{"name":"Maverick","overview":"Improvisation is the key to survival in the wild. Luckily,\r\nMavericks are experienced in their ability to use the\r\nresources around them to their advantage. They are masters\r\nof the terrains that they travel and are able to use the\r\nsurrounding natural resources to create poultices with\r\nhealing properties. Mavericks are also well versed in\r\nweaponry of all kinds, which makes them adaptable to a\r\nvariety of combat scenarios. They have been weathered by\r\ntheir time in the wilderness and they are stronger for it.\r\nMavericks are about survival, by any means necessary.\r\nMavericks operate within three disciplines of survival: the\r\nArcana Seeker, the Hunter, and the Wrangler.\r\nThe Arcana Seeker has a working knowledge of survival as\r\nwell as of the arts of magic. This makes them versatile as\r\nthey have access to a number of arcane spells in addition to\r\ntheir survival skills. Arcana Seekers place an emphasis on\r\nintellect rather than wisdom as their arcane abilities require\r\nthem to understand and memorize the complexities of\r\nspellcasting. Also within their well of knowledge is the ability\r\nto identify and understand the nuances of the nature of magic\r\nand magical devices. Some skilled Arcana Seekers even\r\npossess the ability to steal and replicate the spells of enemies\r\nused against them.\r\nThe Hunter is a calculated survivalist. They meticulously\r\nplan their strategies in order to best prepare themselves for\r\ncombat scenarios they are most likely to encounter. Hunters\r\nof large, individual prey may developed tactic around\r\nmaximizing focused damage and avoiding the attacks of\r\nsingular opponents. Hunters of smaller pacts of prey may\r\ninvoke strategies that affect multiple targets at once and that\r\nallow them to escape from being surrounded. Regardless of\r\ntheir prey, Hunters always have a plan.\r\nThe Wrangler has a connection with nature that reaches\r\nbeyond that of other Mavericks. They posses a primal\r\nunderstanding with animals and beasts, which are bastions\r\nof nature itself. Wranglers forge personal bonds with a variety\r\nof beasts. These beasts can serve a multitude of purposes like\r\nscouts, fighters, or travelling companions. For a Wrangler,\r\ntheir beast companions hold as much (if not more) agency\r\nthan their adventuring comrades.","hitdice":"d12","hitpointsfirstlevel":"12 + your constitution modifier","hitpointsathigherlevels":"1d12 (or 7) + your constitution modifier per maverick level after 1st","armorproficiencies":"Light Armor, Medium Armor","weaponproficiences":"Simple Weapons, Martial Weapons, Firearms","tools":"None","savingthrows":"Strength & Dexterity","skills":"choose three from Animal Handling, Athletics, Insight,\r\nInvestigation, Nature, Perception, Stealth, and Survival","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\na simple weapon\r\na duster (a) a martial weapon or (b) a longbow and 20\r\narrows\r\n(a) a hunting rifle or (b) a bolt-action rifle and 20 rifle\r\nammo\r\n(a) a dungeoneer's pack or (b) an explorer's pack","spellcasting":"","features":"Favored Enemy\r\nBeginning at 1st level, you have significant experience\r\nstudying, tracking, hunting, and even talking to a certain type\r\nof enemy.\r\nChoose a type of favored enemy: aberrations, beasts,\r\ncelestials, constructs, elementals, fiends, giants,\r\nmonstrosities, oozes, plants, or undead.\r\nAlternatively, you can select two races of humanoid (such\r\nas humans and cipitios) as favored enemies.\r\nYou have advantage on Wisdom (Survival) checks to track\r\nyour favored enemies, as well as on Intelligence checks to\r\nrecall information about them. When you gain this feature,\r\nyou also learn one language of your choice that is spoken by\r\nyour favored enemies, if they speak one at alI. You choose one\r\nadditional favored enemy, as well as an associated language,\r\nat 6th and 14th leveI. As you gain levels, your choices should\r\nreflect the types of monsters you have encountered on your\r\nadventures.\r\nNatural Explorer\r\nAt 1st level, you are particularly familiar with one type of\r\nnatural environment and are adept at traveling and surviving\r\nin such regions. Choose one type of favored terrain: arctic,\r\ncoast, desert, forest, grassland, mountain or swamp. When\r\nyou make an Intelligence or Wisdom check related to your\r\nfavored terrain, your proficiency bonus is doubled if you are\r\nusing a skill that you're proficient in. While traveling for an\r\nhour or more in your favored terrain, you gain the following\r\nbenefits:\r\nDifficult terrain doesn't slow your group's travel.\r\nYour group can't become lost except by magical means.\r\nEven when you are engaged in another activity while\r\ntraveling (such as foraging, navigating, or tracking), you\r\nremain alert to danger.\r\nIf you are traveling alone, you can move stealthily at a\r\nnormal pace. When you forage, you find twice as much\r\nfood as you normally would.\r\nWhile tracking other creatures, you also learn their exact\r\nnumber, their sizes, and how long ago they passed\r\nthrough the area.\r\nYou choose additional favored terrain types at 6th and 10th\r\nlevel.\r\nFighting Style\r\nAt 2nd level, you adopt a particular style of fighting as your\r\nspecialty. Choose one of the following options. You can't take\r\na Fighting Style option more than once, even if you later get\r\nto choose again.\r\nAkimbo\r\nWhen you engage in engage in two weapon fighting, you can\r\nadd your ability modifier to the damage of the second attack.\r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\nDual-Weapon Fighting\r\nWhen you are wielding a melee weapon in one hand and a\r\nranged weapon in the other, you can add your ability modifier\r\nto the damage of the second attack and you gain gain a +2\r\nbonus to damage rolls with the weapon in your main hand.\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no\r\nother weapons, you gain a +2 bonus to damage rolls with that\r\nweapon.\r\nGreat Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a melee weapon that you are wielding with two\r\nhands, you can reroll the die and must use the new roll, even\r\nif the new roll is a 1 or a 2. The weapon must have the twohanded\r\nor versatile property for you to gain this benefit.\r\nMarksman\r\nYou gain a +2 bonus to attack rolls you make with ranged\r\nweapons.\r\nRifleman\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a ranged weapon that you are wielding with two\r\nhands, you can reroll the die and must use the new roll, even\r\nif the new roll is a 1 or a 2. The ranged weapon must have the\r\ntwo-handed property for you to gain this benefit.\r\nTwo-Weapon Fighting\r\nWhen you engage in two-weapon fighting, you can add your\r\nability modifier to the damage of the second attack.\r\nMaverick\u2019s Fortitude\r\nStarting at 2nd level, whenever you roll a hit-dice during a\r\nshort rest you may add your Wisdom modifier in addition to\r\nyour constitution modifier for the health you regain.\r\nPoultices\r\nAt 3rd level, you can create special herbal poultices that have\r\nhealing power comparable to some potions. You can spend 1\r\nhour gathering herbs and preparing herbal poultices using\r\ntreated bandages to create a number of such poultices equal\r\nto your Wisdom modifier (minimum 1). You can carry a\r\nnumber of poultices at one time equal to your Wisdom\r\nmodifier (minimum 1). The poultices you create cannot be\r\napplied by anyone but you. After 24 hours, any poultices that\r\nyou have not used lose their potency. If you spend 1 minute\r\napplying one of your poultices to a wounded humanoid\r\ncreature, thereby expending its use, that creature regains 1d6\r\nhit points for every two Maverick levels you have (rounded\r\nup).\r\nMaverick Archetype\r\nAt 3rd level, you choose an archetype that you strive to\r\nemulate: Hunter, Beast Master, or Arcana Seeker all detailed\r\nat the end of the class description. Your choice grants you\r\nfeatures at 3rd level and again at 7th, 11th, and 15th level.\r\n30\r\nCHAPTER 2 | CLASSES\r\nAbility Score Improvement\r\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\r\nchoice by 1. As normal, you can't increase an ability score\r\nabove 20 using this feature.\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn.\r\nVanish\r\nStarting at 5th level, you can use the Hide action as a bonus\r\naction on your turn. Also, you can't be tracked by nonmagical\r\nmeans, unless you choose to leave a trail.\r\nAdditional Fighting Style\r\nAt 6th level, you can choose a second option from the\r\nFighting Style class feature.\r\nExperienced Aim\r\nBeginning at 6th level, your familiarity with your enemies\r\nweak spots allows you exploit them and more easily bypass\r\ntheir defenses. you gain a +1 bonus to any attack rolls made\r\nagainst your favored enemies. This bonus increases to +2 at\r\nlevel 13.\r\nLand's Stride\r\nStarting at 8th level, moving through difficult terrain costs\r\nyou no extra movement. You can also pass through plants\r\nwithout being slowed by them and without taking damage\r\nfrom them if they have thorns, spines, or a similar hazard. In\r\naddition, you have advantage on saving throws against plants\r\nthat are magically created or manipulated to impede\r\nmovement.\r\nNatural Anti-Venom\r\nStarting at 9th level, you have advantage on saving throws\r\nagainst poison and have resistance to poison damage.\r\nAdditionally, you can use one of your poultices to cure one\r\npoison effect on the creature you are applying it to, in\r\naddition to restoring hit points.\r\nHide in Plain Sight\r\nStarting at 10th level, you can spend 1 minute creating\r\ncamouflage for yourself. You must have access to fresh mud,\r\ndirt. plants. soot. and other naturally occurring materials with\r\nwhich to create your camouflage. Once you are camouflaged\r\nin this way, you can try to hide by pressing yourself up against\r\na solid surface, such as a tree or wall, that is at least as tall\r\nand wide as you are. You gain a +10 bonus to Dexterity\r\n(Stealth) checks as long as you remain there without moving\r\nor taking actions. Once you move or take an action or a\r\nreaction, you must camouflage yourself again to gain this\r\nbenefit. Also you can attempt to hide even when you are only\r\nlightly obscured by foliage, heavy rain, falling snow, mist, and\r\nother natural phenomena.\r\nField Medic\r\nStarting at 14th level, you\u2019ve become extremely skilled at\r\napplying poultices. The amount of time to apply a poultice is\r\nnow one action.\r\nMaster of Survival\r\nBy 17th level, you have refined your survival skills until they\r\napproach perfection. if you aren\u2019t already proficient in\r\nsurvival you gain proficiency with the Survival skill.\r\nWhenever you make a Wisdom (Survival) check you can treat\r\na d20 roll of 9 or lower as a 10.\r\nFeral Senses\r\nAt 18th level, you gain preternatural senses that help you fight\r\ncreatures you can't see. When you attack a creature you can't\r\nsee, your inability to see it doesn't impose disadvantage on\r\nyour attack rolls against it. You are also aware of the location\r\nof any invisible creature within 30 feet of you, provided that\r\nthe creature isn't hidden from you and you aren't blinded or\r\ndeafened.\r\nFoe Slayer\r\nat 20th level, you become an unparalleled hunter of your\r\nenemies. whenever you make a successful attack against one\r\nof your favored foes you can add your wisdom modifier to\r\nyour damage rolls.","subclasses":"Maverick Archetype\r\nA Maverick\u2019s life is one that frequently goes off the beaten\r\npath. However, what they do on their trail depends on their\r\narchetype. Some have long since chosen the archetype they\r\nseek to emulate and the time before they fully commit is\r\nspent honing themselves and preparing to commit\r\nthemselves fully to their chosen archetype. Others journey\r\nand discover something that gives them a direction, rather\r\nthan aimlessly wandering through an unknown territory.\r\n\r\nHunter\r\nThe ultimate predator\r\nA Hunter\u2019s Mark\r\nStarting at 3rd level, you can pick out a creature's weak points\r\nand you begin to pick up at where you can hit a creature to\r\ndeal extra damage. You can cast the hunter\u2019s mark spell a\r\nnumber of times equal to your Wisdom modifier. You don\u2019t\r\nhave to fulfill any of the components to cast these spells. You\r\nregain all uses of this feature when you finish a long rest.\r\nHunter's Prey\r\nAt 3rd level, you gain one of the following features of your\r\nchoice.\r\nColossus Slayer: Your tenacity can wear down the most\r\npotent foes. When you hit a creature with a weapon attack,\r\nthe creature takes an extra 1d8 damage if it's below its hit\r\npoint maximum. You can deal this extra damage only once\r\nper turn.\r\nGiant Killer: When a Large or larger creature within 5 feet\r\nof you hits or misses you with an attack, you can use your\r\nreaction to attack that creature immediately after its attack,\r\nprovided that you can see the creature.\r\nHorde Breaker: Once on each of your turns when you\r\nmake a weapon attack, you can make another attack with the\r\nsame weapon against a different creature that is within 5 feet\r\nof the original target and within range of your weapon.\r\n32\r\nCHAPTER 2 | CLASSES\r\nDefensive Tactics\r\nAt 7th level, you gain one of the following features of your\r\nchoice.\r\nEscape the Horde: Opportunity attacks against you are\r\nmade with disadvantage.\r\nMultiattack Defense: When a creature hits you with an\r\nattack, you gain a +4 bonus to AC against all subsequent\r\nattacks made by that creature for the rest of the turn.\r\nSteel Will: You have advantage on saving throws against\r\nbeing frightened.\r\nPrimal Torrent\r\nAt 11th level, you gain one of the following features of your\r\nchoice.\r\nVolley: You can use your action to make a ranged attack\r\nagainst any number of creatures within 10 feet of a point you\r\ncan see within your weapon's range. You must have\r\nammunition for each target, as normal, and you make a\r\nseparate attack roll for each target.\r\nWhirlwind Attack: You can use your action to make a\r\nmelee attack against any number of creatures within 5 feet of\r\nyou, with a separate attack roll for each target.\r\nSuperior Hunter's Defense\r\nAt 15th level, you gain one of the following features of your\r\nchoice.\r\nEvasion: You can nimbly dodge out of the way of certain\r\narea effects. When you are subjected to an effect that allows\r\nyou to make a Dexterity saving throw to take only half\r\ndamage, you instead take no damage if you succeed on the\r\nsaving throw, and only half damage if you fail.\r\nStand Against the Tide: When a hostile creature misses\r\nyou with a melee attack, you can use your reaction to force\r\nthat creature to repeat the same attack against another\r\ncreature (other than itself) of your choice.\r\nUncanny Dodge: When an attacker that you can see hits\r\nyou with an attack, you can use your reaction to halve the\r\nattack's damage against you.\r\nWrangler\r\nBondsman of beasts\r\nMaverick's Companions\r\nAt 3rd level, you gain the ability to fully tame beast\r\ncompanions that will train and listen to your commands fully.\r\nTo tame a companion it must be a beast. You must make a\r\nWisdom (Animal Handling) check. If you do not have\r\nproficiency with the Animal Handling ability, you gain\r\nproficiency with it. The DC for the ability check is equal to\r\nthe beasts Constitution score + their CR (rounded up). If you\r\nsucceed your ability check, you must spend up to 24 hours\r\nwithin the next 7 days before the beast becomes your\r\ncompanion. You can tame multiple companion beasts at one\r\ntime. However, the total CR of beasts you can tame at once\r\nmust be less than or equal to one fourth of your Maverick\r\nlevel. Your companions obey your commands as best as they\r\ncan. They takes their turns on your initiative, though they\r\ndon\u2019t take an actions unless you command them to. On your\r\nturn, you can verbally command all of your beasts where to\r\nmove (no action required by you). You can use your action to\r\nverbally command them to take the Attack, Dash, Disengage,\r\nDodge, or Help action. While traveling through your favored\r\nterrain with only your companions, you can move stealthily at\r\na normal pace.\r\nPrimeval Assault\r\nBeginning at 7th level, your Companions can add your\r\nProficiency bonus to their attack rolls. Additionally, your\r\nCompanions\u2019 attacks count as magical for the purpose of\r\novercoming resistances and immunities.\r\nSuperior Taming\r\nStarting at 11th level, you have perfected the regiment you\r\nuse to train your Companions and they have grown stronger\r\nas a result. You can add your Wisdom modifier to your\r\nCompanions\u2019 AC and Damage Rolls.\r\nAbsolute Coordination\r\nBy 15th level you and your Companions have become so in\r\ntune with each other that your coordination in battle has\r\nbecome much more effective. Instead of using your action to\r\ncommand your Companions, you can use your bonus action\r\ninstead.\r\n","tabledata":"","tags":"","templateId":"25","blockId":"183690","isShared":"1"}