Fighter
Base Class: Fighter

In the desolation of a fractured world, the Wasteland Bandit emerges as a wise and indomitable force. These resourceful warriors roam the treacherous post-apocalyptic landscape, masters at gathering and repurposing discarded remnants into tools not only for survival but for wielding lethal ingenuity. Born from the crucible of chaos, the Wasteland Bandit thrives on cunning wisdom, shaping scrap into formidable weapons and ingenious gadgets that evoke trepidation in the hearts of those inhabiting the wasteland.

Wasteland bandits spend most of their time collecting whatever they can find. Be it scrap metal, ancient artifacts buried in the sand or driftwood. They can often be found combing the desert for materials which they use to create their inventions. It’s not rare for traders to leave their wagon for an hour and come back to find it without wheels or even nails.

Scrapper Trapper

At 3rd level, you can create various traps using junk you can find around you. At the end of a short or long rest, you can use Tinker’s Tools to build various traps out of trash and scrap parts you find around you. Any Save related to this subclass uses your Trap Save DC (8 + your proficiency bonus + your Wisdom modifier). You can build a number of traps equal to your proficiency bonus. Each time you place or throw one of your traps, choose from the following effects: 

  • Ink Mine: Create a small ink bomb filled with a dark substance. When triggered, it covers everything in a 15-foot radius with a black paint, any creature in the area must make a Constitution saving throw or be blinded till the end of your next turn.
  • Shrapnel Trap: A hidden trap that scatters shrapnel in a 10-foot radius. Creatures in the area must make a Dexterity saving throw or take 1d10 piercing damage. The trap’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Tangling Snare: Set up a snare made of makeshift wires and debris. Any creature within 5 feet of the snare must succeed on a Strength saving throw or have its movement reduced to 0 feet for 1 minute. It can use an action to repeat the Strength saving throw and ending the effect on a success.
When you take the Attack action on your turn, you can forgo one of the attacks to either place a trap within 5 feet of you and immediately arming it or throw it within 30 feet of you but the trap will arm itself at the start of your next turn. An armed trap is set off when an enemy is within 5 feet of it or when it takes damage . A trap is destroyed upon activation but you can pick up your untriggered traps within 5 feet using an item interaction.

Your traps are hard to spot even when someone sees you place them. A creature that sees you place a trap or suspect a place might be trapped can use an action to investigate (DC 10 + your proficiency bonus) to spot your traps.

Second Hand Weaponry

Starting at 7th level, you’ve mastered the art of crafting weapons from the scrap you collect. During a long rest, you can use your Tinker’s Tools to fashion special weapons from the scrap metal you’ve gathered. The weapon remains functional until the end of your next long rest, after which it breaks down into trash.

Choose one of the options below:

Improvised Blunderbus

Weapon (Heavy Crossbow)

When you attack with this weapon the target of the attack roll and any creature within 5 feet of it must make a Dexterity saving throw, taking 4d4 piercing damage on a failure or half the damage on a success.

Junkyard Slingshot

Weapon (Sling)

This weapon deals an extra 1d4 bludgening damage on hit. When you hit a creature with this weapon it must make a Wisdom saving throw or become disoriented, suffering disadvantage on any attack rolls or ability check till the end of its next turn.

Scrap Blade

Weapon (Longsword)

A creature hit by this weapon must make a Constitution saving throw or start to bleed, suffering 1d4 slashing damage at the start of each of its turns. This effect can’t stack and stays until the creature regains hit points or until a creature within 5 feet of the target uses an action to close the wound.

Trash Gizmos

At 10th level, your mastery over crafting scrap metal mechanisms reaches new heights. You gain the ability to build special gadgets that grant benefits to anyone using them.
During a short rest, you can use your Tinker's Tools and create a small mechanical gadget. You can have 3 Gizmos active at the same time, when you create a 4th the oldest Gadget will break apart.

Choose one of the following options:

Battery Pack

Melee attacks deal an additional 1d6 lightning damage and creatures that suffer this damage must make a Constitution Saving throw or be stunned till the end of their next turn. After a creature becomes stunned by this effect they become immune to it for the next 24 hours.

Folding Cover

A shield that can be expanded to grant cover. While equipped, you can use a bonus action to extend the shield. While extended your movement speed is halved and you are considered to be behind half cover from anywhere but behind and above you

Rusty Servos

Grants you advantage on Strength Saving throws and ability checks, doubles carrying capacity and moving through difficult terrain doesn’t cost extra movement speed

Scrappling Hook

A one-handed grappling gun with the light property. While equipped, you can make a ranged weapon attack with a range of 60 feet and retract it with a bonus action. The hook deals 1 point of piercing damage and attaches to a creature, object or surface hit by it. Creatures and objects hit can’t move more than 60 feet away from you and when it retracts, anything at least 1 size category smaller than you, is pulled up to 30 feet towards you. If you retract the hook while connected to something your size or bigger you are instead pulled up to 30 feet toward the target. The Hook can only attach to one target at a time, it detaches from its target when a creature within 5 feet of the target uses an action to detach it, when the target gets behind full cover, when you move 60 away from the target or when you use a free action to detach it.

Spring Joints

Grants advantage on Dexterity saving throws and ability checks, increases movement speed by 15 feet and increases jump height by 10 feet

Dumpster Plate

At 15th level, your expertise with scrap metal allows you to upgrade armor with special plating. During a long rest you can choose a number of armor sets or shields equal to your proficiency bonus within 5 feet of you and modify them with special plating. Every armor gains a bonus to their ac equal to 1d6 + 1. If a creature wears a modified armor and shield it will only receive the higher bonus to their AC

These modifications may be effective but they are unstable. Every time an attack misses a creature wearing your modified armor the bonus to their AC decreases by 1. The plating lasts until your next long rest at which point it disintegrates.

Recycle Life Cycle

At 18th level, you can create junk contraptions even in the heat of battle. You can use an action to instantly create and throw a new trap from your Scrapper Trapper feature. You can use this feature a number of times equal to your wisdom modifier.

Additionally your traps are immediately armed when thrown.

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