Theme: Castaway

## The Ultimate Survivors

The Castaway represents Brutes who through circumstance or misfortune have needed to adapt to life in the seldom explored corners of the high seas. Through their experiences they have developed extraordinary self-reliance, and the abilities to survive in these untamed areas. They are capable of crafting their own simple weapons, and have learned to use the simplicity of these weapons to their advantage in combat. As Characters advance through this theme they gain the ability to adapt the weapons they craft further, granting them additional benefits to use these simple implements. They also become more capable of fighting independently, able to defend themselves more effectively when alone and even tend to their own wounds in the heat of combat.

This Theme is inspired by the tales of extraordinary resourcefulness and determination exhibited by accounts, both fictional and real, of people who have found themselves shipwrecked or stranded. From the tales of Robinson Crusoe and the portrayal of Chuck Holland by Tom Hanks in the film Cast Away, to true stories such as that of Ada Blackjack who survived through a shipwrecking in Siberia, stories of people relying on little more than their resourcefulness inspire us. This Theme seeks to give players the ability to enable this resourcefulness in their Characters.

## Prerequisites

The Castaway Theme is available to the Brute Archetype only.

It is particularly well suited to settings which feature ocean exploration and cinematic action, however it may be enjoyed in a range of settings.

## Variant: Deep Space Castaway

In Space based settings, change Water Vehicles tool proficiency for Space Vehicle tool proficiency

## Level 3 Features

At Level 3 your Character gains the following features:

### Sailor Skills

* You gain proficiency in the Water Vehicles tool.
	+ If you already have proficiency in Water Vehicles you gain another tool proficiency of your choice.
* While you are not wearing Difficult or Heavy Armor, you have a Climbing and Swimming Speed equal to your Walking Speed
* If you already have a Climbing and Swimming Speed due to the Brutish Nature: Athletic Prowess feature, your Walking Speed is increased by 10ft while you are not wearing Difficult or Heavy Armor.

### Self-Sufficient

* You may add your Martial Die to any Survival Check you make.
* Additionally you have learned how to construct Simple Weapons and Shields from materials in your environment
	+ Choose one Simple Weapon available in your Setting. Over the course of 10 minutes you may create this Weapon from materials in your environment. You may spend these 10 minutes as part of a Short or Long Rest.
		- You automatically Succeed on Skill Checks to find suitable materials in your environment you may use for this task, provided the GM agrees you are in an environment which could feasibly contain the necessary materials.
	+ Alternatively you may choose to make a Shield. This Shield grants a +2 Bonus to AC (typical of most Shields) and may be made of what materials you can find in the environment (e.g. scrap wood, branches, metal etc).
	+ You may have no more than two such Objects at any one time, as they require frequent maintenance. If you make a third such Object, one of the previously items you made with this feature ceases to function as a Weapon or Shield and may only be used as an Improvised Weapon.

### Simple Weapons Expert

* Once per Turn, while you are in a Rage and you miss a Target with an Attack using either a Simple Weapon, an Improvised Weapon or an Unarmed Strike you may immediately make an additional Attack with that same Weapon against the same Target.

## Level 6 Features

At level 6 your Character gains the following features:

### Self-Reliance

* You have a +2 bonus to your AC against Melee Attacks from an Attacker you are Threatening, provided no other Character is also Threatening the Attacker.
	+ A Character is considered Threatened if they can see a non-incapacitated Character and they are within the Reach of a Weapon that Character is holding.

### Adapt Equipment

* When you create an Object using the Self-Sufficient feature you may apply one Upgrade from the Inventor's Upgrade feature for which that Object qualifies. Options available for Simple Weapons and Shields are presented at the end of this Theme.
* You are a Level 2 Inventor for the purposes of using this feature. At Level 14 in this Theme Upgraded items gain the benefits of that you would gain as a Level 9 Inventor.
* Damage caused by a Simple Weapon or Shield made using the Simple Weapon Expert feature ignores Resistances and Immunities to Physical Damage (Bludgeoning, Piercing and Slashing Damage)

## Level 10 Features

At level 10 your Character gains the following features:

### Additional Weapons and Items

* You may now make and maintain up to three different Objects using the Simple Weapons Expert feature.

### Self-Care

* As a Bonus Action, you may expend two Stamina points to tend your own wounds, regaining a number of Hit Points equal to three rolls of your Martial Die + your Constitution Modifier.
* Using this feature also ends the Poisoned Condition on yourself.

## Level 14 Features

At level 14 your Character gains the following features:

### Improved Adapted Weapons

* The Upgrades you apply to Weapons and Shields made using the Adapt Equipment feature gain additional benefits, as though you were a Level 9 Inventor.

### Simple Weapon Master

* While you are in a Rage and you take the Attack Action, you may make up to three Attacks as part of that Action, provided all three Attacks are made with either Simple Weapons, Improvised Weapons or Unarmed Strikes.

## Inventor Upgrades

* Inventor Upgrades represent ways in which you can temporarily modify the properties of equipment your have in your possession, granting them new or improved capabilities.

* Each Upgrade will include a description of the items eligible for the upgrade, and the effect which the Upgrade will have upon the Object.
	+ Upgrades also include suggested flavor describing how the effects of the Upgrade are manifested physically. The Player which creates the Upgrade may at their discretion change the description of how the Upgrade is achieved to match their own fantasy.

* Each Upgrade grants additional benefits when you reach Level 14 in this Theme or Level 9 as an Inventor.

* Below we present the Upgrades in four sections: Weapon Upgrades, Shield Upgrades.
* Where Upgrades previously relied on an Inventor's Expertise Die, you may use your Martial Die provided you are applying the Upgrade as part of the Adapt Weapons feature.

### Weapon Upgrades

* Weapon Upgrades typically provide your Weapons with additionally properties, allowing them to be used in new, innovative ways.

#### Ranged Weapon: Accuracy Upgrade

* **Requirement**
	+ A weapon with the Ranged Weapon property
* **Accuracy**
	+ Attacking targets at long range with this Weapon does not cause Disadvantage, and allow the wielder to ignore the AC bonus granted by half and three quarters Cover.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ A laser pointer, better rifling of the barrel, a crosshair, a longer barrel or an arrow guide are added to the Weapon to improve the accuracy of the users shots.

#### Ranged Weapon: Steady Aim Upgrade

* **Requirement**
	+ A Weapon with the Ranged Weapon property
* **Steady Aim**
	+ Being Threatened does not cause Disadvantage on Attacks made with this Ranged Weapon.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ A recurve bowstring attachment, a handguard, or a sawn off barrel are applied to the weapon, allowing it's wielder to better fire it in close quarters.

#### Loading Weapon: Automatic Upgrade

* **Requirement**
	+ A Weapon with the Loading property
* **Automatic**
	+ A Character does not require a free hand to load ammunition into this Weapon (i.e. it is loaded through clips or hands-free magazines). Additionally the Weapon may ignore the Loading property for the purposes of firing the Weapon multiple times on a Turn.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ A long belt of ammunition is fed into the Weapon, or a series of magazines are attached to the Characters clothing to allow munitions to be loaded into it with only one hand.

#### Melee Weapon: Extendable Upgrade

* **Requirement**
	+ A Melee Weapon.
* **Extendable**
	+ This Weapon gains the Reach property if it lacks it. Additionally it's Reach increases by 5ft.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The Weapon is attached to a telescopic shaft or a chain that allows it to be thrust forward, surprising enemies.

#### All Weapons: Lightweight

* **Requirement**
	+ A Weapon without the Light property.
* **Lightweight**
	+ If the Weapon has the Heavy Property, it loses that property.
	+ If the Weapon does not have the Heavy property, it gains the Light property.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The Weapon includes lighter weight components or anti-gravity devices to make it easier to handle.

#### All Weapons: Heavyweight

* **Requirement**
	+ A Weapon without the Heavy or Light property.
* **Heavyweight**
	+ The Weapon gains the Heavy Property. Additionally the Weapon Damage die used by the Weapon increases by 1 stage, up to a maximum of a d12. e.g. a d8 increases to a d10.
		- If the Weapon's description includes multiple different possible damage dice, such as a Versatile weapon, increase all of the weapons damage dice by 1 stage.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The Weapon features heavier construction, potentially allowing it to deal greater amounts of damage.

#### Melee Weapon: Versatility

* **Requirement**
	+ A Melee Weapon without the Versatile or Two-Handed property.
* **Versatility**
	+ The weapon gains the Versatile property. While it is held in two-hands, the Weapon Damage die used by the weapon increases by 1 stage, up to a maximum of a d12. e.g. a d8 increases to a d10. If the weapon's description includes multiple damage dice, increase all of the weapon's damage dice by 1 stage.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The Weapon features a longer hilt or additional hand grips, allowing it to be held in two hands when wielded.

#### Thrown Weapon: Returning

* **Requirement**
	+ A Weapon with the Thrown property.
* **Returning**
	+ Whenever this Weapon is thrown a distance within it's long range, the holder may choose to have it return to their hand after the effects of the Attack have taken place.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The Weapon features a chain, powerful magnets or propellants which allow it to be returned to the wielder after each time it is thrown.

#### Melee Weapon: Launching

* **Requirement**
	+ A Melee weapon without the Thrown property.
* **Launching**
	+ The Weapon gains the Thrown property, with a short range of 20ft and a long range of 60ft. The weapon uses Strength for it's Attack and Damage roll ability modifiers, unless it also has the Finesse property in which case it may also use Dexterity.
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The hilt of the weapon features a gas or explosive propellant, allowing the weapon to be launched forward at great speed.

#### Melee Weapon: Finesse

* **Requirement**
	+ A Melee weapon without the Finesse property.
* **Finesse**
	+ The Weapon gains the Finesse property, allowing Dexterity to be used for it's Attack and Damage roll ability modifier..
* **Improved Attack**
	+ The Weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The weapon is modified to be better balanced and made more aerodynamic, increasing it's agility.

#### Two-Handed Weapon: Versatility

* **Requirement**
	+ A Melee weapon with the Two-Handed property.
* **Versatility**
	+ The weapon gains the Versatile property. While it is held in one-hand, the weapon damage die used by the weapon decreases by 1 stage, to a minimum of a d4.
		- For example a d12 decreases to a d10.
	+ If the weapon's description includes multiple damage dice, decrease all of the Weapon's Damage dice by 1 stage.
		- For example, a Greatsword dealing 2d6 slashing damage would instead deal 2d4 slashing damage.
* **Improved Attack**
	+ The weapon gains a +1 bonus to Attack and Damage rolls. When you reach Level 14 in this Theme or Level 9 as an Inventor this bonus increases to a +2.
* **Suggested Flavor**
	+ The weapon includes an adjustable grip which allows it to be held in one hand.

### Shield Upgrades

Armor Upgrades often address short comings caused in a range of different armors.

#### Shield: Free Hand

* **Requirement**
	+ A Shield.
* **Free Hand**
	+ The wearer may use the hand holding this Shield to interact with Objects such as Spellcasting foci and Potions.
	+ The hand holding this Shield may not be used to wield a Weapon however.
* **Improved Protection**
	+ When you reach Level 14 in this Theme or Level 9 as an Inventor the Upgraded Shield grants an additional +1 bonus to a Character's Armor Class.
* **Suggested Flavour**
	+ The Shield includes an adjustable grip and mounting strap, allowing the hand holding it to interact with objects.

#### Shield: Weaponized

* **Requirement**
	+ A Shield.
* **Weaponized**
	+ An equipped Shield may be used as a weapon. The Shield gains the following properties:
		- It is a Melee Weapon.
		- It has the Thrown property, with a Short Range of 20ft and a Long Range of 60ft.
		- It deals your Martial Die in Bludgeoning Damage on a Hit.
		- Whenever the Shield is thrown a distance within it's Long Range, the wielder may choose to have it return to their hand after the effects of the Attack have taken place. It automatically returns to being worn when it returns to a Character in this way.
* **Improved Attack**
	+ When you reach Level 14 in this Theme or Level 9 as an Inventor the Shield grants a +1 bonus to Attack and Damage rolls to Attacks made with it.

#### Shield or Armor: Reinforced

* **Requirement**
	+ A Shield (This Theme does not allow you to Upgrade Armor)
* **Reinforced**
	+ The Shield grants a +1 bonus to a Character's Armor Class
		- A Character may only benefit from one instance of the Bonus to AC granted by this Upgrade.
* **Improved Protection**
	+ When you reach Level 14 in this Theme or Level 9 as an Inventor the Upgraded Shield grants an additional +2 bonus to a Character's Armor Class.
* **Suggested Flavor**
	+ The Shield's weak points have been addressed with reinforcing materials.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode