Strength score is equal to or higher than the score listed in parentheses.
Restricting. While wearing restricting armor, you have disadvantage on Dexterity (Stealth) checks.
Shields. Wielding a shield increases your Armor Class by the listed value. You can benefit from only one shield at a time.
Two-Handed. This type of shield requires two hands to wield.
Ballistic Shields as Weapons
Certain traits and features allow you to wield a shield as a weapon, such as the Warden Bonus Proficiency. While wielding a ballistic shield, you can only use it to make attacks that require two hands.
If you are normally able to wield a shield as a melee weapon with the versatile property, you can only attack with a ballistic shield using both hands, and you resolve the damage roll with the greater damage die size listed in the versatile property.
Armor
Armor | Cost | Armor Class (AC) | Weight | Properties |
---|---|---|---|---|
Light Armor | ||||
Undercover shirt | $60 | 10 + Dex modifier | 2 lb. | Camouflage |
Leather jacket | $50 | 11 + Dex modifier | 9 lb. | — |
Tactical vest, light | $70 | 12 + Dex modifier | 7lb. | Bulletproof (2) |
Medium Armor | ||||
Undercover vest | $100 | 13 + Dex modifier | 4 lb. | Bulletproof (2), camouflage |
Light-Duty vest | $125 | 14 + Dex modifier (max 2) | 8 lb. | Bulletproof (2) |
Tactical vest, heavy | $160 | 15 + Dex modifier (max 2) | 10 lb. | Bulletproof (2), heavy (Str 13), restricting |
Heavy Armor | ||||
Special response gear | $220 | 16 | 15 lb. | Bulletproof (3), heavy (Str 13), restricting |
Tactical armor | $300 | 17 | 18 lb. | Bulletproof (4), heavy (Str 13), restricting |
Forced entry unit | $600 | 18 | 24 lb. | Bulletproof (6), heavy (Str 15), restricting |
Shields | ||||
Riot shield | $80 | +2 | 6 lb. | — |
Ballistic shield | $140 | +3 | 16 lb. | Restricting, two-handed |
Weapon Properties
Many weapons have special properties related to their use, as shown in the Melee Weapons table.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. The ammunition of a firearm is destroyed upon use.
Brittle. When you hit a target with an attack using a weapon that has the brittle property, the weapon is destroyed immediately after you deal damage with it.
Burst Fire. You can use a weapon that has the burst fire property to make a normal attack, or you can use your action to make it spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.
Cumbersome. Because of the unwieldy shape of this weapon, you can only make one attack using a cumbersome weapon when you use an action, bonus action, or reaction to attack with it, regardless of the number of attacks you can normally make.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy. Heavy weapons require great strength to be wielded effectively. While wielding a heavy weapon, your base walking speed is reduced by 10 feet and you make attacks with disadvantage using the weapon. If your Strength score is equal to or higher than the listed score, you don’t suffer a penalty to your speed and you can make attacks using that weapon as normal.
Intricate. Intricate weapons require great knowledge of advanced technology to be used safely. While wielding an intricate weapon, your attack rolls score a misfire on a natural roll of 3 or lower, and you make attacks with disadvantage using the weapon. When you score a misfire on an attack roll, the attack targets you instead and automatically hits. If your Intelligence score is equal to or higher than the listed score, you don’t suffer the penalty of a possible misfire and you can make attacks using that weapon as normal.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. You can wield one light weapon in each of your hands. See the rules for two-weapon fighting in chapter 9 of the Player’s Handbook for more information.
Loading. Because of the time required to load this weapon, you can only make one attack with it when you use an action, bonus action, or reaction to fire its ammunition, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Reload. You are limited in how many pieces of ammunition you can fire from a weapon that has the reload property. When you have fired the number of rounds detailed in parentheses, you must reload the weapon using an action or a bonus action (your choice).
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s properties description under “Special Weapons” later in this section.
Spray. A weapon with the spray property expends multiple pieces of ammunition when fired. When you make an attack using a weapon with the spray property, you expend as many pieces of ammunition as detailed in parentheses after the property.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack and damage roll as you would you use for a melee attack with the weapon.
Two-Handed. This weapon requires two hands when you attack with it.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Special Weapons
Weapons with special properties are described here.
Boomerang. After you make an attack with a boomerang, it returns to the thrower’s hand.
Flare gun. If you fire a flare gun in the air, the shell bursts in a brightly colored flame that can be seen for up to 25 miles away, depending on surrounding terrain and weather.
Pepper Spray. When you hit a creature with pepper spray, it must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the condition on a successful save.
Stun Prod. When you hit a creature with a stun prod, it must succeed on a DC 13 Constitution saving throw or be stunned until the start of your next turn. Constructs have disadvantage on the saving throw.
Taser Gun. When you hit a creature with a taser gun, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the condition on a successful save.
Melee Weapons Table
Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Baseball bat | $8 | 1d6 bludgeoning | 3 lb. | Versatile (d8) |
Brass knuckle | $6 | 1d4 bludgeoning | 1 lb. | Finesse, light |
Harpoon | $24 | 1d6 piercing | 4 lb. | Thrown (30/90), versatile (d8) |
Knife | $12 | 1d4 piercing | 1 lb. | Finesse, light, thrown (20/60) |
Morning star | $30 | 1d8 piercing | 7 lb. | Cumbersome, versatile (d10) |
Pipe | $6 | 1d10 bludgeoning | 11 lb. | Heavy (Str 13), two-handed |
Scythe | $10 | 2d4 slashing | 6 lb. | Reach, two-handed |
Shiv | $10 | 4d4 piercing | 1 lb. | Brittle, finesse, light |
Tomahawk | $16 | 1d6 slashing | 2 lb. | Light, thrown (20/60) |
Martial Melee Weapons | ||||
Chained anchor | $50 | 3d6 piercing | 25 lb. | Heavy (Str 17), two-handed |
Chainsaw | $250 | 2d12 slashing | 16 lb. | Cumbersome, heavy (Str 15), two-handed |
Chainsword | $120 | 2d6 slashing | 6 lb. | Versatile (d8) |
Machete | $70 | 1d10 slashing | 3 lb. | Light, thrown (20/60) |
Poison injector | $50 | 4d6 poison | 1 lb. | Brittle, finesse, light |
Pulse blade | $800 | 2d8 radiant | 5 lb. | Finesse, intricate (Int 15) |
Sawtooth glaive | $80 | 2d6 slashing | 8 lb. | Finesse, reach, two-handed |
Scourge | $45 | 2d8 slashing | 3 lb. | — |
Sledgehammer | $80 | 2d10 bludgeoning | 12 lb. | Heavy (Str 13), two-handed |
Stun Prod | $150 | 1d10 lightning | 5 lb. | Cumbersome, special |
Ranged Weapons Table
The following ranged weapons are considered firearms: flare gun, nail gun, holdout pistol, gatling gun, hyperfusion blaster, combat pistol, revolver, assault rifle, hunting rifle, shotgun, and submachine gun.
Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Ranged Weapons | ||||
Automatic crossbow | $100 | 1d8 piercing | 2 lb. | Ammunition (range 80/240), reload (4 shots), two-handed |
Boomerang | $16 | 1d6 bludgeoning | 1 lb. | Light, special, thrown (40/120) |
Dart | $2 | 1d4 piercing | 1/4 lb. | Finesse, thrown (20/60) |
Flare gun | $100 | 1d6 fire | 3 lb. | Ammunition (range 30/120), reload (1 shot), special |
Molotov cocktail | $14 | 1d8 fire | 2 lb. | Thrown (20/60) |
Nail gun | $40 | 1d6 piercing | 5 lb. | Ammunition (range 40/160), reload (6 shots) |
Pepper spray | $30 | 1d4 acid | 1 lb. | Ammunition (range 5/10), light, special |
Pistol, holdout | $60 | 2d4 piercing | 2 lb. | Ammunition (range 40/160), reload (1 shot) |
Sling | $5 | 1d6 bludgeoning | 1/2 lb. | Ammunition (range 30/120) |
Taser gun | $75 | 1d4 lightning | 1 lb. | Ammunition (range 20/40), intricate (Int 11), special |
Martial Ranged Weapons | ||||
Compound bow | $200 | 1d12 piercing | 5 lb. | Ammunition (range 120/480), heavy (Str 11), two-handed |
Flamethrower | $300 | 2d6 fire | 20 lb. | Ammunition (range 15/30), burst fire, two-handed |
Gatling gun | $500 | 3d6 piercing | 14 lb. | Ammunition (range 40/120), heavy (Str 15), intricate (Int 13), loading, spray (5), two-handed |
Hyperfusion blaster | $1,200 | 2d8 radiant | 5 lb. | Ammunition (range 100/400), intricate (Int 17) |
Pistol, combat | $180 | 1d10 piercing | 3 lb. | Ammunition (range 50/200), light, reload (15 shots) |
Revolver | $140 | 1d12 piercing | 3 lb. | Ammunition (range 40/160), reload (6 shots) |
Rifle, assault | $300 | 1d10 piercing | 8 lb. | Ammunition (range 80/360), burst fire, reload (24 shots), spray (2), two-handed |
Rifle, hunting | $250 | 2d8 piercing | 8 lb. | Ammunition (range 90/450), loading, reload (5 shots), two-handed |
Shotgun | $200 | 2d10 piercing | 7 lb. | Ammunition (range 20/40), loading, reload (2 shots), two-handed |
Submachine gun | $250 | 1d12 piercing | 5 lb. | Ammunition (range 60/300), burst fire, reload (30 shots), spray (3), two-handed |
Ammunition Table
Weapons with the ammunition property require projectiles or fuel to be fired. The table below indicates the type of ammunition for each of these weapons, including the cost and weight. Certain pieces of ammunition, like bullets and charges, are lost upon use whereas other types can be recovered and used again, like arrows and sling bullets.
Ammunition
Weapon | Ammunition (units) | Cost | Weight | Properties |
---|---|---|---|---|
Automatic crossbow | Bolt (10) | $20 | 1 lb. | Reusable |
Compound bow | Arrow (10) | $20 | 1 lb. | Reusable |
Flametrower | Gasoline (5) | $30 | 10 lb. | Lost |
Flare gun | Flare (5) | $20 | 1 lb. | Lost |
Gatling gun | Bullet (20) | $60 | 1 lb. | Lost |
Hyperfusion blaster | Energy cell (1) | $150 | 3 lb. | Infinite |
Nail gun | Bullet (10) | $5 | 1 lb. | Lost |
Pepper spray | Chemical supply (5) | $20 | 1 lb. | Lost |
Pistol | Bullet (10) | $30 | 1 lb. | Lost |
Revolver | Bullet (10) | $40 | 1 lb. | Lost |
Rifle | Bullet (20) | $80 | 1 lb. | Lost |
Shotgun | Bullet (5) | $30 | 1 lb. | Lost |
Sling | Sling bullet (20) | $1 | 1.5 lb. | Reusable |
Submachine gun | Bullet (20) | $60 | 1 lb. | Lost |
Taser gun | Charge (5) | $20 | 1 lb. | Lost |
Appendix A: Creature Statistics
Class features allow characters to call on the aid of animals, craft constructs to serve as familiars, or form special bonds with other creatures. Statistics for such creatures are grouped in this appendix for your convenience.
Dog
Small beast, unaligned
- Armor Class 12
- Hit Points 9 (2d6 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage and if the target is a creature, it is grappled (escape DC 11). The dog can use its action to deal 5 (2d4) piercing damage to a grappled target.
Falcon
Tiny beast, unaligned
- Armor Class 14
- Hit Points 7 (3d4)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 10 (+0) 2 (-4) 14 (+2) 6 (-2)
- Skills Perception +4
- Senses passive Perception 14
- Languages —
- Challenge 1/4 (50 XP)
Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Fox
Tiny beast, unaligned
- Armor Class 13
- Hit Points 10 (4d4)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
Cunning. The fox can take the Disengage or Dodge action as a bonus action on its turn.
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
MASS Drone
Tiny construct, unaligned
- Armor Class 13 (natural armor)
- Hit Points 18 (4d4 + 8)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 14 (+2) 3 (-4) 14 (+2) 1 (-5)
- Skills Perception +4
- Damage Vulnerabilities lightning
- Damage Resistances poison, psychic
- Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
- Senses passive Perception 14
- Languages —
- Challenge 1/4 (50 XP)
Illumination. As a bonus action, the drone can shed bright light in a 20-foot radius and dim light for an additional 20 feet or extinguish the light.
Recorded Mimicry. The drone can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
Actions
Sonic Blast. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 6 (1d8 + 2) thunder damage.
Owl
Tiny beast, unaligned
- Armor Class 12
- Hit Points 7 (3d4)
- Speed 5 ft., fly 50 ft.
STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 11 (+0) 2 (-4) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +4
- Senses darkvision 120 ft., passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Wolf
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Predatory Instinct. Whenever the wolf finishes a long rest and has been without food for 2 or more days, roll a d6. On a 6, the wolf goes feral. On each of its turns while feral, the wolf attacks the nearest creature it can see that isn’t a wolf. If no creature is near enough to move to and attack, the wolf uses all its movement to move to the nearest creature it can see. Once the wolf goes feral, it continues to do so until it dies or eats the required amount of food for one day.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Adapt or Perish
The Survivor's Guide to the Apocalypse is a homebrew reference for the fifth edition DUNGEON & DRAGONS' roleplaying game. It contains rules for character creation and advancement, backgrounds, custom equipment, and more within a modern, dystopian setting.
This document was inspired by modern-day, post-apocalyptic games, such as The Last Of Us series.
Immerse yourself in a world of hope and horror. Work together to survive the great dangers lurking in the shadows. Fight terrifying monsters while searching for the cure that prevents complete annihilation.
Cover Art: Miriam Salib
When you're ready to save mankind,
start creating your character using the
Survivor's Guide to the Apocalypse.
Credits
Content creator: u/HumbleChronicler