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

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Survivalist

Ability Score Increase
WIS +2, INT +1, STR +1
Wealth, Reputation and Supply
SUP +2
Speed Modifier
+10
Skill Proficiencies
Survival, Nature, Animal Handling, Medicine, Perception
Weapon & Armor Proficiencies
Archaic Simple Weapons, Archaic Martial Ranged Weapons, Archaic Martial Melee Weapons, Personal Weapons, LIght Explosives, Improvised Weapons
Tool Proficiencies
Civilian Vehicles, Rowboat
Languages
2 of your choice, 2 signaling languages,
Equipment
A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

FEAT: True Survivor

You are a true master of the art of survival. When an attack would reduce you to 0 hitpoints, you can instead drop to 1 hitpoint. You may use this feature equal times your Constitution modifier (max 4), regaining all use after you finish a long rest.

FEAT: Adaptability

You can take a pretty good gander at what your opponents may attempt, and so better prepare yourself against it. You may choose an ability score at the end of a long rest. Until you finish another long rest, whenever you must make a saving throw with the chosen ability score, you gain a bonus equal to your Constitution modifier (minimum 1) on saving throws belonging to that ability score.

FEAT: Animal Traits

As a survivalist, you can copy the traits of animals to better protect yourself from danger. You know a number of Animal Traits equal to 3 at Tier One, 4 at Tier Three, 5 at Tier Five, 6 at Tier 7, and 7 at Tier 9. These and further traits are chosen from the Animal Traits List provided at the end of this occupation description. Everytime you gain Gain a Tier, you may change out traits from the list to Traits Copied as according to your Tier.

1st Tier
  • Squirrel-like Agility. You are agile as you should be to escape dangers. You may use your bonus action to dash.
  • Turtle Armor. Your base AC when unarmored is 12 + your Constitution modifier. You may wear a shield and still gain this benefit.
  • Owl Eyes. You gain advantage on Perception.
  • Mongoose Claws. Your unarmed strikes deal 1d6 slashing damage. This increases further when you reach higher levels: your unarmed strike's damage die increases to a 1d8 at 3rd Tier, a 1d10 at 5th Tier, and a 1d20 at 7th Tier.
  • Mule. Your carrying capacity doubles.
  • Flea's Spring. Your jumping height triples.
  • Colt's Run. Your movement speed increases by 50%.
  • Troglodyte Adeptness. You gain resistance to one damage type of your choice from fire, cold, poison, and psychic.
  • Crow's Wire. You gain proficiency in a tool of your choice.
  • Gator Submersion. While underwater, you have advantage in Dexterity (Stealth) checks.
  • Polar Bear Paws. You do not consider any snowy or arctic terrain as a difficult terrain.
  • Snow Hare. When in snowy or arctic terrain, you are proficient in stealth checks. If you already have proficiency, double your bonus.
  • Puppy Eyes. You are proficient in persuasion checks. If you already have proficiency, double your bonus.
  • Bear Size. Whenever you perform checks to shove or grapple another creature, your size is considered Large.
  • Parrot. You learn a language of your choice.
3rd Tier
  • Weasel Wile. When you make a melee attack against a target, you may use a bonus action to take the Disengage action.
  • Brawling Gorilla. You gain a +2 bonus to damage rolls with melee weapons as well as unarmed strikes.
  • Mongoose Fur. You gain resistance against poison damage and you are now immune to being poisoned.
  • Oblivious Sloth. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Pack Tactics. You have advantage on an attack roll against a target if at least one of your allies is within 5 feet of the target and the ally isn't incapacitated.
  • Beastial Face. You gain proficiency in intimidation checks. If you already have proficiency, double your bonus.
  • Cowbird Deception. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
5th Tier
  • Cuttlefish Propulsion. Your underwater movement speed is doubled.
  • Kangaroo Buff. You may expend your bonus action to add one extra damage die to your next attack, granted it hits.
  • Python Coil. You gain proficiency in all actions that grapple another creature.
  • Mole Dig. You gain a Burrow speed of 5 feet.
  • Crow's Adroitness. You may choose one skill proficiency you have and double that bonus.
  • Bear Strength. You gain proficiency in Strength checks and saving throws. If you already have it, double the bonus.
  • Trurle Shell. While you aren't wearing any armor, your AC becomes 10 + your Dexterity Modifier + your Constitution modifier.
  • Bloodhound's Nose. You gain the ability of scent detection. You have advantage on all Wisdom (Perception) checks involving your sense of smell.
  • Barracuda Stomach. You cannot get disease or poisoned from edibles.
  • Cat's Revenge. When you have taken damage from a creature's melee attack, you may expend your reaction to make a melee weapon attack against the creature
  • Gila Skin. You are able to comfortably tolerate Extreme Heat environments as per the DMG. This confers complete protection in these environments resulting in no Constitution save for these environments. You also gain resistance to fire damage.
  • Bear Hug. Make a melee unarmed attack on a target within range. On hit, the target takes 4d4 bludgeoning damage and is restrained.
  • Chameleon Color. You gain proficiency in stealth checks.
  • Fox's Cunning. When you are subjected to an Intelligence saving throw, you may choose to instantly succeed the roll. You may use this feature once, regaining use after you finish a long rest.
  • Crow's Eye. You gain proficiency in all investigation checks.
  • Cat's Scorn. You may expend an action to designate one target up to 60 feet of your location you can see. The target's attacks against you now roll with disadvantage until your next turn. You may use this feature three times, regaining use after you finish a long rest.
  • Swift Starling. Your flying movement speed is doubled. If you did not have any to begin with, you instead double your jump distance.
  • Python Squeeze. This feature can only be used on a medium or small creature while the user has advantage on the attack roll. Make a grapple against the target. On success, the target is grappled. Until the grapple ends, the target cannot breathe and begins to choke, and the user has advantage on attack rolls against it. The target also has disadvantage in checks to get out of the grapple.
7th Tier
  • Shedding Tail. When you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Sixth Sense. You may expend one bonus action. All weapon and area attacks in the next round have a disadvantage against you. You may use this feature once, regaining use after you finish a long rest.
  • Wolf's Howl. You may expend your action to grant up to three creatures that can hear you an inspiration die. You may use this feature once, regaining use after you finish a long rest.
  • Preemptive Mantis. No attack roll has advantage against you while you aren't incapacitated.
  • Seal Blubber. You are able to comfortably tolerate Extreme Cold environments as per the DMG. This confers complete protection in these environments resulting in no Constitution save for these environments. You also gain resistance to cold damage.
  • Worm Slip. All attempts to grapple or restrain you roll with disadvantage.
  • Late Apes. You can double your proficiency in improvised and archaic simple weapons
  • Brave Lion. You are immune to the frightened condition. You can also grant up to five creatures you can see this immunity for 1D8 turns.
  • Ignorance. You gain proficiency in all Intelligence saving throws.
  • Oblivious Sloth, You may expend your action and become immune to mind-altering effects for the next hour.
9th Tier
  • Natural Master of Disguise. You become virtually invisible up to one hour by using foliage and soil to cover you and your equipment. Your passive stealth score becomes a 20. Anything you are wearing or carrying is invisible as long as it is on your person. You may use this feature once, regaining use after you finish a long rest.
  • Camel's Resilience. You can survive extra days without food, water, sleep, or anything else that normally you would need to spend time every day to do, equal to your Constitution modifier. You don't enter death saving throws until you reach -(x) hit points, where (x) is your Constitution ability score. This -(x) is equal to the normal 0 hit point condition.
  • Coy Fox. You gain proficiency in all Charisma saving throws.
  • Wizened Owl. You gain proficiency in all Wisdom saving throws.
  • Bulls Charge. By expending an action, you may double your movement speed and use a bonus action to dash instead of an action.
  • Cicada Molt. You may end up to three conditions on you at a time. You can use this an amount of times equal your Constitution modifier, regaining use after you finish a long rest.
  • Mantis Decapitation. You may expend one action to make a melee attack on a creature within range of your choice. Upon success, the creature's hit points are instantly reduced to 0. If the creature's hit point maximum is below 100, this attack automatically hits. You may use this trait only once, regaining use after you finish a long rest.

Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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