Scavenger

A human quickly runs across a junkheap, having spotted a small device a short distance away. You don't have much time as your allies are in danger. You reach the device and without wasting any of times, tape it to a makeshift sword you made. You run back to where your allies are, surrounded by Zombies, and jump down into the middle of them. Then wielding your newly crafted weapon, you start taking them out.

A Sharpshooter lies in wait, looking through the scope of his gun. Then he suddenly sees his target, a Scavenger wandering around the Junkyard below him. He lines up his shot through the scope, squeezes the trigger, and fires. The bullet bounces off the Sharpshooters target, only making a small dent in the scrap Armor the Scavenger had crafted for himself.

Scavengers have a motto; waste not, want not. It never sat well with you how many perfectly useful things are cast off every day in your home town, and you are determined to set that right. From broken tools and weapons to ramshackle structures just waiting for the elements to knock them over, there’s always a way to breathe more life into the things that others forget. You have a talent for sniffing out whatever odds and ends people need.

### **One Mans Trash, Another Mans Treasure**

What some people deem trash and throw into the Junkheap, you might look at as Treasure. The endless possibilities of the things you find in Junkyards gets you excited just thinking about it. You love finding new and odd "toys" and trinkets to play around with, and use them to create small contraptions that you and your allies use in various situations.

### **Finders Keepers**

Finders keepers, losers weepers. That's what you already say. If you find something in a junkyard or even a building, you can't help but yell out, "Finders Keepers!" before grabbing it for yourself. Your motto says that if your comrades wanted that item, they should have been faster and grabbed it for themselves.

## **Creating a Scavenger**

When creating a Scavenger, try considering what drives you to scrounge around in Trash heaps, looking for anything that could be of use to you. Do you find the infinite possibilities fascinating? Or do you enjoy searching for the right tool to make your contraption work?

#### **Quick Build**

You can make a Scavenger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Inventor background.

## **Class Features**

As a scavenger, you gain the following class features:

### **Hit points**

* **Hit Dice:** 1d8 per Scavenger level
* **Hit points at first level:** 8+ your constitution modifier
* **Hit points at higher levels:** 1d8 (or 5) + your constitution modifier per Scavenger level after first

### **Proficiencies**

* **Armor:** Light and Medium armor
* **Weapons:** Improvised Weapons
* **Tools:** Tinkerers tools, Thieves tools
* **Saving throws:** Dexterity, Intelligence
* **Skills:** Choose three from Survival, Intimidation, tinkering, athletics, stealth, and perception.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (a) A Machete, (b) A Sharpened Road Sign, or (c) A Road Sign Shield
* (a) A Crossbow with 20 bolts or (b) Any Improvised Weapon
* (a) Tinker's Tools or (b) Thieves tools
* (a) A Burglar's Pack or (b) An Explorer's Pack

### **Junkheap**

A scavenger is a master of making due with what he has, even if what he has is little more than junk. At 1st level, the scavenger gains a pool of points that can be used to create various pieces of equipment from random bits of junk odds and ends. The point pool for this ability is equal to 10 x the scavenger's class level. The Scavenger is considered proficient in all weapons he makes with this skill. Items created with this ability only function properly for scavengers, others cannot effectively use them and they do not function as normal. The scavenger can only create an item with this ability once per long rest. Should the scavenger lose an item made using this ability, the points from it are deducted from the junkheap pool until he can replenish supplies. This is usually done by searching areas with abundant resources, such as a junkyards or a recent battlefield, for one hour or searching an area with an abundance of natural materials (such as a forest) for four hours. At 7th level, the scavenger can create items as a Standard Action that provokes attacks of opportunity. At 13th level, the scavenger can create items as a Move Action that does not provoke attacks of opportunity. At 19th level, the scavenger can create items as a Swift Action that does not provoke attacks of opportunity. The scavenger is still limited to one item made with this ability per long rest.

### **Improvisation**

      At the start of each day, a scavenger gains a number of improvisation points as detailed in the Improvisation Points column of the Scavenger Table. As a free action, the scavenger may spend a number of these points up to his class level to gain a circumstance bonus of equal size to his next skill check this round, including skill checks he is non-proficient in. This bonus never applies to skill checks that require more than one round to perform.

### **Inspiration**

Upon reaching 2nd level, you can use your voice to Inspire your allies. Choose one ally within 60 ft. of you that can hear you. That ally gains one Inspiration that they can use. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after completing a short or long rest.

### **Improvised Mastery**

   At 2nd level, a scavenger has become so good with his improvised items that he can use them more easily than a standard example of the item. He gains a +1 competence bonus on any skill check, attack roll, or damage roll involving one of his improvised items. This bonus increases by 1 at 6th, 10th, 14th, and 18th level.

### **Improvised Efficiency**

        Scavengers are incredibly efficient individuals, using everything and anything to get their goals complete. Items they create with junkheap weigh half as much as normal and can be collapsed down to 1/5 their usual size. Armor the scavenger makes with junkheap are treated as one size category lighter than normal. Light armor affected by this ability do not have a maximum dexterity bonus, or armor check penalty and the scavenger doesn't count as wearing armor when wearing light armor affected by this ability. Weapons made with the Junkheap ability are treated as two size categories larger for the purposes of damage dealt. Additionally, the scavenger needs only half the normal material costs and time when crafting any item and may increase the DC to craft an item by increments of 5 instead of 10 when attempting to craft more quickly.

### **Scavengers Archetype**

     At 3rd level, a Scavenger chooses one of three paths to go down. Choose from Lucky Scarab, Nimble Rat, or Martial Scrapper, each detailed at the end of the Class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 17th levels.

### **Ability Score Improvement**

   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### **Sword of Tetanus**

Why use a baseball bat or a similar item when you can just use a pile of garbage? When you reach 5th level, you can make scrap weapons such as swords, maces, and spears. See the Melee Weapon page for stats for each of the Weapons. Each Weapon takes time to craft. You can use an action to spend one hour to craft one of the above weapons. If you roll a Natural 1 on an Attack roll, the weapon breaks.

Additionally, you can spend a bonus action to cobble together the weapon as quickly as possible, instead spending one minute crafting the weapon. If you do this, the weapon will break on an attack roll below 10. You can use this feature a number of times equal to your Dexterity Modifier (Minimum of Once), regaining all expended uses upon completing a long rest.

### **Junkyard Innovation**

      At 6th level, a scavenger starts to experiment with mixing up junk to create multipurposed items by combining features of multiple items. When using the Junkheap ability, the scavenger can combine two or more items to produce a single item that has the effects of all component items. If one of the components is a weapon, the scavenger may not have another weapon as a component.

### **Walking Junkyard**

You’ve learned how to forge metal in a way so that the dead cannot touch you. When you reach 9th level, you can make scrap armor as an action. See the Scrap Armor page for stats. Doing so requires scrap metal and one hour. If an enemy scores a critical hit against you, the armor breaks.

Additionally, you can use a Bonus Action to cobble together Scrap Armor as quickly as possible, spending 1 minute instead of an hour. If you do this, your Scrap Armor is much more fragile, instead breaking on an attack roll of 15 or higher provided the result equals or exceeds your AC. You can use this feature a number of times equal to your Dexterity Modifier (Minimum of Once), regaining all expended uses when you finish a long rest.

### **Junkshot**

Starting when you reach 10th level, you can craft Homemade Guns. You can spend an action and 1 hour to craft a Handmade Revolving Shotgun or a Hand Pipe Shotgun. The Shotguns use Shotgun Shells to fire. When you do this, the Homemade guns are shoddy and not as well made as you can find them in other places. The Guns break on a Misfire. You can create either gun once per long rest.

Alternatively, you can spend a bonus action to cobble together the guns as fast as possible, spending 10 Minutes instead of an hour. If you do this, the gun instead breaks on an attack roll of 10 or below.

### **Keen Eye**

   At 13th level, your wisdom increases by 2, and you gain proficiency in the Perception skill. If you were already proficient in it, you add twice your proficiency modifier to the skill.

### **Junkyard Master**

      A scavenger that reaches 20th level has achieved a spark of genius that allows them to surpass the skill of many. All supernatural abilities gained from the scavenger class are now Extraordinary abilities and the scavenger may take five minutes to rearrange the items made with Junkheap into other items. This may be done any number of times per day. All items made with the Junkheap ability have their hardness and hit points doubled. Armor made with the Junkheap ability grant Damage Reduction, which is then doubled. Weapons made with the Junkheap ability ignore damage reduction overcome by a specific material. Items that provide a bonus to the user created with the Junkheap ability have the bonus and, if applicable, their duration doubled.

## **Multiclassing**

* ***Prerequisites.*** To qualify for multiclassing into the Scavenger class, you must meet these prerequisites: Dexterity 13 or Intelligence 13
* ***Proficiencies.*** When you multiclass into the Scavenger class, you gain the following proficiencies: Light armor, Improvised Weapons, Tinkerers Tools