recursal/Fanatic-Fandom huggingface dataset:
Commander

The Commander archetype means taking on the role of leadership. By being a Commander, you learn techniques that allow you to work more effectively with a team while in combat.

### **Commander's Expertise**

Starting at 3rd level, While wielding both a firearm and a melee weapon, you can add your ability modifier to the damage of the second attack. Additionally, you gain proficiency in 1 skill of your choice.

### **Morale**

Starting at 6th level, as an action, you can boost your allies Morale. You choose a number of allies that you can see, and can see or hear you, up to your Charisma modifier (minimum 1). Those allies gain a +1 bonus to their attack rolls, damage rolls, and saving throws. This lasts for 1 minute or until you use this feature again. You can use this feature twice, regaining any expended uses when you finish a long rest. This increases to a +2 bonus at 7th level, and to a +3 bonus at 13th level.

### **Cunning Action**

Starting at 9th level, you can take a bonus action on each of your turns. This bonus action can only be used to make the Dash, Disengage, or Hide actions.

### **Demoralize**

Starting at 17th level, as an action, you choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (minimum 1). Those creatures make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures have disadvantage on attack rolls, damage rolls, and saving throws for 1 minute or until you use this feature again. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. You can use this feature twice, regaining any expended uses when you finish a long rest.

### **Regroup**

Starting at 17th level, as an action, you can summon up to eight willing creatures immediately to your side that you can see. These creatures regain 1d6 + (your Charisma modifier) in hit points.
Languages

## **Languages by Country**

Many Languages are spoken throughout the world today. Each Character speaks English and at least one additional languages granted by their Lineage. Then they might get one or more additional languages from their Backgrounds, Feats, or Random Traits. There are three main types of Languages, defined by their rarity: Common, Uncommon, and Rare. There are 107 different Languages that you can can speak. In the table below is a list of all the languages, as well as there rarity, separated by Country. A Language can belong to more than one Country.

## **Unique Languages**

There are some Languages that many wouldn't consider when telling people how many Languages they know. These Languages are unique in the sense that you don't really speak them, with the exception of Pig Latin. You are generally granted a Unique Language by your Background, and sometimes by your Random Traits. The different Unique Languages are provided in the table below, listed in alphabetical order.

 Thieves' Cant | Unique

## **Different Alphabets**

There are many different Alphabets and Dialects throughout the world. Below are just a few of them, provided in Alphabetical Order.
Pirate

While most ruffians prefer to assault people on land, Pirates use not only their strength, but your speed and cunning as well to rule the high seas and plunder the riches it holds within.

### **Seafarer**

Having dedicated time to learning how to not only effectively sail, but swim in case that goes wrong, no one is safe from your grasp. At 3rd level, you gain a swim speed equal to your movement speed, and you gain proficiency in all types of water vehicles, or double it if you were already proficient. You also add double your proficiency modifier to attack and damage roles made with Machete's.

### **Nimble**

You're becoming faster, and harder to hit. Starting at 6th level, your movement speed increases by 10 feet and your AC increases by an amount equal to half of your proficiency bonus (Rounded Down).

### **Pirate's Luck**

At 10th level, You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you.

### **Belay That!**

At 14th level, when a creature within 30 feet of you that you can see takes an action, you may use your reaction to make a melee or ranged attack against that creature. On a hit, the creature takes no damage or status effects, but their action is spent without having taken effect. Once you use this feature, you must finish a short or long rest before you can use it again.

### **Certain Death**

When you reach 18th level, as you feel the cold approach of death, your adrenaline pumps and your focus narrows. When you are reduced to 0 Hit Points but not killed outright, you gain temporary Hit Points equal to your Constitution Modifier + your Proficiency Bonus. You keep these Hit Points until they are reduced or until you regain at least 1 Hit Point. If you are still at 0 Hit Points when this effect ends, you fall unconscious.
Cannibal

The Cannibal is a Survivor that has gone mad and has started to eat the flesh of his enemies and even fallen allies. They take pleasure in the hunt of other sentients and powerful creatures, driven by a desire to show that they are the most deadly, ferocious, and terrifying creature.

### **Heartless**

Upon choosing this archetype at 3rd level, you are immune to being Charmed or Frightened.

### **Vicious Bite**

Also at 3rd level, you can make a bite attack as an attack action. This attack deals 1d6 + Strength modifier damage, and on a hit the opponent must succeed on a DC 15 Wisdom Saving Throw or be frightened. They may retry the Saving Throw at the beginning of their next turn to overcome the frightened condition.

The damage increases to 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 20th level.

### **Survivor Advantage: Devour**

When you reach 6th level, you can use your Survivor Advantage to rip and tear into someone's arm. When you do this, roll the attack normally and roll damage as if you were using your Vicious Bite Ability. You gain temporary Hit Points equal to the damage dealt.

### **Corpse Eater**

Beginning at 10th level, by consuming the corpse of someone that you or an ally has killed in the past hour, you regain your full hit points as if finishing a long rest. You can do this once, regaining all expended uses after finishing a long rest.

### **Voracious Assault**

When you reach 14th level, you can use your bonus action to move up to your movement speed, without provoking attacks of opportunity. This movement doesn't count against your maximum speed on that turn.

In addition, you can make a Vicious bite attack as part of that bonus action. You cannot use your Survivor Advantage feature as part of that bonus action. You can use this feature once, regaining expended uses when you complete a long rest.
Light Crossbow

The Light Crossbow is a Ranged Weapon that launches Arrow-like projectiles called Bolts. The Light Crossbows is a slightly lighter variant of the Crossbow. The Bolts don't make a sound and you can spend 1 minute after a battle to search the Battlefield and recover half your expended Bolts. You can fire a Crossbow once before you need to reload it with another Bolt. Most Crossbows have a small Scope attached to them when you find them. They are most commonly found in certain stores.
Boomer (Left 4 Dead)

The Boomer is an extremely bloated Special Infected. Their mutation has caused them to produce immense quantities of bile which they attempt to vomit on the Survivors, temporarily blinding them and summoning a small Horde. Though fragile and slow, the Boomer can be dangerous to a Survivor team whose health or combat abilities are compromised. The Boomer can be easily detected in an area by hearing its low burps and gurgling sounds it makes. Upon death, the Boomer explodes and blasts its bile on all nearby creatures.
Armor

The Generation-Z world has plenty of different armors for Survivors to choose from, ranging from Hazmat Suits to Ghillie Suits to rare Military Armor and Blast Suits, with several other kinds of Armor in between. The Armor table collects the most commonly found types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor. Some Survivors supplement their armor with a shield.

## **Armor Proficiency**

Anyone can put on a suit of armor or strap a shield to their arm, but only those proficient in the armor's use knows how to wear it effectively. However, your class gives your proficiency with different types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any Ability Checks, Attack Rolls, and Saving Throws that involve Strength or Dexterity.

## **Armor Class**

Armor protects its wearer from attacks. Your Unarmored Armor Class (or AC) is 10 + your Dexterity Modifier. Otherwise, the armor (and Shield) you wear determines your AC, as detailed in the Armor Table down below.

## **Getting into and out of Armor**

The time it takes to Don or doff a type of armor or a shield is shown in the Donning and Doffing Armor Table.

* **Don.** This is the time it takes to get into the item. You benefit from its AC only if you take the full time to Don it. If you have help putting on the armor, reduce the time by half.
* **Doff.** This is the time it takes to take off the Item. If you have help removing armor, reduce the time by half.

 Medium Armor | 5 Minutes
 Heavy Armor | 10 Minutes
 Shield | 1 Action

## **Armor Degradation**

During the heat of combat, armor is what keeps you alive. When used normally, armor only suffers minimal damage during combat. Cleaning and repairing is part of a long rest. The only way armor can degrade is when not taken care for a long time or when Sundered by enemies in combat. Like with exhaustion, Armor Conditions stack.

When you make an attempt to repair a Sundered armor and you fail the check, it becomes Broken and unusable (except for spare parts). However if the armor is not already Worn Out, you can turn the failure in a success but the armor suffers a permanent Worn Out condition that can no longer be removed.

### **Worn Out**

The armor has not seen care in a long time, or recent repairs have failed. When armor is worn out, it suffers -2 to AC. (up to your total Armor Class). Unless the condition is permanent, the armor can be fully repaired using repair parts, 1 hour of work, and a successful DC 12 Intelligence (Crafting) check.

### **Sundered**

Armor is Sundered when an enemies attack roll beats your AC by 10 or more. The armor suffers -2 to AC when used. If the armor is also Worn Out, it suffers -4 to AC. The armor can be fully repaired using repair parts, 3 hours of work, and a successful DC 15 Intelligence (Crafting) check.
Hunter (Left 4 Dead)

The Hunter is an agile Special Infected whose mutation has granted him incredible strength and agility. The Hunter appears in a faded blue hooded sweatshirt and dark brown sweatpants. His hood is always pulled down and over his face, which on close inspection, reveals that the skin around his eyes has either been clawed off or has mortified as a result of the Infection. The Hunter chooses to lurk in the shadows, pouncing on their victims when they least expect it and clawing them to shreds. They can easily be detected in an area by hearing their low growls.
Lineage

When creating your character, you can choose a Lineage from which your parents descend from. Your Lineage grants you one additional language and changes the way your character looks. Choose from the Lineages table below or roll a d10 to determine your Lineage randomly:

## **Variant: Multiple Lineages**

If your GM gives you the "ok", your parents might come from different parts of the world. For example, your father might have come from Africa whereas your mother may have come from America. If you choose to go this route, decide where each of your Parents came from. Then pick one language that is common to either where your father came from or where your mother came from. Then you can mix and match how you look if you decide to draw your character on your character sheet.
Blunt Melee Weapons

Blunt Melee weapons are typically used for Brute force and can do devastating damage to the target of your attack. Proficiency with Blunt Melee weapons allows you to add your proficiency bonus to any attack rolls you make with a Blunt Melee weapon. The Table below describes all the Blunt Melee weapons as well as their weight, damage, and any special properties they may possess.
Way of the Sword

Samurai's who adopt the Way of the Sword Archetype are masters of the blade and, with enough training, can attack faster than the eye can see. These Samurai's are good with a sword and can be a demon in combat. All should quiver when one of these Samurai's steps onto the battle field, wielding a Katana.

### **Expertise**

When you adopt this archetype at 3rd level, you add double your proficiency modifier to any sharp melee weapons you are proficient in.

### **Battle Capability**

Also at 3rd level, if you miss an attack roll with a sharp melee weapon you are proficient in, you can choose to succeed instead. Once you use this feature, you cannot use it again until you finish a long rest.

### **Fighting Style**

When you reach 7th level, you adopt another style of Fighting as your specialty. Choose one of the following options. It cannot be the same style of Fighting you received at second level as part of the Samurai Class.

* **Dueling.** While you are wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** When you roll a 1 or a 2 for an attack roll you make with a melee weapon you are wielding in 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 melee weapon must have the two-handed or versatile property to gain this benefit.

### **Precise Strike**

Beginning at the 10th level, your attacks count as critical hits when you roll a 19 or 20 on the d20.

### **Lightning Quick Blade**

Starting at 14th level once per long rest you can use your action to attack all enemies within a 20 foot radius around you with your sword. You roll an attack roll for any enemy you're attacking but you add double your proficiency bonus to the attack rolls. Enemies that took a hit must make a DC 20 Constitution saving throw or take 2d6 Slashing damage on a failed save, or half as much on a success. If they fail their saving throw, they each suffer disadvantage on attack rolls until the end of their next turn.

You take one level of exhaustion after completing this ability. The Damage done to them increases to 4d6 at 18th level and 6d6 at 20th level.
Compound Bow

A Compound Bow is a type of Bow generally used for Target Practice and Hunting, but it can easily be used to take out Infected and Survivors. The Compound Bows fire Arrows and doesn't make any sound when you fire it. After a battle is finished, you can spend 1 minute to search the battlefield and uncover half the ammo you fired. A Compound Bow can fire once before you have to load a new arrow into it. It is most commonly found in certain stores, Hunting Shacks, and Houses.
Trapper

Trappers have the ability to trap their prey in traps they make themselves. Zombie Hunters who adopt this archetype can build Bear Traps, Pit traps, and even Net Traps. They can then lie in wait, or even put bait out, waiting for a Zombie to wander to close to the trap. And then when that happens, they move in and finish the job.

### **Create Trap**

Starting at 3rd level when you choose this archetype, you can spend 1-4 hours to build 1 of 3 hunting traps. Choose from the following:

* **Bear Trap.** This trap will grab onto someone's foot if they step on. This creature now counts as restrained.

* **Hidden Pit.** You can spend 3 hours to dig a 10 foot deep pit and cover it with sticks and leaves. If someone triggers this trap, they must succeed on a DC 15 Dexterity Saving Throw and take 2d6 bludgeoning damage on a failed save or half as much on a successful one. You can spend an additional hour to fill the pit with rocks and such. If you do this, if someone triggers the trap, they take an additional 1d4 bludgeoning damage.

* **Hidden Net.** You can spend 2 hours constructing this trap. To do so, you must cover a net with sticks and leaves. String a rope from the net around a tree branch and tie it to a rock or tree stump. If someone steps on the net, it will scoop them up and they will be hanging from the tree branch. The creature now counts as restrained.

A Bear Trap requires a DC 10 Wisdom (Perception) check to spot and the Hidden Pit and Hidden Net Traps require a DC 15 Wisdom (Perception) check to spot. This check can only be performed by animals and humans, not undead.

### **Baiter**

When you reach 6th level, you can add bait to any of the above traps. This will increase the likelihood of an animal or zombie getting caught in your trap.

### **Remove Release Latch**

Starting at 10th level, you can spend an additional hour to remove the release latch from a bear trap. If you do this, the only way to get someone out of this trap is to amputate their leg or breaking the trap with a successful DC 10 Strength check.

### **Improved Trapping**

When you reach 14th level, you can create traps that are even more hidden than before. Once you gain this feature, the DC needed to spot a trap increases by 5. This will increase the likelihood of an animal or zombie getting caught in your trap.
Survivors

During the end of the world the living may be just as much, if not more, of a danger than the dead. Constant life or death scenarios force people to do things they wouldn't normally. Many survivors are forced to kill just to stay alive. The table below details each of the Survivors you may encounter in the barren wasteland the world has become as well as their size, type, alignment, armor class, and challenge rating.
Flame Thrower

The Flame Thrower is one of the more deadly Ranged Weapons and has the capability of spread flame all around you, burning nearby creatures to a crisp. It is quite Heavy and requires a Strength of 15 or higher to wield effectively. If a player doesn't meat these requirements, then they suffer Disadvantage on Attack Rolls with this weapon. The Flame Thrower doesn't use traditional ammo but instead uses Gasoline to shoot the fire. It is very rare and most commonly found in Military Bases and Bunkers.

## **Attacks**

There are three Different Attacks you can make with a Flame Thrower: *Fire Blast*, *Smokescreen*, and *Napalm Spread*. Each require and action to perform and use up different amounts of gasoline. All three of them are described below.

* **Fire Blast.** As an action, shoot a blazing stream of fire. You project a 30ft long line of fire, making a ranged attack roll against each creature in it, dealing 2d6 + dex mod fire damage on a hit. The attack roll uses Dexterity.
* **Smokescreen.** As an action, you can release exhaust smoke from your flamethrower. A 10ft-radius sphere centered around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you. All creatures within the area of effect are blinded for 2 rounds.
* **Napalm Spread.** As an action, force all creatures within a 15ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success.
Teacher

In the worlds of art, math, and science, there is a lack of refinement in many--thus came about the art of teaching. Teachers are people with the drive to practice this. They regularly see to eager students and educate them on the basis of their chosen craft. Many teachers focus on a subject they themselves excel at, be it physical or social science. Oftentimes, teachers are a service provided and bought only by those with means to afford them. Teachers will often charge high prices based on their own prestige, which is passed on to their student in turn; however, there are those kindred spirits who seek solely to teach rather than profit.

* **Ability Scores:** +2 Intelligence, +1 Charisma
* **Skill Proficiencies:** Investigation and one other based on your focus of studies
* **Feat:** Skill Expert *or* Keen Mind
* **Equipment:** A backpack with journals, parchment, and scrolls, a small pouch of sand, a set of common clothes, one item based on your Focus of Studies, Five Canned Food and Three Bottles of Water.

### **Focus of Studies**

Teachers are localized masters of a specific area of academia. For example, a Teacher who specializes in sciences and lives in a mountainous region would be an expert on local gems and minerals. However, when presented with a stone from a faraway place, he may be at a loss to identify it. Mathematics, while generally being universal, may have various localizations of measurements. These challenges through differences, however, only fuel a passionate tutor to push past his limits and learn all he can in his field to support those who come after him. You are no different. In your focus of studies, you do all you can to be the master and teacher of your academic department.

### **Feature: Art of Teaching**

Your time as a teacher has trained you how to efficiently teach and be taught. If you are learning a new language or other proficiency from a friendly creature, the required time is cut in half. If you are teaching a new language or other proficiency to a friendly creature, the required time is halved.

### **Suggested Characteristics**

Successful teachers not only endeavor to spread knowledge to all they come across but also to inherit wisdom during their adventures. These are the people who constantly ask questions and have no qualms with answering those who ask. Teachers always walk away from an academic situation or encounter--whether happily or frustrated--with new insight to record and share.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

### **Variant Teacher: Janitor**

You've cleaned for a large portion of your life, since you were born or since you reached adulthood. Perhaps it was a habit which you grew into, rather than something that ill-circumstances forced you into. You may have tended to a structure or building in several ways: cleaning, repairs, occasionally guarding, and so forth.
Way of the Shogun

A Samurai who takes up the Way of the Shogun archetype are masters at commanding others and are able to raise their allies’ morale. They can Frighten their enemies with their booming voice and boost your allies capabilities. these Samurai's also tend to be calm under pressure and extreme circumstances.

### **Kiai Shout**

At 3rd level, you learn the power to intimidate your enemies with a powerful war cry. As a bonus action, choose an enemy that can hear you: the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The enemy may repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.

The save DC equals 8 + your Strength modifier + your Proficiency Bonus. Once you use this feature, have to finish a short or long rest to use this again.

### **Commanding Boost**

When you reach 7th level you gain the ability to inspire confidence in your allies by shouting and directing them. As a bonus action, choose a number of allies equal to your Charisma modifier + 2. Your allies gain advantage on attack rolls until the end of your next turn. You regain the use of this ability after a short or long rest.

### **Calm Under Pressure**

At 10th level, you have become attuned to the environment of battle and are able to reassure your allies. As a bonus action, choose a number of allies equal to your Strength modifier + 2. You and them regain hit points equal to your Wisdom modifier + your Samurai level. You regain the use of this ability after a long rest.

### **War Cry**

At level 14 you are a very experienced commander, becoming mentally and vocally stronger. You can now use every other command and shout twice between their respective rests.
Writer

Most of the world's history and culture is inked into the pages of tomes that lie in the dusty halls of libraries and live in the studies of scholars. Those who write these tomes can influence the way people think and feel, how events are remembered, and how the future may be looked at. You are one of these people, a writer.

Few people look at a writer as one who goes out of their way to find knowledge, many, in fact, imagine a writer to stay at their desk and merely write until their dying breath. This raises the question: How do the authors who write of the natures of man and best alike learn of these things? Simple, they go out into the world themselves.

* **Ability Scores:** +2 Intelligence, +1 Dexterity
* **Skill Proficiencies:** Investigation and History (non-fiction writer); *or* Performance and Insight (fiction writer)
* **Tool Proficiencies:** Forgery Kit
* **Feat:** Linguist
* **Equipment:** Forgery Kit, a book (first draft of your newest book or the first copy of your first/most popular book), a blank book, a bottle of black ink, a quill, a set of common clothes, and Three Canned Food and Three Bottles of Water.

### **Specialization**

The style of books you are writing, or have written differ drastically from Writer to Writer. Some writers prefer epic high fantasy adventures full of saving the realms and slaying dragons. Other prefer the epic expanse of space in Sci-Fi novels. Choose from the table below or roll a d10 to determine randomly.

 2
 3
 4
 5
 6
 7
 8
 9
 10

### **Feature: Fan Base**

Your publications have particular significance to some of your readership. You have amassed a fan base, which might be widespread or small and fanatical. You are always somehow running into a fan that can help you, or at least willing to put you up for the night, even if it's to get a sneak peek at your next book or get an autograph.

### **Suggested Characteristics**

Writers are often reserved Bookworms. They have read a lot in order to gain the knowledge they need to write books of their own. They are usually (but not always) the quiet type and don't talk very much, as they are busy coming up with ideas for their next book.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Uncommon Infected

Uncommon Infected is a term used to describe Infected that aren't commonly seen throughout the world of Generation-Z. They are often wearing some sort of suit, like Military Armor or a Hazmat Suit. Sometimes, they end up dropping useful items that the character can use to improve their odds in the harsh world. The Stat Blocks provided are for Uncommon Infected that are just normal Zombies. But the GM can edit them at will. For example, he can give them the speed of Runners or make them crawl around on the ground like Crawlers.
Goat

Goats are smallish, yet fearsome herbivores that live solitary lives in the mountains, deserts and plains of the world. When they aren't a hunter's quarry, they're usually a farm animal. Though goat live in quiet harmony for most of the year, males become territorial during the mating season. The long duels, loud bellows, and clear markings they use to summon mates tend to summon hunters as well. When goats detect predators, they leap straight up and stiffen their legs. This behavior—stotting—is a signal that the predator has been spotted and that the prey is healthy enough to run: a plea for truce rather than fruitless chase.
Monster School: Crafting Weapons

**Monster School: Crafting Weapons** is the 23rd Monster School episode by CraftedThings. The lesson for this video is crafting weapons. The video was released on June 18, 2015.

## Characters

* Herobrine
* Creeper
* Skeleton
* Zombie
* Spider
* Enderman
* Slime

## Start of Class

Herobrine announces to the class that they will be crafting weapons and takes them to an arena. At the arena, he places crafting tables in front of the monsters. They are given a limited time to craft. After some time, the timer ends and Herobrine asks each monster one-by-one to present their creations.

## Class

### Zombie

Zombie crafted a stick and receives an F.

### Skeleton

Skeleton crafted two connected swords and receives an A.

### Creeper

Creeper crafted a cake with an arrow stuck to it and receives an F.

### Spider

Spider crafted a piece of string and receives an F.

### Enderman

Enderman crafted a lever. Skeleton laughs at Enderman for the lever he created, but Enderman teleports with the lever and activates it to turn into a war tank that fires at Skeleton and receives an A++.

## End of Class

The grades are embedded into the end card as the video ends.

## Grades

* Grade Percentage Total - 43% - D

* Zombie, Creeper, and Spider received an F on the assignment.
* Slime received an D on the assignment.
* Skeleton received an A on the assignment.
* Enderman received an A++ on the assignment.
Biologist

You have always been fascinated with life, from insects to plants. You desire to find and document as many creatures around the world as you can. By studying these creatures you believe you can either use them for your own gain or you can hopefully better understand them and help others understand them. Scientists who adopt the Biologist archetype are typically good with animals and use this knowledge to help them Survive.

### **Bonus Proficiencies**

Starting when you adopt this Archetype at 3rd level, you gain Proficiency with Animal Handling. If you are already proficient in this skill, you add double your proficiency bonus to any ability checks you make with it.

### **Call of the Wild**

Also at 3rd level, you are already in tune with the natural world by opening your senses. As an action, you are able to sense the presence of any animal you can tame or domesticate within 30 feet of yourself. When you reach 6th level, the range increases to 60 feet, and to 100 feet at 14th level.

### **Land's Stride**

Starting at 6th level, moving through natural difficult terrain (i.e. mountains, swamps, ect.) costs you no extra movement. You can also pass through plants and bushes without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

### **Nature's Ward**

When you reach 10th level, you have advantage on saving throws to resist being Frightened by animals. Additionally, you are immune to Poison and Disease. This does not include the Infected Condition.

### **Nature's Sanctuary**

When you reach 14th level, creatures of the Natural world (i.e. bears, wolves, ect.) sense your connection to Nature and become hesitant to attack you. When an animal attacks you, it must make a Wisdom Saving Throw (DC = 8 + your Wisdom Modifier +your Proficiency Bonus). On a failed save, the animal must choose a different target, or the attack automatically misses. On a successful save, that animal is immune to this effect for 24 hours.

The animal is aware of this effect before it makes its attack against you.

### **Feral Senses**

At 20th level, your bond with beasts makes their senses rub off onto you, making your sense of sight, hearing and smell increase exponentially. You gain the following attributes from this feature:

* You gain the darkvision trait to a range of 60 feet.
* You gain advantage on perception skill checks related to hearing and listening.
* You are able to spend 1 minute to discern the scent of a creature or object. When you identify the scent, you gain advantage on Wisdom (Survival) checks you make to track it for the next hour.
Heavy Melee Weapons

Heavy Melee Weapons require great strength to wield and use effectively. Not often seen on the battlefield, but when they are, the wielder is a force to be reckoned with. Proficiency with Heavy Melee weapons allows you to add your proficiency bonus to any attack roll you make with a Heavy Melee weapon. In addition to this, you don't suffer disadvantage on attack rolls you make with the weapon if you don't meat the Strength requirement to wield in properly. The Heavy Melee weapon table below describes each Heavy Melee Weapon as well as their damage, weight, and any special properties they may possess.

**Heavy Melee Weapons Table**
 Maul | 1d10 Bludgeoning
 Chainsaw | 2d12 Slashing
Sanity

There are a number of ways you can go Insane in the Zombie Apocalypse. If you witness something absolutely horrific or if somebody you love dies a horrible death right in front of you, the GM might ask you to make a Sanity Saving Throw. The DC is 10 + your Wisdom Modifier. On a success, nothing happens. On a failure, you get one level of Insanity and roll on the Short Term Madness Table. When you gain a level of Insanity, fill in a circle where it says Insanity on your Character sheet. The DC is increased by one each time you fail a Sanity Saving Throw. On a successful Sanity Saving Throw, the DC is reset to what it was originally (10 + Wis Mod). There are 6 levels of Insanity. If you gain all 6 of them, you roll on the Indefinite Madness Table. Once you gain a level of Insanity, it cannot be gotten rid of. Below are the Short Term, Long Term, and Indefinite Madness Table:

### **Short Term Madness:**

When you fail a Sanity Saving Throw, you gain one level of Insanity and the GM will ask you to roll on the Short-Term Madness Table below. The effect ends after 1d10 minutes. When you gain Level two Insanity, the GM will ask you to roll on the Table for a second time.

 21-30
 31-40
 41-50
 51-60
 61-70
 71-75
 76-80
 81-90
 91-00

### **Long Term Madness:**

Once you gain Level three Insanity, you will begin rolling on the Long-Term Madness Table instead of the Short Term. The Effect ends after 1d10 x 10 hours:

### **Indefinite Madness:**

When a Character gains all six levels of Insanity, they roll on the Indefinite Madness Table. Their character then gets a new flaw randomly determined by rolling a d100 on the table below. The character keeps the Flaw until their madness is cured:

## **Curing Insanity**

To cure Indefinite Madness, a character who's a Medic and has the School of Mental Health Subclass can use the Calm emotions feature to remove the Flaw gained with Indefinite Madness. This feature can also be used to end Short-Term or Long-Term Madness early.
Sniper

Patient and unseen, Snipers make their mark on the battlefield by taking out their targets from afar, their presence never felt by the enemy until they see their comrades dead and the crack of the shot being heard a moment after.

### **Guerilla Tactics**

Starting at 3rd level, you can now Hide as a bonus action on your turn. You also gain proficiency in one of the following skills: Stealth, Intimidation, or Survival.

### **Sharpshooter**

Also at 3rd level, an attack roll of a 19 or 20 counts as a critical hit while you are using a firearm.

### **Crack Shot**

Starting at 6th level, attacking at long range with a ranged weapon doesn’t impose disadvantage, while attacking enemies within sight, but outside of range are at a disadvantage. The effects of half and three-fourths cover are also negated. The range of your firearms are now increased by 100ft.

### **Headhunter**

Starting at 9th level, when using the Targeting feature, attacks on the Head can be made without spending a Grit point.

### **Phantom**

Also at 9th level, you gain advantage on any dexterity (Stealth) checks as long as you remain still without taking any actions. A shot fired from stealth has advantage and a hit is an automatic critical hit. Firing a shot immediately takes you out of stealth.

### **Legendary Aim**

Starting at 17th level, rolling a 15-20 would automatically score a critical hit.
Shields

A Shield is generally made from wood or metal, but can also be made from something else, such as a fallen over Road Sign. It is carried in one hand and can increase your AC by anything from 1 to 4. Proficiency with a Shield allows you to add an additional +1 to your AC while wielding a Shield. You can only benefit from one Shield at a time.

 Road Sign Shield | 3 lbs.
 Metal Sheet Shield | 10 lbs.
 Riot Shield | 15 lbs.
 Ballistic Shield | 20 lbs.
Tough Survivor

No matter how many hits you take, you always find a way to get back up. Survivors who adopt this archetype have overwhelming tenacity to live and can be a challenge to bring down permanently. No matter what stands in your way, you will find a way to overcome it.

### **Unarmored Defense**

Starting at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

### **Indominable**

Also at 3rd level, you can reroll a Saving Throw that you fail. If you do so, you must use the new roll and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 10th level, and three times between long rests starting at 14th level.

### **Survivor Advantage: Danger Sense**

At 6th level, you can use your Survivor Advantage to help you avoid dangers. You can give yourself an advantage on Dexterity saving throw against effects that you can see such as a trap or area of effect weapon. To gain the effect, you can't be blinded, deafened, or incapacitated.

### **Determination to Live**

When you reach 10th level, when you fail a death saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your Constitution Modifier (Minimum of Once), regaining all expended uses upon completing a long rest.

### **Overcome**

From level 14, when you drop to 0 hit points, you instead drop to 1 hit point. 1 use per rest, increasing to 2 uses at level 16, 3 uses at level 18, and 4 uses at level 20.
Bloater (The Last of Us)

The Bloater is the fourth, rarest, and most dangerous stage of the Cordyceps Brain Infection. They take years to develop and reach this stage after several years of exposure to the Cordyceps brain infection. Bloaters are incredibly strong infected that are covered in thick fungus that effectively acts as armor. Because of this protective covering, they can withstand multiple hits from weapons such as the shotgun and hunting rifle, and even hatchets and machetes, making them extremely tough to eliminate. Bloaters are extremely aggressive, but are rather slow-moving, making them more predictable than other infected. Like clickers, bloaters 'see' using echolocation to locate and trap a survivor. Because the fungus has completely deformed their face and blinded them, their echolocation is much less refined than the clickers. The Bloater throws spores bombs that explode on impact. Like the other stages of Infection, Bloaters are weak to fire.
The School of Physical Health

# **School of Physical Health**

Medics who attend the school or Physical Health typically become doctors, surgeons, or nurses. They can heal another person of their wounds during battle and even make people stronger for a short period of time, making it easy for their allies to overcome plenty of situations during the end of the world.

### **Expertise**

When you choose this Medical School at 3rd level, you add double your Proficiency Bonus to any Wisdom (First Aid) check you make.

### **Healer**

Also at 3rd level, you gain the ability to heal another player up to your medic level. This costs 6 Medical points to do. You can’t use this feature again until you finish a long rest.

### **Bonus Health**

Starting at 6th level, you gain the ability to give another player temporary hp equal to half your medic level. This requires Medical points equal to twice your medic level. You can’t use this feature again until you finish a long rest.

### **Self Healer**

When you reach 10th level, you gain the ability to heal yourself an amount of hp equal to your medic level. This requires 10 Medical points to do. You can’t use this feature again until you finish a long rest.

### **Bonus Health Improvement**

When you reach 14th level, you gain the ability to give yourself temporary hp equal to half your medic level. This requires Medical points equal to twice your medic level. You can’t use this feature again until you finish a long rest.
Heavy Armor

Of all the Armor categories, heavy armor offers the best protection. These suits of Armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy Armor doesn't let you add your Dexterity Modifier to your AC, but it also doesn't penalize you if your Dexterity Modifier is negative.

 Military Armor | 20 lbs.
 Blast Suit | 30 lbs.
Submachine Guns

A Submachine Gun, or SMG, is an automatic firearm with notable less fire power than Machine Guns. Proficiency with Submachine Guns allow you to add your Proficiency bonus to any ranged attack roll you make using a Submachine Gun. There are two Submachine Guns: the Mp7 and the FN P90, both of which are described in the table below as well as their damage, weight, and any special properties they might possess.

 FN P90 | 2d8 Piercing
The School of Self Improvement

# **School of Self Improvement**

Medics who attend the School of Self Improvement can force their allies to go Beyond what they were capable of and encourage them to always keep getting better.

### **Bonus Proficiency**

When you choose this Medical school at 3rd level, you can choose one extra skill to be proficient in. This is permanent and the bonus proficiency doesn’t go away.

### **Temporary Ability Score Improvement**

Also at 3rd level. You can spend 6 Medical Points and choose two ability scores to improve by 1 or 1 ability score to improve by 2. As per usual, you can’t increase an ability score above 20 using this feature. Your ability scores return to normal after you finish a short or long rest. You can’t use this feature again until you take another short or long rest.

### **Go Beyond**

When you reach 6th level, you can spend Medical points to give someone Temporary Hit Points equal to the amount of Medical Points you spent. Once you use this feature, you must finish a short or long rest before you can use it again.

### **Bonus Health**

When you reach 10th level, you Max Hit points increase by 2 + your constitution Modifier. This is permanent and doesn’t go away.

### **Max Ability Score Increase**

Beginning at 14th level, your Intelligence and Wisdom scores both increase by 4 to a maximum of 24.
Flare Gun

The Flare Gun is a sort of weak but also versatile Gun. It can be used to signal of help or do small amounts of fire damage to your enemies. Flare Guns shoot Flare Shells and can be fired only once before you need to reload. Flare Guns are most commonly found on Boats, in Helicopters, or in Military Bases.
Tinker's Tools

The engineering kit is a kit containing 5 wrenches, a hammer, 1 of each type of screw driver, 20 screws, 15 nails, 5x6 slab of iron, a torch, and an assortment of screws, nails, nuts, bolts, springs, and cogs. Proficiency with these tools allows you to add your proficiency Bonus to any ability check you make to fix, dismantle, or create a small mechanical object.
Jockey (Left 4 Dead)

The Jockey is a Special Infected that has the ability to jump onto the Survivors and cling to their head and upper-back. From there, he can steer the Survivor while clawing at their face. The Jockey tends to lead Survivors straight into Spitter acid or even into a Tank or Witch, if there's one nearby. The Jockey can be easily detected in an area by hearing their insane yipping and cackling.
Heavy Crossbow

The Heavy Crossbow is a Heavier variant of the Crossbow and requires more Strength to pull back the firing mechanism and load a bolt. The Heavy Crossbow can shoot one time before you have to load a new bolt in. After a battle, you can spend one minute searching the battlefield in uncover half your expended ammo.
Tank (Left 4 Dead)

The Tank is arguably the most powerful Special Infected in the game along with the Witch due to his combined brute force and agility. Unless your group works together to take a Tank down, it can wipe out entire squads with or without help. The Tank is an exclusively male Special Infected who has experienced the most extensive physical mutations of any other class of Special Infected. The tank usually attacks by punching survivors but occasionally ground pounds or throws rocks or cars at them to do damage.
Shovel

The Shovel can be used to dig up the ground as well as a weapon. It could be perfect if you need to find a weapon quickly to take down a small group of Infected. It is typically found in Gardens, Greenhouses, Sheds, or Garages. There are two variants: The Metal Shovel and the Plastic Shovel.

 Plastic Shovel
Astronaut

You've traveled the stars in search of knowledge and artifacts. In the past you've spent years studying: naming constellations, construction, and leadership skills that most sages dream of acquiring. You might have encountered new planets or stars; you might even have walked on worlds that aren't your own. Regardless if you explored multiple stars and planets or haven't yet discovered any new within the infinite Universe, the life of an astronaut is perhaps the most demanding yet most wondrous life anyone can fathom.

When you choose this background, discuss with your GM the following: What is the importance of your expeditions? What company or academy you worked for? What drove you to explore space? If you worked with a crew, what are your relations with your crew-members? What type of spaceship did you work on? And what powers the spaceship? Also consider where you were when the world ended. Were you in space and came home to find civilization in ruins? Were you fired or betrayed by your crew? Retired?

* **Ability Scores:** +2 Constitution, +1 Dexterity
* **Skill Proficiencies:** Acrobatics, Sleight of Hand
* **Feat:** Dauntless
* **Equipment:** A bottle of black ink, a quill, a map of constellations, a damaged blueprint for a huge ship written in an undecipherable code, A Space Suit, and Ten Canned Food and Five Bottles of Water.

### **Specialty**

In crews, people have a specific role to play to make sure that everything goes well in an expedition. Roll or choose from the table below to determine your role. Ignore if you work alone in your travels.

 2
 3
 4
 5
 6

### **Feature: Constellations**

You can look at the constellations and stars in the night sky and instantly know which direction you are facing. You know the night sky like the back of your hand and it can be very useful to you and your allies.

### **Suggested Characteristics**

Astronauts are the smartest but most occupied people in the world. They understand the natural laws of the Universe and they have unquenchable wanderlust and curiosity, but they are often absent-minded or aloof—often getting lost in thoughts and calculations—and they quickly get bored of the familiar. They are also vulnerable to putting common sense behind for the sake of curiosity.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6