Aim. If the wastelander doesn't move on its turn, it can aim as a bonus action. If it does so, it has advantage on its next attack that turn.
Keen Hearing and Sight. The wastelander has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Ruin Dweller. The wastelander has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble.
Sharpshooter. Attacking at long range doesn't impose disadvantage on the wastelander's ranged weapon attack rolls. The wastelander's attacks also ignore half cover and three-quarters cover.
Multiattack. The wastelander makes two melee attacks.
Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hunting Rifle. Ranged Weapon Attack: +4 to hit, range 240 ft., one target. Hit: 12 (2d10 + 2) piercing damage.
Previous Versions
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11/26/2018 2:18:54 PM
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12/5/2018 12:16:25 PM
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12/5/2018 12:29:06 PM
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