Scavenger | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Scavenger

Ability Score Increase
WIS +2, DEX +1
Wealth, Reputation and Supply
WEA +1, SUP +3
Speed Modifier
+10
Skill Proficiencies
Investigation, Perception, Mechanics, Circuitry, Navigation
Weapon & Armor Proficiencies
Archaic Simple Weapons, Archaic Martial Weapons, Personal Melee Weapons, Personal Handguns, Personal Shotguns, Personal Riffles
Tool Proficiencies
Civilian Vehicles, one category of Commercial Vehicle
Languages
5 of your choice
Equipment
A set of maps either paper or software. A set of history or travel books in E-book format covering the interested region. A travel wish list of places to travel. A set of travel luggage. Passport and travel papers. A set of common clothes. A staff, a discarded trinket or item found among wreckage repurposed which reveals a mystery or question, a set of torn used clothes

FEAT: Great Escape

You have plenty experience in getting out of tight situations. Opportunity attacks made at you have disadvantage. Your movement speed increases by 10 feet.

Need a grand entrance or great escape? Look no further than the infamous Smoke bomb! You receive two smoke bombs. As a Bonus Action, you can use a Smoke Bomb at the location you are standing to create a 5-foot-radius of smoke centered on where you are standing. The smoke spreads around corners and it's area is heavily obscured. It lasts until the start of your next turn or until a wind of moderate or greater speed disperses it. It is up to the DM to determine whether the wind is strong enough.

During a short or long rest, you may craft one Smoke Bomb, and they are considered to weigh 0 lb in your inventory. You can only have a number of Smoke Bombs equal to your Charisma modifier + 1 (minimum 1) at a time. These Smoke Bombs can only be used by you and cannot be sold.

  • Starting at 3rd Tier, you have managed to increase the potency of your smoke bombs, and now they create a 10-foot-radius of smoke centered at the location it was activated.
  • Starting at 5th Tier, you have managed to add sleeping gas into your smoke bombs. Any creature that starts their turn, or enters the area of the smoke bomb must succeed a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + Charisma Modifier. On a failed save, they fall unconscious for 1d4 turns. The sleeper wakes up if they take damage or someone uses an action to shake or slap the sleeper awake. When making a Smoke Bomb, you must spend an additional 5gp to add sleeping gas to it. Creatures that hold their breath before entering the smoke are unaffected.

FEAT: Appraisal

You have trained your eyes to see the true value of objects and people with your eyes. You can use an action to target a creature or object to appraise them. If you appraise a creature, you know the creature type, senses, vulnerabilities, damage resistances, and damage immunities of that creature. If you appraise an object, you know the physical properties of that object (i.e. material) as well as whether or not that object is trapped or contaminated. You can only appraise one creature or object at a time. If you appraise a creature or object within one round of appraising a different creature or object, you can use a bonus action to appraise the new creature or object instead. You can use this feature a number of times equal to your Charisma modifier + 1 (minimum 1). When you finish a short or long rest, you regain all expended uses.

  • Starting at 3rd Tier, if you appraise a creature, you also know the creatures' current hit points and armor class.
  • Starting at 5th Tier, while appraising a creature, you know the target's original form if the target creature takes on a different form (i.e transformed by magic or the Druid’s Wild Shape feature), as well as any superpowers, diseases, or conditions that they have.
  • Starting at 7th Tier, if you have appraised a creature or object during your turn, you gain 20 feet of Truesight until the start of your next turn.

FEAT: Stolen Identity

After appraising a creature with the same size and creature type as you, you know everything you need to know to produce a perfect disguise in their image. After one minute, you can create a disguise that changes your appearance and voice to match that creature. You are indiscernible to the casual observer but if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) checks you make to avoid detection. However, your ability scores, proficiencies, Hit Points, and AC remain the same as before you entered the disguise and you cannot use any class features, racial traits, or feats while you are in this disguise. If you take piercing or slashing damage, the disguise is ripped and you appear in your costume. Alternatively, you can use a free action to tear off your disguise, appearing in your costume instead.

FEAT: Scavenge

You may search an area for something of value. Refer to the table bellow for results.

Big Discovery

1:20 d20 d4 1:10 d10 d6 1:8 d8 d8 1:6 d6 d10 1:4 d4 2d20


Time RequiredOdds of DiscoveryDiscovery Value
10 min1:201d4
1 hour1:101d6
4 hours1:81d8
1 day1:61d10
1 week1:42d20

Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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