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
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*)
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
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
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.
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.
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.
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
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.