Custom Content for Homebrew tabletop and D&D campaigns

Survivalists are always on the move, surprising enemies with quick strikes in a haphazard fashion. With a roaming prowess they stalk enemies, switching their targets and littering the battlefield with death and debris.


Natural Affinity:
Gain +2 points to Wisdom and Nature every time you level up. You are immune to natural poisons & traps.

You can identify & follow the trail of beasts and men.

Lone Wolf:
You hunt and fight alone. You gain a 25% movement bonus, and 10% of your maximum armor value as Natural Armor.

You gain the ability to roll for "innate sense of direction" when trying to make a decision on where to go.

Resistance Training:
You gain 5% increased maximum health.

Predator's Thirst:
You have 10% Leech.

Alpha Predator:
You deal 25% bonus damage to beasts.

Free Action:

Aspect of the Eagle:
You gain a 20% range and damage bonus to ranged attacks. Only one aspect may be active at a time.

Aspect of the Raptor:
You gain a 20% movement and damage bonus to melee attacks. Only one aspect may be active at a time.

Hurls a harpoon at an enemy, rooting them in place for 1 round and pulling you to them.

Throw Trap:
Throw a trap that immediately arms itself. Enemies are locked in place for D4 rounds in addition to their other effects. Only one trap of each type may be active at a time.
- Freezing Trap: Incapacitate the target for D4 rounds. Damage will break the effect.
- Tar Trap: When triggered creates a 5 square pool of tar. Everyone inside has a 75% reduced movement speed while in the area of effect.
- Explosive Trap: When triggered explodes for D8 damage in a 5 square area.
- Poison Trap: Poison the target for D6 damage over D4 rounds. Poison stacks with Nature Sting and Poison Bite.
- Steel Trap: Cause the target to bleed D6 damage over D6 rounds.

Exposes all hidden, invisible, and stealthed enemies within a 20 yard area. Lasts D6 rounds.

Tip of the Spear:
You gain +5 to initiative rolls. When going first in the rotation, you gain +2 to combat and damage rolls.

Flanking Strike:
When attacking an enemy who is focused on an ally, you deal +5 damage to them. May not be used on the same target consecutively.


Wildfire Bomb: D6
Hurl a bomb, exploding for D6 Fire damage in a cone and coating enemies in wildfire, scorching them for D6 Fire damage over D6 rounds.

Shrapnel Bomb: D6 DoT
Hurl a bomb, exploding for D6 bleed damage over D6 rounds to everyone in a 10 yard area.

Chakrams: D8
Throw a pair of chakrams at your target, slicing all enemies in its path for 50% of the damage. Your primary target takes D8 damage. Chakrams return to you in the same path on the following turn dealing additional damage to anyone in the way. (May not be used consecutively due to the return travel time.)

Nature's Sting: D6 + D4 DoT
Fire a nature-based poison-tipped arrow at an enemy, dealing D6 Nature damage instantly and an additional D4 damage over D4 rounds. This effect stacks with Serpent's Bite.

Serpent's Bite: D4 + D4 DoT
Coat your weapon in a venom-based poison. Your melee strikes deal an extra D4 poison damage instantly and an additional D4 damage over D4 rounds. This effect stacks with Nature's Sting.

Feign Death:
Feign death, tricking enemies into ignoring you by dropping you out of combat.

Survival Of The Fittest:
Reduces all damage you take by 50% for D4 rounds. Usable once per fight.

Primal Rage:
Increases damage for all party members  by 10% for D4 rounds. Usable once per day.

Hydra Strike: D6 AoE
Strike with a flurry of blows, hitting all enemies within 5 yards for D6 damage.