recursal/Fanatic-Fandom huggingface dataset:
The Champion

Tanks are masters of the athletic arts, often known for pushing their bodies the utmost limit, using their great Strength and heavy built Constitution to destroy their foes and shrug off the greatest of hits. While most Tanks would be content with this, focusing their training or attention in other areas that they're good at such as they're fury, their connections to nature, or brawling while heavily intoxicated, there are those who seek further perfection, doubling down on their training and experiences to become the greatest combination of both Strength and Constitution. These Tanks would come to be known as Champions! And they will not rest until they claim that title.

### **Expertise**

Starting when you choose this archetype at 3rd level, you choose one from Strength or Constitution. From now on, your Proficiency Bonus is double for any Saving Throws you make with that Ability Score.

### **Improved Critical**

Also at 3rd level, your fury is cold, focused and controlled, causing your attacks to be deadly and precise. When in a fury, you score critical hits on a roll of 19 or 20 with your weapon attacks. This increases to 18-20 at 14th level.

### **Remarkable Athlete**

Starting at 6th level, you can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### **Fighting Style**

At 10th level, you adopt a particular style of fighting as your specialty while in a Fury. Choose two of the following Fighting Style Feats from Blind Fighting, Defense, Dueling, Great Weapon Fighting, Two Weapon Fighting, and Unarmed Fighting. You can't take a Fighting Style Feat more than once, even if you later get to choose again.

You only gain the benefits of your Fighting Style Feat if you are in a Fury.

### **Survivor**

At 14th level, you attain the pinnacle of resilience in battle. At the start of each of your turns while in a Fury, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Ammunition

Each Ranged Weapon uses a different type of Ammunition, whether it be Arrows, Bolts, or Shotgun Shells. Each type of Ammunition as well as the Gun it goes with can be found in the Table Below.

## **Arrows and Bolts**

If you are using a Bow or a Crossbow, you can spend 1 minute searching the battlefield to find half of your expended ammunition (Arrows or Bolts).

**Ammunition Table**
 9mm
 Shotgun Shell
 Arrow
 Bolt
 Flare Shell
Smoker (Left 4 Dead)

The Smoker is a Special Infected characterized by his extremely long tongue. The Smoker's tongue can be launched out of his mouth at high speeds towards a Survivor, and when it reaches one of them, it automatically wraps around the target's body and drags them back towards the Smoker, where he begins clawing them. If an obstacle is in the way, then the tongue tightens and begins to choke the target. The Smoker can be easily detected in an area by hearing their raspy cough.
The Brawler

Masters of unrestricted combat, Brawlers revel in fighting dirty and decimating their opponent by fighting with every advantage they have. Many brawlers rely on heavy unarmed strikes and forcing the enemy into an unfair battle. However, it is not uncommon for them to use any weapon at their disposal to get the job done.

### **Unarmed Strike**

Starting when you choose this archetype at 3rd level, your unarmed Strikes deal 1d6 + your Strength Modifier Bludgeoning Damage. This increases to 1d8 at 13th level, 1d10 at 17th level, and 1d12 at 20th level

### **Savagery**

Also at 3rd level, you can unleash the full potential of your might when needed. Whenever you make a Strength or Constitution check or saving throw, you can add a d4 to the result of the check, potentially changing the outcome.

Alternatively, you can add this result to any attacks or damage rolls you make using Strength.

You can use this feature a number of times equal to your Strength modifier, and regain your uses of it after finishing a long rest. The size of the die increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 20th level.

### **Savage Strike**

Starting at 6th level, your attacks become even more destructive. Whenever you score a Critical Hit against an enemy with an Unarmed Strike, you can roll one additional weapon damage die to when determining the extra damage for the Critical Hit.

This increases to two extra dice at 10th level and three extra dice at 14th level.

### **Indomitable Body**

When you reach 10th level, whenever you roll a 1 or a 2 on a Strength Constitution saving throw or ability check, you can reroll that die and must use the new roll, even if it is a 1 or a 2. You can use this feature twice, regaining all expended uses upon finishing a short or long rest.

### **Unstoppable Might**

At 14th level, when you make an ability check, attack roll or saving throw using Strength or Constitution, you can choose to treat the d20 roll as a 20.

This can be said after you make the ability check, attack roll, or saving throw but before the GM says whether it succeeds or fails. Once you use this feature, you can't do it again until you finish a long rest.
Clothes

Clothes are common throughout the world of Generation-Z and can provide much needed warmth. Each of the clothes detailed in the table below provide two numbers, which can be positive or Negative. These numbers are modifiers. The first number is the modifier for the DC of any Constitution Saving Throws you make to resist the effects of Warm Temperature. For example, a t-shirt has a warmth Modifier of -2, so the DC would be 13. The second number is the modifier for the DC of any Constitution Saving Throws you make to resist the effects of Cold Temperature. For example, a t-shirt has a Cold Modifier of +5, so the DC would be 20.

## **Outfits**

Your class and/or Background gives you your starting clothes. If you don't get any clothes from your class or Background, of if it just says, "a Set of Common Clothes", then you start with a t-shirt, Jeans, and sneakers (All detailed in the section above). The details of each of these outfits are in the table below, as well as their warmth and cold Modifier:
Path of the Vengeful

Your desire to avenge those who were lost and what was taken from you is all that keeps you alive during these dark times. You are the result of the greed and corruption that has stolen all you held dear. In the ruins of your home town or city, you were the sole survivor, given nothing but the rage to destroy those who wronged you.

### **Soul Crusher**

When you choose this path at 3rd level, you get a new Rip and Tear Until It Is Done ability.

*Soul Crusher*

For a total of rounds equal to your Slayer Dice roll creatures drop Soul Fragments equal to half the damage you deal to them.

### **Butcher's Brand**

At 6th level, you can use absorbed Soul Fragments in your weapon to create a Butcher's Brand. The brand burns your mark into a creature within 30ft that you can see. The brand lasts until the target succeeds a Wisdom Saving Throw (DC = 8 + your Wisdom Modifier + your Proficiency Bonus). The target gets a Saving Throw as the Brand is inflicted and a Saving Throw at the start of each of its turn until it succeeds the saving throw. Choose one of the following effects for your target:

* At the start of its turn, the target takes 5 force damage.
* Target begins attacking one of its allies.
* Target either flees or becomes prone and does not move.

### **Death Magnetic**

At 11th level, you can use absorbed Soul Fragments to regain Slayer Dice. When you absorb an entire soul you regain 2 Slayer Dice. You cannot have more Slayer Dice than your maximum.

### **Dehumanizer**

At 14th level, you can rip the soul out of a living creature you can see within 5ft. The creature takes a DC 15 Constitution Saving Throw. On failure the creature immediately dies and you absorb an entire soul. If a creature succeeds they are immune to the ability for the next 24 hours. Once you successfully use the ability it cannot be used again until after 1d4 days.

### **Mob Rules**

When you reach 18th level, your mark is branded into your flesh, your bone, your very being as you become a vessel for carnage. Your mark appears on any location on your body. This mark can be seen through clothes and armor. This ability lasts for 1 minute and can't be used again until you finish a long rest.

All hostile creatures within 30ft take a Wisdom Saving Throw (DC = 8 + your Wisdom Modifier + you Proficiency Bonus). On failure they take an effect of your choosing: fight each other, paralyzed, prone, or frightened. All attacks made against affected creatures automatically succeed. When you kill an effected creature you automatically absorb its entire soul. On success they are unaffected and immune to this ability and Butcher’s Brand for the next 24 hours.
Inventor

You are essentially a creator. You have brilliant ideas and then you translate them into reality via technology. You go for original content or at least try to. People may find you eccentric and funny or attractive in personality. Others may decry your practices as unorthodox or dangerous even. Inventors vary far and wide in aims and specialties, from weaponry to tinkering. Bottom line is that you bring new things to the table.

When making an inventor, consider what you invented or are trying to invent. Perhaps you failed before and were disgraced, or your invention had a terrible side effect that disgraced you forever. Did you aim to make something helpful to society, or just a side hobby you play with? Do you perhaps want to further a paid cause and compensate your patrons with their desired product, be a weapon of mass destruction or not? Even better, do you only claim inventor status after having stolen the invention from someone else?

* **Ability Scores:** +2 Intelligence, +1 Wisdom
* **Skill Proficiencies:** Tinkering, Investigation
* **Tool Proficiencies:** Tinker's Tools
* **Feat:** Crafter
* **Equipment:** A set of Tinker's Tools, a hammer, an hourglass, a magnifying glass, a Lantern, a set of common clothes, and Five Canned Food and Three Bottles of Water.

### **Feature: Inventor's Eye**

Your inquisitive eye and critical thinking let you come up with ad hoc solutions to problems as they pop up. By spending at least a minute looking over something no larger than a 5-foot cube, you can figure out new and innovative ways to use it in tandem with other materials at hand or that you know of. You can speak to your DM about inventing the thought process for wholly new and incredible things like freeze guns, given you have the sound logic behind it.

### **Alternate Feature: Inspiring Inventions**

With your ability to create wonderful contraptions, you command respect among both artists and craftsmen. As a fellow creator, you are on friendly terms with these folk, provided you have done nothing to offend them, and their local connections can often prove invaluable to a traveling Inventor such as yourself. Through these connections, you learn of the best suppliers of raw goods in the area as well as the identities of local people who would be the most interested in purchasing your inventions.

### **Suggested Characteristics**

Inventors are rather intelligent people with a drive to change the world for the better or the worse. They love to make objects of complete wonder or complete destruction. There are two types of Inventors: Those that want to share their gifts with the world and those that want to hide their inventions for themselves.

 2
 3
 4
 5
 6
 7
 8
when I'm thinking over something.

 2
 3
 4
 5
 6
whichever is more important. (Any)

 2
 3
 4
 5
 6
something new and wonderful.

 2
 3
 4
 5
 6
Last of Us

The Cordyceps Brain Infection (or CBI for short) is a parasitic fungal Infection that has devastated mankind in the 2013 game, The Last of Us, and the 2019 sequel, the Last of Us Part II. It is a mutated strain of a real world fungus of the same name that Infects the brains of ants, causing them to go up on a high branch or leaf. The fungus then kills the Ant and releases spores in the surrounding area, Infecting other Ants and spreading the Fungus. Immunity to the CBI is rare but their is one known case: Ellie Williams. There are six stages of the CBI; The Runner, the Stalker, the Clicker, the Shambler, the Bloater, and the Rat King. Each stage is detailed in the table below as well as on their respective pages.
Hazmat Suit

The Hazmat Suit is most commonly found in evacuation centers and quarantine zones. While wearing the Hazmat Suit, you have Advantage on Constitution Saving Throws against getting the Infected Condition while standing in Spores and you have advantage against saving throws to resist being Poisoned.

* **\*\*Note\*\*** This does not mean you have advantage on saving throws to resist poison damage, just the Poisoned Condition.
Stalker (The Last of Us)

The Stalker is the second stage of Infection and tends to appear between two weeks and a year after initial Infection. Stalkers have the vision and speed of runners, with the ferocity of clickers. The most notable physical traits that define the stalkers are the distinct croaking noises they make, the beginning of fungal growths on the head and face, usually leaving the host with only one eye left. They will strafe and take cover, displaying an agile and stealth-reliant nature. They eventually close in on their target, hence the name "stalker". Up close, stalkers are very aggressive and will charge directly at the victim. If the character seems to be getting the upper hand, the Stalker will flee and try to sneak up on its target. Like the other stages of Infection, the Stalker is weak to fire.
Classes

Adventurers are extraordinary people, driven by a thirst for their own survival into a life that not many other people could lead. They can be heroes or villains alike, but are almost always capable of taking on the many cruelties of the world that ordinary men and women cannot.

Class is the primary definition of what your character can do. It's more than their expertise; it's your character's calling. Your class shapes the way you think about the world and your relationship with other people you meet during the end of the world. A ***Survivor***, for example, might go by a "Every man for himself" philosophy, believing that only the strongest should survive in this world. A ***Medic***, by contrast, will often risk his or her own life to rescue other members of the party who are injured.

Your class gives you a variety of special features, such as a ***Survivors*** mastery of Improvised weapons, and a ***Sharpshooters*** skill with firearms. At low levels, you class only gives you two or three features, but as you advance in level you gain more and your existing features often improve. Each class includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Characters sometimes advance in more than one class. A ***Scavenger*** might switch directions in life and learn to create various trinkets out of scraps they scavenge from junkyards., becoming a ***Mechanic***. A ***Tank*** might discover their skill with explosives and become a ***Demolitionist*** while continuing to advance as a ***Tank***. The prerequisites and proficiencies for combining classes in this way, called multiclassing, appear at the bottom of each class page.

Twelve classes - listed in the classes table below - are found in almost ever Generation-Z world and define the spectrum of typical Groups of characters.
Pistolero

The Pistolero archetype is a master duelist. By being a Pistolero, you learn techniques that allow you to attack much faster and dish out heavy damage. Sharpshooters who choose this archetype are often in the frontlines of battle.

### **Pistolero's Expertise**

Starting at 3rd level, when wielding two firearms, you can add your ability modifier to the damage of the second attack. You may also reload while dual-wielding light firearms. Additionally, you do not have disadvantage when attacking a target within 5 feet of you

### **Quick Escape**

Also at 3rd level, when you hit a creature with an attack, all opportunity attacks made against you have disadvantage for the rest of your turn. Additionally your speed increases by 10 feet when you take the Disengage action.

### **Action Surge**

Starting at 6th level, when you take the attack action to fire a gun you are wielding in one hand, you can use your bonus action to immediately make a second attack. Once you use this feature, you cannot use it again until you finish a long rest.

### **Heavy Barrage**

Starting at 9th level, you can take this action to fire all your loaded ammunition in a 20-foot cone. Creatures within the cone take (ammunition fired)d4 piercing damage and must make a Constitution saving throw (DC = 8 + ammunition fired). On a failed save, creatures affected get pushed back 5 feet.

### **Bullet Hell**

Starting at 17th level, you can make attacks equal to your Dexterity modifier (minimum of 1) + your firearms modifier when you take the attack action on your turn.
Dedicated Survivor

Your willpower and focus have kept you alive during these dark times. Those who choose this archetype are only concerned with keeping themselves, as well as their allies, safe. To do this, you must learn to take risks and attack your enemies even if it risks your own safety.

### **Healer**

At 3rd level, your medical talents are more effective. Whenever you attempt a First Aid check to restore hit points to a creature, the creature regains additional hit points equal to 2 + your Survivor level.

### **Second Wind**

You have a limited well of stamina you can draw upon to protect yourself from harm. Starting at 3rd level, on your turn, you can use your bonus action to regain Hit Points equal to 1d10 + your Survivor level. This increases to 2d10 at 6th level, 3d10 at 10th level, and 4d10 at 14th level. Once you use this feature, you must complete a short or long rest before you can use it again.

### **Survivor Advantage: Iron Will**

At 6th level, you can use your Survivor Advantage to avoid threats to your mental well being. You can use your reaction to give yourself an advantage on Wisdom saving throws and insanity saving throws until the end of your next turn.

### **Reckless Attack**

Starting at 10th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

### **Survival Instincts**

Due to your extensive experience of battle, you are always aware of your surroundings and can act with lightning fast reflexes. Starting at 14th level, you can no longer be surprised and your initiative bonus increases by 2 + 1 for every Survivor level past 14.
GenerationZ Wiki

The world has gone to Shit. The dead have risen to feed on the living, society has crumbled and its every man for himself. Do you have what it takes to survive the hoards of drooling undead bent on eating your flesh? Do you have what it takes to do what's necessary to stay alive? The world you knew is gone, and all that's left is a no man's land where the very act of living is enough to get you killed...

## **Important articles**

* Classes
* Backgrounds

* Bandit
* Butcher
* Demolitionist
* Mechanic
* Medic
* Samurai
* Scavenger
* Scientist
* Sharpshooter
* Survivor
* Tank
* Zombie Hunter
1/12

* Actor
* Archeologist
* Astronaut
* Chef
* Criminal
* Doctor
* Drug Dealer
* Farmer
* Fireman
* Fisherman
* Hitman
* Hunter
* Inventor
* Librarian
* Military Soldier
* Police Officer
* Priest
* Teacher
* Unemployed
* Writer
1/20

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Wolf

Wolves are intelligent pack hunters. When they aren't chasing deer, elk, birds and boars through the wilds of the world, they stalk the edges of society to butcher sheep, cattle, fowl and swine. Beware that wolves are patient and intelligent predators. They will stalk unfamiliar prey for days, studying its abilities and tiring it with skirmishes, before they coordinate an all-out attack. Wolves hunt elk on rainy days, when their hooves can't grip the wet ground, and geese on stormy nights too harsh to fly. When boars duel, wolves kill the breathless loser. And when deer travel, wolves cull the weak in the rear. Wolves attack when the odds are in their favor and may retreat if their prey seem to get the upper hand.
Oathbreaker

Back in the days before the Apocalypse, you swore an Oath to do no harm. But times have changed, and now you do what you must to stay alive. Whether that means ending another life, or not. Oathbreaker Medics are skilled in combat as they don't really care about the moral implications of ending another life. They say that if it helps them stay alive, that's reason enough to kill.

### **Bonus Proficiencies**

When you choose this Subclass at 3rd level, you gain proficiency with Sharp and Blunt Melee Weapons.

### **Fighting Style**

Also at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense.** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Protection.** 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 disadvantage on the attack roll. You must be wielding a shield.
* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### **Extra Attack**

When you reach 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

### **Brutal Critical**

When you reach 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit. This Increases to two additional dice at 15th level and three additional dice at 18th level.

### **Indominable**

When you reach 15th level, you can reroll a Death Saving Throw that you fail and must use the new roll. Once you use this feature, you cannot use it again until you finish a long rest.
Lucky Scarab

Scavengers who go down the path of the Lucky Scarab are gifted with incredible luck. Things just seem to go their way when they need them to.

### **Improved Critical**

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### **Lucky Break**

At 7th level, you can gain advantage on any ability check, saving throw, or attack roll 1 time per long rest. This increases to 2 times at 11th level, 3 times at 15th level, and 4 times at 17th level.

### **Strength of Will**

At 11th level, successful death saving throws count as two successful death saving throws, but unsuccessful death saving throws also count as two unsuccessful death saving throws.

### **Unluck’s Blessing**

At 15th level, you add half of your proficiency modifier rounded down to all rolls you make, excluding attack and damage rolls.

### **Brutal Critical**

At 17th level, you add one additional damage die when determining the extra damage for a Critical Hit. This increases to two extra dice when you reach 20th level.
Feral Survivor

Your years of living out in the unkept wilderness following the end of the world has turned you into a feral monster, making you embrace the hidden animalistic side in your nature.

### **Unarmored Movement**

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This increases to 15 feet at 6th level, 20 feet at 10th level, and 25 feet at 14th level.

At 10th level, you gain the ability to use your long animalistic claws to scale steep surfaces. You have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to climb up walls.

### **Feral Claws**

Your fingernails are long, hard and unkempt, only getting more dangerous with age. Your unarmed damage does slashing instead of bludgeoning damage. In addition, you use a 1d6 for your unarmed attacks, improving to a 1d8 at 8th level, a 1d10 at 13th level, and a 1d12 at 18th level.

### **Feral Hunger**

Weeks going without food has desensitized you to consuming the flesh of living creatures. Starting 3rd level, when You make an unarmed attack, You can instead make a bite attack, doing piercing damage instead of Slashing Damage. If you hit, you gain hit points equal to your unarmed damage. You cannot use this feature again until you finish a short or long rest.

### **Survivor Advantage: Animalistic Rage**

When you reach 6th level, you can use your action to embrace your animalistic nature and enter a rage. While you are in the rage, you gain the following benefits:

* You receive advantage on all attack rolls you make
* You gain temporary Hit Points equal to your Constitution Modifier (Minimum of 1) + your Proficiency Bonus
* If an enemy approaches within 5 feet of you, you can take a reaction to make an unarmed attack against them.

Your Rage lasts for 1 minute unless you end it early as a bonus action, are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.

### **Feral Instincts**

Starting at 10th level, your animalistic instincts are so honed that you have advantage on Initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Animalistic Rage before doing anything else on that turn.

### **Animalistic Frenzy**

When you reach 14th level, if you are lowered to 0 Hit Points while in an Animalistic rage, you gain a number of Temporary Hit Points equal to half your Constitution score (rounded down). This lasts for 1 minute or until your Animalistic Rage ends or your Temporary Hit Points are depleted.

If you are still at 0 Hit Points when this effect ends, you fall unconscious or die. You can use this feature twice, regaining all expended uses once you finish a long rest.
Taser

The taser is a fairly weak and short range miscellaneous ranged weapon. Having a typical range of 5 Ft. and a far range of 10 Ft. (with Disadvantage), the Taser doesn't have that much more range than a melee weapon. But when hit, the target must succeed on a DC 15 Constitution Saving Throw or become Incapacitated until the start of its next turn. The Taser is typically used by cops and is most commonly found in Police Stations, on Dead Cops, and sometimes even in Prisons.
The Defender

As a Defender, you focus your power on protecting your teammates from large threats as they take on the smaller, more manageable threats. You can absorb damage done to your allies and even shield them from danger. And if you see your allies get hurt, you seek vengeance against those who hurt your friends.

### **Absorbed Damage**

When you choose this path at 3rd level, you can choose an ally within 30 feet of you and absorb up to half the damage done onto them.

### **Shared Shield**

When you reach 6th level, you can spend 2 Vitality to partially shield any ally within 10 feet of you from damage. Any ally that receives damage while being shielded will only receive half as much. The other half will be inflicted upon the attacker. Once you use this feature, you cannot use it again until you finish a long rest.

### **Improved Shield**

When you reach 10th level, you gain the ability to shield allies within 10 feet of you from all damage by spending 5 vitality. Once you use this feature, you cannot use it again until you finish a long rest.

### **Vengeful Spirit**

When you reach 14th level, if an ally is to die or suffer damage equal to half its Hit Point Maximum from a single source on your watch. You gain advantage on all attack rolls made against the person or zombie who killed them or did the damage. Additionally you add double your relevant ability modifier to any damage rolls made against the person or zombie who killed them or did the damage..

This lasts for 1 hour or until the Person or Zombie who killed them or did the Damage Dies. If your ally was killed by the damage, the effect time is doubled.
Charismatic Survivor

Your innate charm and persuasive glad-handing have gotten you out a number of tight situations. Those who choose this archetype often become leaders, guiding others through the end of the world. They have the ability to inspire their allies during battle which can be a useful skill to have.

### **Diplomatic Expertise**

At 3rd level, choose two of your Wisdom or Charisma skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.

### **Intimidating Presence**

Also at 3rd level, your Charisma is overwhelming to those around you, making your enemies fear you. Once per long rest and as a Bonus Action on your turn, you can choose one creature you can see within 30 Feet of you and that can see or hear you. That creature is now Frightened of you until the end of its next turn.

You can use this feature on two creatures starting at 6th level, three creatures at 10th level, and four creatures starting at 14th level. This doesn't work on creatures that are immune to the Frightened condition.

### **Survivor Advantage: Motivational Speech**

At 6th level, you can use your Survivor Advantage to inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself with 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

The Die increases to a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level. You can use this feature a number of times equal to your Charisma Modifier (Minimum of Once), regaining all expended uses upon finishing a long rest.

### **Survivor’s Inspiration**

The strength in you pushes you past your limits to survive at any cost. At 10th level, you can choose one ally you can see within 30 Feet of you. That ally then gains advantage on the next attack roll, saving throw, or ability check they make. Once you use this feature, you must finish a long rest before you can use it again. Starting at 14th level, you can use it twice before a long rest. And you can use it three times before a long rest starting at 20th level.

### **Self Preservation**

At 14th level, your Willpower amplifies your Vitality. During Combat, when you reach half your hit point maximum, you regenerate 5 X your CON Modifier of HP until you either back to full health.
Gas Mask

The Gas Mask is most commonly found in Quarantine Zones, Houses, Stores, ect. You can't raise or lower it as a Bonus Action. The only way to get it off is to remove it as an action. While wearing the Gas Mask, you automatically succeed Constitution Saving Throws to avoid getting Infected while standing in spores as well as on Saving Throws to avoid getting the Poison Condition. While wearing the Gas Mask, you *do not* suffer Disadvantage on Ability Checks, Attack Rolls, and Saving Throws involving Strength or Dexterity if you lack Proficiency in Light Armor.
The Bruiser

Pit fighters, martial artists, guild enforcers, tavern brawlers and bouncers, bruisers differ in paths, but share the same skill and love for the combat arts, and a body covered in scars and marks of this brutal path. Bruisers face their challengers with a fearless look and unshakable confidence, brute forcing their way out of danger.

### **Bonus Proficiency**

Starting when you choose this Archetype at 3rd level, you can add your proficiency bonus to the attack roll of any Unarmed Strike you make.

### **Adrenaline Surge**

Also at 3rd level, you can enter in a state of combat readiness, giving you a short burst of action. Until the end of your next turn, you can make one unarmed strike against a creature that enters your reach as a reaction. During this surge, you can take a number of reactions equal to your Strength Modifier.

You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after completing a long rest.

### **Experienced Fighter**

When you reach 6th level, when you hit a target with a unarmed strike, you are able to make a Grapple or Shove attempt. You can do this a number of times equal to your Strength Modifier (Minimum of Once), regaining all expended uses when you finish a long rest.

### **Stunning Punch**

At 10th level, once on each of your turns, when you hit a creature with an unarmed strike as part of an Attack action, you can force that creature to make a Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn.

### **Iron Resilience**

upon reaching 14th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage instead on a success and half as much on a failed save.

In addition, when you fail a Strength or Constitution ability check or saving throw, you can choose to succeed instead. Once you use this ability, you can't use it again until you finish a long rest
Body Builds

When creating your character, you can choose one of four body builds: Skinny, Average, Fit, and Heavy. These body builds can change your movement speed, ability scores, and even your health. Each players starting movement speed is 25ft. Each of the different body builds are detailed below:

## **Skinny**

You are thinner and weaker than the average person, but this tiny build gives you an advantage as well.

* **Stat Modifiers:** +4 Dex, -2 Str, +0 Con
* **Movement Speed Modifier:** +5 feet
* **Health Modifier:** +0 hp

## **Average:**

You’re like... normal, in a sense. Your body is normal at least. Not too strong, not too slow. Jack of all trades you could say.

* **Stat Modifiers:** +0 Dex, +0 Str, +2 Con
* **Movement Speed Modifier:** +0 feet
* **Health Modifier:** +5 hp

## **Fit**

You are nimble and strong. In your past you likely took frequent trips to the gym, but keeping up this bod will require you to eat more food.

* **Stat Modifiers:** +2 Dex, +3 Str, +0 Con
* **Movement Speed Modifier:** +10 feet
* **Health Modifier:** +10 hp

## **Heavy**

You’re a lil bigger than what they’d call average. Maybe a lot bigger. Regardless, you’re a bit slower but you can lift a lot and take some hits.

* **Stat Modifiers:** -1 Dex, +2 Str, +4 Con
* **Movement Speed Modifier:** -5 feet
* **Health Modifier:** +15 hp
The yawning portal

The Yawning Portal er et vertshus i hjertet av Waterdeep. Her samles eventyrere for å drikke, spille og snakke om sine eventyr, og de aller modigste drar ned i brønnen i midten av baren. Fra tid til annen vil monstre springe ut fra brønnen og gjerne blit kjempet vekk av fulle eventyrere i samarbeid med Bartenderen Durnan
Animals

Throughout the world of Generation-Z, you may come across all sorts of animals that are doing all they can to survive after the fall of civilization, same as you. Some animals will act more aggressive while other will straight up run away from you. Animals can be a great source of food while hunting and can also be domesticated, ridden, or even tamed. The Common animals you can find throughout the world of Generation-Z, as well as their size, type, alignment, armor class, and challenge rating, are described in the table below in alphabetical order.
Volo

Volotamp Geddarm er en eventyrer som har skrevet en rekke bøker om folk og monstre, mest kjent er "Volo's guide to monsters". Han holder til steder som The yawning portal og trollskallevillaen var opprinnelig hans. Han kjøpte det fordi det var rykter om at det spøket der, men da han ble skuffet over resultatet solgte han villaen videre til Trollskalletrioen imot at de reddet vennen hans Floon Blagmar
Baton

The Baton is most commonly used by Police Officers and Prison Guards. It can be a deadly weapon against Infected or other Survivors. It is mostly found in Prison and Police Station armories. There are four variants: Fixed, Collapsible, Extendable, and Stun.

## **Variants**

 Collapsible Baton
 Extendable Baton
 Stun Baton

### **Special Rules: The Stun Baton**

A Stun Baton has 5 charges. When you hit a creature with a stun Baton, you can choose to expend one charge. When you do so, the target must make a Constitution saving throw (DC 15) or be stunned until the end of its next turn.
Priest

You are no simple initiate or acolyte. You are a priest, one already higher up in the religious hierarchy of the institution you preach in. None can claim fealty as much as you when it comes to faith in god, the leader of this religious body. Your belief is unshakable and your loyalty is not to be questioned. You know the artifacts and powers of god inside and out, as your intense faith amplifies your knowledge. Your peers know of your intense dedication and respect you for your life's work and contributions. However, this territory can mean trouble when confronted with those of opposing sects or religions, as your stalwart faith is an affront to them.

* **Ability Scores:** +2 Wisdom, +1 Intelligence
* **Skill Proficiencies:** Religion, History
* **Feat:** Prayer
* **Equipment:** A Holy Symbol (a Cross, an Amulet, an Emblem, a Reliquary, ect.), a Vial of Holy Water, a Holy Bible, a set of Priests Robes, and Five Canned Food and Five Bottles of Water.

### **Feature: Divine Favorite**

As a priest, you command greater respect of your followers than some neophyte initiate. You and your companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. You may have a residence or station of office within the establishment of your faith, reserved for higher-ups in the institutional hierarchy.

### **Suggested Characteristics**

Priests can be varying in temperament. Some are hard-headed and intolerant of criticisms to their faith or loyalty. Others are kinder, adhering to sweet words to soften up possible converts.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

### **Variant Priest: Heretic**

Opposed to the typical heretic, who only leads others astray, you hold the absolute truth. The sheeple of the mainstream may shun you, and others may try to hunt you, but you remain steadfast in the right. Were you declared apostate after damning revelations? Did your free-thinking anger those of a higher power? As of yet, your nonconformist ways have rendered you a virtual exile from your original position, but has not necessarily turned you into a publicly hunted fugitive.
SWAT Zombie

This Zombie variant is wearing SWAT armor and is most commonly found in Prisons. The armor provides it with protection from most melee damage and the helmet and protective visor prevents the Zombie from biting anyone. Once killed, you can loot the SWAT Armor off of the corpse by spending 5 minutes. You can also sometimes find a Baton on the dead Zombie. When you come across a SWAT Zombie, or a group of them, roll percentile dice or a d100 for each of them to determine if they are carrying a Baton. If the roll is 75 or above, then they have a Baton.
The Rat King (The Last of Us)

An extremely rare and dangerous form of Infected, the Rat King is a hideous amalgamation of various stalkers, clickers, and a bloater that have fused together due to the Cordyceps Brain Infection. The rat king possesses incredible strength and resilience, surpassing that of a bloater. After taking enough damage, some of the intertwined infected can break off from the larger mass. Like all other types of Infected, the Rat King is weak to fire.
Skunk

Skunks are tiny, harmless omnivores, nonetheless feared for their putrid spray. Skunks are abundant in woodlands, plains, foothills and even deserts, and are common pests in civilization. Because skunks are rarely predated, they live long lives with ample opportunity to catch and spread disease. Skunks are foremost carriers of fleas, rabies and other diseases of beasts. Skunk spray is flammable, and loses all of its normal effects when exposed to flame. The pungent and recognizable stench of skunk makes them easy to spot for most characters. Anyone with a Passive Wisdom (Perception) score of 12 or higher can smell a skunk when one is in the area. The score goes down to 8 if the skunk is deceased.
The School of Mental Health

# **School of Mental Health**

Medics who attend the School of Mental Health typically become Psychiatrists or Councilors, helping people heal in their mind. They are adept at calming people down and can heal people mentally of being Charmed, Frightened, or even Insane. They can be a useful ally to have on the field of battle and in many other situations as well.

### **Mental Advantage**

Starting when you choose this Archetype at 3rd level, you gain Advantage on any Saving throw to resist being Charmed or Frightened.

### **Calm Emotions**

Also at 3rd level, you can use 1 Medical point as an action to remove any condition that affects your mental state. This includes Charmed, Frightened, and Madness. To do so requires a DC 10 First Aid Check.

### **Psychiatrist**

At 6th level, you can spend 5 medical points to cure you or another player of the Madness, frightened, or charmed condition.

### **Mental Healing**

Starting at 10th level, if you or a player has short term madness you can cure them of it by spending 10 medical points. This doesn’t work if they have long term madness. The DC for curing a player of short term madness is 10. The DC for curing yourself of short term madness is 15.

### **People Reader**

Starting at 14th level, you have become a master at reading other people's emotions. You gain advantage on all persuasion checks you make.
The Berserker

As a Berserker, you go into a crazed Frenzy, unlocking your inner primal instincts, as you take on multiple enemies at once. Your Fury is a means to an end - that end being violence. The chaos of battle gives you a rush. You love the smell of blood on the battlefield.

### **Frenzy**

Starting when you choose this path at 3rd level, you can use your action to go into a frenzy. When you do this, you have advantage on strength checks and saving throws, You add your proficiency bonus to any attacks you make, and you are resistant to any piercing, bludgeoning, and slashing damage. Your frenzy lasts for 2d4 turns. When you get out of your frenzy, you have 1 level of exhaustion.

### **Mindless Frenzy**

Beginning at 6th level, you can't be charmed or frightened while in a frenzy. If you are charmed or frightened when you enter your frenzy, the effect is suspended for the duration of the frenzy.

### **Intimidating Presence**

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of its next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

### **Retaliation**

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. You can't use this feature on that creature again until you finish a short or long rest.
Bile Bomb

The Bile Bomb is a glass jar filled with a Bile-like substance that can be found almost anywhere but most commonly in stores and Military Bases. It can be Thrown about 30 feet as an action onto either a creature or the ground. It breaks on impact and covers whatever it hits with the Bile inside of it. When thrown at the ground, any undead within 30 feet of where it lands that can smell can only use it's action to move toward where it landed. This lasts for 3 rounds. When thrown at a person, the creature is Blinded for 3 rounds and any undead within 30 feet of them can only use it's action to move toward the creature. This also lasts for 3 rounds and when the undead arrive at the creatures location, they begin scratching at them and tearing them apart. The GM doesn't need to roll an attack for any of the undead but they do need to roll damage for all of the undead until the creature that the Bile Bomb landed on is brought to 0 Hit Points.

## **Variant: Additional Damage**

The GM may decide that the glass digs into the skin of someone upon shattering when Thrown at a creature. If this is the case, the Bile Bomb does 1d4 Piercing Damage.
Military Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of guns, learned basic survival techniques, including how to stay alive on the battlefield.

You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

* **Ability Scores:** +2 Strength, +1 Dexterity
* **Skill Proficiencies:** Intimidation, Athletics
* **Tool Proficiencies:** One Gaming Set of Your Choice
* **Feat:** Savage Attacker
* **Languages:** Morse Code
* **Equipment:** A Trophy Taken from a Fallen Enemy, A Lighter, a Sleeping Bag, an Insignia of Rank, a Military Uniform, a picture of your family, and Fifteen Canned Food and Ten Bottles of Water.

### **Feature: Military Rank**

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

 2
 3
 4
 5
 6

### **Suggested Characteristics**

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

 2
can't get the images of violence
 3
 4
tales from my military experience
relevant to almost every combat
 5
 6
 7
 8
direct solution is the best path to
success.

 2
 3
follow orders blindly, they embrace
 4
 5
worth killing over or going to war
 6
are all that matter. (Any)

 2
battlefield. To this day, I will never
 3
 4
my army suffered or the enemies
 5
 6
for themselves.

battle still leaves me quivering with
 2
 3
that cost many lives – and I would do
 4
 5
 6
when I'm wrong.

### **Variant Military Soldier: Army Veteran**

Your days of fighting in wars have come to an end. How ever long you were in the Military, you have decided to retire and live a peaceful life for however much longer you have.