Ranger
Base Class: Ranger

Scavengers are survivors who specialise in looting remains to survive, whether it be following behind armies and picking through the den of a monster for hidden treasures.

Favoured Enemy: Vermin

At 7th level, you are experienced at looting dangerous places, and familiar with the kind of threats that also gravitate to the same kind of situations.  You gain a new special favoured enemy class of Vermin which comprises of the following creatures.

  • Carrion Crawlers
  • Otyugh
  • Slimes
  • Scavenging Lycanthropes (Wererats and Jackalwere)
  • Zombies and Skeletons
  • Scavenging Beasts (Wolves, Coyotes, Jackals, Hyenas, Dire Rats etc)
  • Carrion Birds (Crows, vultures etc)
Vermin Sense

As above

The Knack

You are so practised at handling magical items, you are able to attune to a new item in a single action.

Scavenger's Luck

Starting at 3rd level, you gain access to Scavenger's Luck Dice. After each long rest, you have 4 d8 dice which can be added to certain checks and saves, after the original roll, but before effects of that roll are applied.

  • Investigate, Perception and Survival Checks
  • Saving Throws vs Disease or Poison
  • Dexterity Saves vs Traps
  • Attack Rolls vs Enemies who are unaware of you

Additionally, you also gain proficiency in one toolset of your choice.

 

Practiced Looting

You are practised at looting from your favoured enemies, and you now know the tricks of how to get through them best; Buildings, caves or other enclosed environments either owned or primarily occupied by one of your favoured enemies are now considered a favoured terrain.

Bodged Scrap Armour

Once per day, while wearing light or medium armour,  on a short rest you may use two other pieces of armour or three melee weapons or shields to reinforce your current armour temporarily.  These items are considered destroyed in the process.  You may then add +2 to AC, which will last until destroyed by successive hits.  The armour will survive a number of hits equating to 2 + INT modifier + 1d6 at which point your enhancements are destroyed and your AC returns to normal.

Bloodletting

You are able to adjust your weapon with specific notches and added barbs to cause horrific bleeding damage on hit. Take a -5 to hit to inflict a bleeding wound, which adds 1d8 necrotic damage at the end of their turn until they make a CON save vs your dexterity score, or are healed either magically or non-magically.

This doesn't effect creatures which cannot bleed including but not limited to constructs, undead and elementals.

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