PC chooses class and faction for creating character

Classes

Road Warrior

Rev-Head

Polecat

Holy Acolyte

Concubine

War Lord

Blackfinger

Brute*

Fleshsmith

Str

3

2

3

2

1

3

1

4

1

Dex

3

4

5

1

2

1

3

1

2

Con

3

2

2

2

2

1

1

4

4

Int

2

1

1

1

1

1

4

1

4

Faith

1

2

1

4

3

3

3

2

1

Luck

1

2

1

3

4

4

1

1

1

*Titanic Grip: Your grip strength is unmatched, allowing you to wield heavy weapons with ease. You can wield two-handed weapons in one hand, and you gain a +1 bonus to damage rolls made with two-handed weapons.

Allotted 3 points to spend as you please

Driving skill is performed with Dex

Factions

Roadkill

The Roadkill are a rugged and resilient race of scavengers who roam the wasteland in search of adventure and plunder.  They are known for their fearless demeanor and love of speed and adrenaline.

+1 Medium and Light Roadkill vehicles

+2 Survival

+1 Scavenging

Iron Hounds: Mercenaries and bounty hunters who track down targets for the highest bidder. They are skilled trackers and fighters, feared for their relentless pursuit and ruthless efficiency.

+2 Medium Melee Weapon

+2 Tracking

+1 Navigation

Unlockable Feats:

Heavy Specialist: You gain +1 proficiency in Heavy armor and gain a +2 bonus to your Armor Class when wearing heavy armor. You also gain +2 proficiency in the Intimidation skill.

At Feral Fiend Legend

Iron Will: You gain +1D advantage on saving throws against being frightened, and you can't be charmed or intimidated by creatures of a lower level than you

Hunter’s Mark: As a bonus action, you can mark a creature you can see within 60 feet of you. Until the end of your next turn, you have +2D advantage on Faith (Survival) checks made to track the marked creature, and you deal an extra 1d6 damage to the marked creature whenever you hit it with a weapon attack

Stalwart Defender: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose -3 disadvantage on the attack roll

At Wreckage Roller Legend

Merciless Assault: When you hit with a 2D success with a weapon attack, you can choose to deal additional damage equal to your proficiency bonus.

Hunter’s Marksmanship: You gain +1 proficiency with long-ranged weapons, and you can add your Strength modifier to damage rolls made with ranged weapons.

Rust Riders: A group of scavengers and tinkerers who roam the wasteland in search of salvageable technology and resources. They are experts at repairing and repurposing old machinery, turning scrap into valuable assets.

+2 Roadkill Light Vehicles

+2 Scavenging

+1 Mechanics

Unlockable Feats:

Roadkill Savvy: You gain +1 proficiency in all Roadkill Vehicles and gain a +1D bonus to Dexterity when riding a motorcycle.

At Feral Fiend Legend

Born to Ride: While you are riding a motorcycle, you gain a +2 bonus to your AC and +1D to saving throws against effects that would knock you prone or force you to dismount.

At Gas Guzzler Legend

Tireless Wanderer: You can travel twice as far as normal when riding a motorcycle without suffering from exhaustion, and you gain +1D advantage on Constitution saving throws made to resist exhaustion

Junkyard Engineer: You gain proficiency with Tinker's Tools, and you can use your action to attempt to repair a damaged item or piece of equipment. The DC for the repair check is equal to 1D success + the item's rarity.

At Wreckage Roller Legend

Swift Striker: When you make a +2D success melee weapon attack against a creature while riding a motorcycle, you can use your bonus action to make an additional melee weapon attack against the same target.

Scavenger’s Insight: You can add double your proficiency bonus to checks made to identify and appraise salvaged items

Buzzard

Buzzards are a cunning and ruthless race of scavengers who thrive in the harsh deserts and wastelands of the post-apocalyptic world. They are known for their keen intellect, resourcefulness, and ability to survive in the most inhospitable environments.

All Buzzards have darkvision

+1 Medium and Light Buzzard Vehicles

+2 Stealth

+1 Scavenge

+2 Survival

Sand Serpents: A secretive cult that worships a mythical creature said to dwell beneath  the sands. They believe that by offering sacrifices to the Sand Serpent, they will be granted power and protection in the harsh desert environment.

+3 Sand Magic

+2 Navigation

Unlockable Feats:

Serpent offering: When you defeat a creature in combat, you can choose to perform a ritual sacrifice as an action. The creature's blood and flesh are offered to the Sand Serpent, granting you temporary hit points equal to your proficiency bonus plus your Constitution modifier

Sand Spike: Throw a piercing projectile made from sand, dealing 1D6 damage if hits.

At Feral Fiend Legend

Child of the Storm: When you are caught in a sandstorm, you can use your action to conjure swirling winds and abrasive sand to obscure your movements and disorient your enemies. Creatures within 30 feet of you must succeed on a Faith saving throw against your action or be blinded and deafened for 2 turns

Desert Nomad: You gain resistance to fire damage and +1D advantage on saving throws against effects that would cause exhaustion or dehydration while in desert terrain.

At Wreckage Roller Legend

Sand Shaper: Once per long rest, you can use your action to create a weapon or piece of armor out of sand or stone. The weapon functions as a normal weapon of its type, and the armor provides an AC of 5 + your Dexterity modifier. Both the weapon and armor last until the end of combat or you may dismiss them as a bonus action

Sand Serpent’s Wrath: Once per short rest, you can imbue your weapon with the power of the desert for 2 turns. During this time, your weapon attacks deal an additional 1D8 force damage, and you can add your Intelligence modifier to the damage rolls

Ashen Ambushers: Ashen Ambushers are masters of stealth and surprise attacks, often blending seamlessly into their surroundings before striking unsuspecting prey. They have a knack for moving silently and disappearing into the shadows, with a sly and cunning demeanor

+3 Stealth

+2 Light Melee Weapon

Unlockable Feats:

Child of the Sand: gain +2 proficiency in the Stealth skill and the ability to move at full speed across difficult terrain, such as sand or loose gravel, without penalty. also gain +2D advantage on Dexterity (Stealth) checks made to hide in desert environments at night

Toxic Endurance: You gain +2D advantage on saving throws against effects that would poison or sicken you while you are in the wastelands

At Feral Fiend Legend

Sandstep Assassin: When you make a ranged or melee weapon attack against a creature that is surprised, incapacitated, or unaware of your presence, you can add your Intelligence modifier to the attack and damage rolls

Sand Veil: Once per short rest, you can use your action to become invisible for 2 turns or until you attack or cast a spell

At Wreckage Roller Legend

Desert Stalker: When you make a Dexterity (Stealth) check to hide in desert terrain, you can add double your proficiency bonus to the roll

Toxic Ambush: Once per long rest, you can use your action to create a cloud of toxic gas in a 15-foot radius centered on yourself. Creatures within the area must succeed on a Constitution saving throw or be poisoned and incapacitated for 1 turn

Gastowner

Gastowners are brutish and crafty dwellers of the wasteland.  Often fighting for resources, Gastowners hardly take no for an answer and are known for their expertise in mechanics and specialty races of the wasteland.

+1 Light and Medium Gastown vehicles

+2 Mechanical

+2 Intimidation

+1 Scavenge

Bone Breakers: Gladiatorial warriors who engage in brutal combat tournaments held in makeshift arenas scattered throughout the wasteland. They fight for fame, fortune, and the thrill of battle, earning the respect of their peers and the adoration of the crowds.

+2 Heavy Melee Weapon

+2 Medium and Heavy Armor

+1 Intimidation

Unlockable Feats:

Brutal Intimidation: When you reduce a creature to 0 hit points with a melee weapon attack, you can choose to impose the "Frightened" condition on any hostile creature of your choice within 30 feet.  They must make a Faith saving throw or be frightened and attempt to run away

Raging Fury: When you enter a rage, you gain +2D advantage on all melee weapon attack rolls until the end of your turn

At Feral Fiend Legend

Crushing Blow: When you hit a creature with a 3D success melee weapon attack, you can choose to forgo dealing damage to instead impose the "Bone Break" condition on the target as your bonus action. A creature with the Bone Break condition has -2D disadvantage on Strength-based ability checks and attack rolls until the end of your next turn.

Metal Shatter: When you hit a creature with a 2D success melee weapon attack, you may choose to break the creature’s armor equal to the damage you deal.

At Wreckage Roller Legend

Insult to Injury: When you hit a creature with a melee weapon attack that is already suffering from the Bone Break or Maimed condition, you can roll an additional damage die for the attack

Relentless Rampage: When you hit a creature with a 2D success melee weapon attack, you can choose to push the target up to 10 feet away from you or knock it prone

Sootblood: With their natural affinity for fire and heat, their skillful craftsmanship, and their unwavering loyalty, they are invaluable members of any society and a force to be reckoned with in the harsh and unforgiving wasteland

Immunity to temperature-based disadvantage

+2 Fire Magic

+2 Crafting

+1 Scavenge

Unlockable Feats:

Infernal Aegis: You gain resistance to fire damage and +1D advantage on saving throws against effects that would ignite or burn you.

Efficient Crafter: When you craft a weapon or armor, you can add your proficiency bonus to its damage or AC, respectively

At Feral Fiend Legend

Pyrokinetic Surge: Once per short rest, you can empower your next melee weapon attack to deal additional fire damage equal to your proficiency bonus.

Flame Touched Creations: When you craft an item, you can choose to infuse it with a minor fire-related enchantment, such as emitting light or providing warmth

At Wreckage Roller Legend

Flameforged Weaponry: When you craft a melee weapon, you may imbue it with additional fire damage equal to your proficiency bonus on a successful hit, though the DM may require additional components

Searing Aura: When a creature starts its turn within 5 feet of you, it takes fire damage equal to your proficiency bonus unless it succeeds on a Dexterity saving throw

Wastelander

Resourceful, resilient, and fiercely independent, Wastelanders rely on their ingenuity and survival skills to navigate the treacherous landscape.  

+2 Scavenging

+2 Survival

+1 Perception

Stormborn: a proud and resilient group who embody the spirit of the desert and the untamed wilderness of the wasteland. With their elemental powers and unwavering determination, they stand as beacons of hope and resilience in a world consumed by chaos and strife

+2 Sand Magic

+2 Perception

+1 History

Unlockable Feats:

Elemental Resilience: You have a natural resilience to the harsh effects of the desert environment, gaining advantage on all Constitution saving throws made to resist exhaustion, dehydration, or heatstroke

Elemental Knowledge: You have studied the ancient lore of the desert, gaining +1D advantage on all Intelligence (History) checks made to recall information about historical events or civilizations related to the desert

At Feral Fiend Legend

Wind Walker: You gain the ability to walk on air currents, allowing you to move freely through the air for short distances and avoid obstacles or attacks on the ground

Moisture Absorption: You may make a Faith (Sand magic) check to pull a portion of water from the ground.  (Each success signifies ⅛ canteen)

At Wreckage Roller Legend

Sandstone Barricade: Once per short rest, you may create a barrier that gains 10 ft horizontally per success and 5ft vertically

Elemental Adaptation: You have adapted to the extreme conditions of the desert, gaining immunity to exhaustion caused by heat, cold, or lack of water. Additionally, you gain +2D advantage on all saving throws made against environmental hazards in desert environments

Ruins Runners Ruins Runners are daring adventurers who explore the ruins of the old world in search of lost technology and forgotten treasures. They are skilled climbers and acrobats, able to navigate the crumbling structures and treacherous terrain of the wasteland with ease.

+3 Acrobatics

+2 Scavenge

Karmic spectrum for classes?

Survival Kit: ½ Canteen, 10 Rations, Bedroll

Adventurers must consume 1 ration and ⅛ canteen a day to survive.  Three days without either food or water gives -2D disadvantage to any skill check, six days total with no water or food will kill adventurer.

Proficiency in skill allows you to add bonus to rolls

Level/Legend System & General Feats:

Similar to the legend system in Mad Max videogame

MUST CHOOSE ONLY TWO OPTIONS UPON GAINING LEGEND

  • 1-3;Base Proficiency Bonus:+0 = Roadkill

Ground Pounder: When you make a melee attack against a prone enemy, you can deal additional damage equal to your Strength modifier

Counter-Strike: When an enemy misses you with a melee attack, you can use your reaction to make a counter-attack against them. (*counts as your attack until Feral Fiend Legend*)

  • 3-6;Base Proficiency Bonus: +1 = Day Lizard

Savage Rush: move at least 20 feet in a straight line toward an enemy, your next melee attack deals additional damage equal to your Constitution modifier (Critical hits prone enemy)

Fury Strikes: Once per short rest, when you roll a 3D success melee attack, you can choose to expend your fury, dealing another damage die plus your proficiency bonus

Scavenger’s Eye: You gain +1D advantage on Luck (Perception) checks made to search for items or hidden objects in desolate areas

  • 6-9;Base Proficiency Bonus +1 = Feral Fiend

Weapon Breaker: When you make a 3D success melee attack, you can choose to disarm your opponent or break their weapon by rolling a strength check, forcing the enemy to make a Strength saving throw or lose their grip on their weapon

Brutal Finisher: When you reduce an enemy to 0 hit points with a melee attack, you can make an additional melee attack against another enemy within reach as a bonus action

Rough Rider: You can use your proficiency bonus instead of your Dexterity modifier for vehicle-related ability checks and saving throws

  • 9-12; Base Proficiency Bonus +2 = Gas Guzzler

Fury Surge: When you score 2D success with a Fury Strike, you gain temporary hit points equal to your Constitution proficiency bonus.

Pit Fighter: You gain proficiency in unarmed strikes, and your unarmed strikes deal an additional 1d6 damage.

Wasteland Acrobat: You gain +2D advantage on Dexterity (Acrobatics) checks made to balance, tumble, or perform acrobatic maneuvers.

  • 12-15; Base Proficiency Bonus +2 = Wreckage Roller

        Leather Skin: You gain +2D advantage on saving throws against environmental hazards

such as extreme temperatures, radiation, and toxic gases.

Feral Instincts: You gain +1D advantage on initiative rolls, and you can't be surprised

while you are conscious.

Rogue Nomad: You gain proficiency in the Stealth skill, and you can move at full speed while traveling on foot or in a vehicle stealthily in natural terrain.

  • 15-18; Base Proficiency Bonus +2 = Sand King

        Wasteland Wanderer: You gain proficiency in the Survival skill, and you can find

enough food and water to sustain yourself and up to five companions each day.

Fury Road Champion: You gain proficiency in all types of land vehicles, and you can

make one additional attack when using a weapon mounted on a vehicle

        Guzzoline Hoarder: You can carry twice as much guzzoline as normal without it

counting against your encumbrance limit.

  • 18-21; Base Proficiency Bonus +3 = Death Walker

Scorched Earth Tactics: When you hit a creature with a +2D success melee or vehicle attack, you can use your bonus action to disengage and move up to half your speed without provoking opportunity attacks

Scavenger King: Once per long rest, you may summon a horde of scavengers to your aid, who will scavenge a nearby area for valuable items and bring them to you.  Useless in combat.

Ruthless Raider: When you hit a creature with a 2D success melee attack, you can use your reaction to make an additional melee attack against a different creature within 5 feet of you

  • 21+; Base Proficiency Bonus +3 = Road Warrior

Sandstorm Savant: Once per long rest, you can summon a sandstorm of supernatural intensity, causing all creatures within 60 feet of you to make a Constitution saving throw or be blinded and deafened for 2 turns

Wasteland Weaponmaster: You gain proficiency with all martial weapons and firearms, and you can add your proficiency bonus to damage rolls made with improvised weapons

Feral Fury: Once per long rest, when you hit a creature with a 2D success melee attack, you can enter a frenzied state, gaining advantage on all attack rolls and dealing an additional 1d10 damage with each attack until you get hit.

Proficiencies

Drive

Navigation

Medical

Intimidate

Charm

History

Crafting

Light Melee

Medium Melee

Heavy Melee

Short Range Projectile

Long Range Projectile

Perception

Scavenge

Athletics

Mechanics

On-Foot Stealth

Vehicle Stealth

Light Armor

Medium Armor

Heavy Armor

Survival

Sleight

Wasteland Light Vehicles

Wasteland Medium Vehicles

Wasteland Heavy Vehicles

Roadkill Light Vehicles

Roadkill Medium Vehicles

Roadkill Heavy Vehicles

Buzzard Light Vehicles

Buzzard Medium Vehicles

Buzzard Heavy Vehicles

Gastown Light Vehicles

Gastown Medium Vehicles

Gastown Heavy Vehicles

Vehicle Weapons

Sand Magic

Holy Magic

Classes

Road Warrior: Wastelander built for open road combat, no disadvantage to fighting on vehicles(regular wastelanders take -3 on any skill roll, -1 for Road Warriors)

Starting Proficiencies:

Survival

Unarmed Combat

Navigation

Vehicle of choosing

Choose two from:

Athletics, Intimidation, Mechanics, Stealth,

Starting equipment:

Melee Weapon: Choice of machete, combat knife, or improvised weapon like a crowbar or tire iron

Ranged Weapon: Choice of crossbow, revolver, or sawed-off shotgun, along with a small amount of ammunition.

Vehicle: Choice of motorcycle, dune charger, or dune buggy

5 rations

Leather armor (Light)

Vehicle Repair Kit

Survival Kit

Compass

Flashlight

Class Specific Feats:

Roadkill

Drive-By Strike: While piloting a vehicle, the Road Warrior can make a melee attack against a target within reach as a bonus action after moving the vehicle at least 20 feet in a straight line.

Skullcrusher: When you score a critical hit with a melee weapon attack, you can add an additional damage die to the damage roll.

Day Lizard

Rapid Assault: When making melee attacks while standing on top of a vehicle, the Road Warrior can make one additional attack as a bonus action after taking the Attack action.

Crash Test Dexterity: You gain +3 advantage on Dexterity saving throws made to maintain your balance or avoid hazards while standing on top of a moving vehicle

Feral Fiend

Vehicle Juggernaut: Once per short rest, the Road Warrior gains resistance to bludgeoning, piercing, and slashing damage (-5 to damage roll for one attack against PC) while standing on top of a vehicle, representing their toughness and resilience in the heat of battle

Vehicle Mastery: You may choose a vehicle to become proficient in.

Steel Senses: You gain proficiency in the Perception skill, and you have +3 advantage on Perception checks made to spot hidden enemies or traps.  You may use Constitution modifier as a substitute for these perception checks

Gas Guzzler

Unyielding Charger: When you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can attempt to knock the target prone. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone

Ironhide Armor: You gain proficiency in heavy armor, while wearing heavy armor, you gain +3 resistance to bludgeoning, piercing, and slashing damage.

Wreckage Roller

Indomitable Drive: You gain proficiency in Constitution saving throws, and you can add your Constitution modifier to saving throws against being frightened or charmed.

Aerial Assault: You can leap from one moving vehicle to another as a bonus action, making a Dexterity (Acrobatics) check to land safely

Rapid Fire: When making ranged weapon attacks, you can make two attacks instead of one as part of the Attack action

Sand King

Ironclad Fortitude: You gain proficiency in Constitution saving throws, and you can add your Constitution modifier to your AC while wearing heavy armor.

Master Mechanic: You gain proficiency with tinker's tools and can repair damage to vehicles during a short rest.

Death Walker

Ferocious Onslaught: Once per turn, when you hit a creature with a melee weapon attack, you can roll one additional weapon damage die and add it to the damage roll.

Blaring Engines: You can use your action to make a Charisma (Intimidation) check against a creature within eyesight of the vehicle, forcing them to make a Faith saving throw or become frightened of you and

attempt to run away.

Road Warrior

Eternal Road Warrior: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead and gain temporary hit points equal to your level + your Constitution modifier

Fury Road: Once per long rest, you can summon a horde of 5 allied vehicles to aid you in battle. These vehicles appear within 60 feet of you and obey your commands for 3 turns

Vehicle Classes

Vehicles have armor values that are threshold values that negate all damage less than the value. Once armor is broken, the vehicle now may take damage.  Armor can be repaired with a vehicle repair kit during a short rest.  

Along with specialized feats for different vehicles, all vehicles have basic attacks for road combat:

Side Ram: Must be parallel to opposing vehicle, 2D10 damage

Head To Head:  Must slam front of opposing vehicle head-on, Damage to opposing vehicle is equal to speed/2 vise versa

T-Bone: Must be perpendicular to vehicle, Damage equal to speed on opposing vehicle.

Evasive Maneuver: Grants D20 bonus to AC until the start of next turn

Precision Strike: targets a specific component on vehicle using PC’s weapon.