The following is a player class option for a “Campaign in a Bottle” ruleset I’m working on called Zombie Apocalypse Campaign Setting for Fifth Edition (ZACS 5e for short).
Note: It isn’t intended to be played with typical Dungeons & Dragons Fifth Edition class options.
This is mostly a work in progress so it may be shy on a few rules and flavor text. For now, assume that all current Fifth Edition rules apply unless otherwise stated in this content.
Errata:
- Sanity scored added into abilities.
- Points for ability scores increased to 18.
- Starting equipment wording modified to specify simple melee weapon over simple weapon.
- Simple vehicle proficiency added.
Survivor
You have survived the initial wave of undead during the zombie apocalypse. Now, you must use your skills and talents to carve a place for yourself and those you care for in this mad world.
The Survivor is the only available class option for ZACS 5e. It has the following features:
Level |
Prof. Bonus |
Features | Simp. Talent | Talent | Talent Uses | Use Level |
XP
|
1st | +2 | Survivor Archetype, Talents | 2 | 2 | 1 | 1st | 0 |
2nd | +2 | Survivor Advantage, Archetype feature | 2 | 3 | 2 | 1st | 300 |
3rd | +2 | – | 2 | 4 | 2 | 2nd | 900 |
4th | +2 | Ability Score Increase | 3 | 5 | 2 | 2nd | 2,700 |
5th | +3 | Determination to Live | 3 | 6 | 2 | 3rd | 6,500 |
Class Features
As a survivor, you gain the following class features.
Proficiency Bonus and Ability Scores
Proficiency Bonus: As a first level character, your proficiency bonus is +2. Your bonus increases to +3 at 5th level.
Ability Scores: You have 18 points to spend on your seven ability scores which are Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Sanity. The cost of each score is shown on the Ability Score Point Cost table (PHB, p13). Using this method, 15 is the highest ability score you can end up with. You can’t have a score lower than 8.
This method of determining ability scores enables you to create a set of one high number, one above average number, and four low ones (15, 13, 8, 8, 8, 8), a set of numbers that are average and nearly equal (11, 11, 11, 10, 10, 10), or any set of numbers between those extremes.
Traits
Size: You are a human survivor, standing somewhere between barely 5 feet to just over 6 feet tall. Therefore, your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write a number of languages equal to your Intelligence modifier (minimum of 1). Most survivors speak the language of the country or region where they spent most of their life. Example languages include (but are not limited to): English, French, German, Japanese, Mandarin Chinese, Portuguese, or Russian.
Feat: You gain one feat of your choice.
Hit Points
Hit Dice: 1d8 per survivor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per survivor level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Vehicles: Simple vehicles
Saving Throws: You start with the following saving throws:
- (a) Dexterity, (b) Constitution, or (c) Wisdom
- (a) Strength, (b) Intelligence, or (c) Charisma
Skills: Choose any three.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a knife or (b) any simple weapon
- (a) a pistol plus 10 ammunition, (b) rifle plus 10 ammunition, or (b) any simple melee weapon
- A survivor’s pack.
Survivor Archetypes
As a survivor, you select one archetype that sums up your skills, talents, and function at 1st level. Choose one of the following archetypes: Strong Survivor, Fast Survivor, Tough Survivor, Smart Survivor, Dedicated Survivor, or Charismatic Survivor.
Talents
At 1st level, you have access to special abilities that you can use to help you survive.
Simple Talents
You know two simple talents of your choice from the survivor talents list. You learn one additional simple talent at 4th level.
Talents Uses
The Survivor table shows how many talent uses you have. The table also shows what the level of those uses is; all of your talent uses are at the same level. To use one of your talents of 1st level or higher, you must expend a use. You regain all expended uses when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level talents uses. To use the 1st-level talent first aid, you must spend one of those uses, and you can cast it as a 3rd-level talent.
Talents Known of 1st Level and Higher
At 1st level, you know two 1st-level talents of your choice from the survivor talent list.
The Talents Known column of the Survivor tables shows when you learn more survivor talents of your choice of 1st level and higher. A talent you choose must be of a level no higher than what’s shown in the table’s Use Level column for your level. When you reach 5th level, for example, you learn a new survivor talent, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level, you can choose one of the survivor talents you know and replace it with another talent from the survivor talent list, which also must be of a level for which you have talents.
Talent Ability
Wisdom is your talent ability for your survivor talents, so you use your Wisdom whenever a talent refers to your talent ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a survivor talent you use and when making an attack roll with one.
Talent save DC = 8 + your proficiency bonus + your Wisdom modifier
Talent attack modifier = your proficiency bonus + your Wisdom modifier
Talent Tools
Some talents require the use of tools to perform. In order to perform the talent, you must have the appropriate tool or item available.
*Talents work very similar to warlock spells in the PHB.
Survivor Archetypes
As a survivor, you select one archetype that sums up your skills, talents, and function at 1st level. Choose one of the following archetypes: Strong Survivor, Fast Survivor, Tough Survivor, Smart Survivor, Dedicated Survivor, or Charismatic Survivor.
Survivor Advantage
At 2nd level, you gain an advantage that helps you in the cruel, post-apocalyptic world you now live in. You start with two such advantages: Will to Live and an effect determined by your archetype. Some archetypes grant you additional effects as you advance in level, as noted in the domain description.
When you use your Survivor Advantage, you choose which effect to create. You must then finish a short or long rest to use your Survivor Advantage again.
Some Survivor Advantage effects require saving throws. When you use such an effect, the DC equals your survivor talent save DC.
Survivor Advantage: Will to Live
Starting at 2nd level, you can use your Survivor Advantage to reroll a saving throw that you fail. If you do so, you must use the new roll.
Ability Score Improvement
When you reach 4th 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 16 using this feature. In place of ability score increases, you may select 1 feat.
Determination to Live
Starting at 5th level, when you fail a saving throw, you can use your Survivor Advantage feature to succeed instead.
Survivor Archetypes
Every survivor has a different method of survival, typically tied to an ability that they excel at. The archetype provides new talents available at 1st, 3rd, and 5th level, a new feature at 1st level, and a new uses for your Survivor Advantage feature that you gain at 2nd level.
Strong Survivor
Your might and physical power is all you need to survive in this undead world.
Powerful
You may use your Strength modifier in place of your Wisdom modifier for all talent save DCs and talent attack modifiers when using strong talents.
Fighter
At 1st level, you have honed your fighting skills, relying on a particular style of fighting as your specialty. Choose one of the following options.
Brutal Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must have one hand free.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Survivor Advantage: Quick Attack
Starting at 2nd level, you can use your Survivor Advantage to make a quick secondary attack. As a reaction, you can make a single weapon attack.
Fast Survivor
You’re quick. And that’s what’s kept you alive.
Quick
You may use your Dexterity modifier in place of your Wisdom modifier for all talent save DCs and talent attack modifiers when using fast talents.
Fast Feet
Starting at 1st level, your speed increases by 10 feet while you are not wearing armor.
Survivor Advantage: Cunning Action
Starting at 2nd level, you can use your Survivor Advantage to allow you to move and act quickly. You can take the Dash, Disengage, or Hide action as a bonus action.
Tough Survivor
No matter how many hits you take, you always find a way to get back up.
Resilient
You may use your Constitution modifier in place of your Wisdom modifier for all talent save DCs and talent attack modifiers when using tough talents.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Survivor Advantage: Danger Sense
At 2nd 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 or give yourself a +5 bonus to your Armor Class until the start of your next turn.
Smart Survivor
You’ve survived this long thanks to your big brain.
Brilliant
You may use your Intelligence modifier in place of your Wisdom modifier for all talent save DCs and talent attack modifiers when using smart talents.
Expertise
At 1st level, choose two of your skill proficiencies or one of your skill proficiencies and your proficiency with a set of tools. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.
Survivor Advantage: Tactician
Starting at 2nd level, you can use your Survivor Advantage to outmaneuver your opponents at the start of combat. You make your initiative roll with advantage.
Dedicated Survivor
Your willpower and focus have kept you alive during these dark times.
Healer
At 1st level, your medical talents are more effective. Whenever you use a talent of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the talent’s level.
Survivor Advantage: Iron Will
At 2nd level, you can use your Survivor Advantage to avoid threats to your mental well being. You can use your reaction to give yourself an advantage on Wisdom saving throws against talents or madness checks until the start of your next turn.
Charismatic Survivor
Your innate charm and persuasive gladhanding have gotten you out a number of tight situations.
Charming
You may use your Charisma modifier in place of your Wisdom modifier for all talent save DCs and talent attack modifiers when using charismatic talents.
Diplomatic Expertise
At 1st level, choose two of your Wisdom or Charisma skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.
Survivor Advantage: Motivational Speech
You can use your Survivor Advantage to inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself with 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
Survivor Talents
This portion describes the most common talents used in ZACs 5e. The chapter begins with talent lists available to survivors. The remainder contains talent descriptions, presented in alphabetical order by the name of the talent.
Simple Talents (0 Level)
Clobber
CPR
Duck and Cover
Encouragement
Limited Darkvision
Lookout
Mock
Quick Fix
Signals
Simple Diversion
Sweet Talk
True Strike
1st Level
Animal Friendship
Charm Person
Command
Crackshot
Defensive Instinct
Detect Undead
Discourage
Fierce Strike
First Aid
Forceful Kick
Hunter’s Mark
Instigate
Joke
Leadership
Motivate
Polyglot
Rapid Fire
Rage
Restrain
Second Wind
Slam
Sleeper Hold
Sneak Attack
Sprint
Talent Descriptions
The talents are presented in alphabetical order.
Animal Friendship
1st-level dedicated talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: 24 hours
This talent lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the talent fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the talent’s duration. If you or one of your companions harms the target, the talent ends.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Charm Person
1st-level charismatic talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the talent ends or until you or your companion do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the talent ends, the creature knows it was charmed by you.
Clobber
Strong simple talent
Performance Time: 1 action
Range: Touch
Tools: None
Duration: Instantaneous
You throw a powerful punch at one target within 5 feet of you. On a hit, the target takes 1d8 bludgeoning damage, and it can’t take reactions until the start of its next turn.
This talent’s damage increases by 1d8 when you reach 5th level (2d8).
Command
1st-level charismatic talent
Performance Time: 1 action
Range: 60 feet
Tools: None
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The talent has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the talent ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, it flies the minimum distance need to remain in the air.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, you can effect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
CPR
Dedicated simple talent
Performance Time: 1 action
Range: Touch
Tools: None
Duration: Instantaneous
You perform CPR on a living creature that has 0 hit points. The creature becomes stable. This talent has no effect on undead or constructs.
Crack Shot
1st-level smart talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: Concentration, up to 1 round
You focus on one target that you can see within 30 feet of you and carefully aim your attack. On your next turn, your next attack automatically hits the target and it is a critical hit.
Defensive Instinct
1st-level tough talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: 8 hours
Your AC becomes 13 + your Dexterity modifier. The talent ends if you don armor or you decide to dismiss the effects of the talent.
Detect Undead
1st-level smart talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: Concentration, up to 1 hour
For the duration, you know if there is an undead with 30 feet of you, as well as where the creature is located.
Discourage
1st-level charismatic talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 minute
Choose up to three creatures you can see within range. The targets must make Charisma saving throws.
Whenever a target that fails this saving throw makes an attack roll or a saving throw before the talent ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you use this talent using a use slot of 2nd level or higher, you can target one addition creature for each slot level above 1st.
Duck and Cover
Tough simple talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: 1 round
You protect yourself from an incoming attack. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing dealt by weapon attacks.
Encouragement
Charismatic simple talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 minute
You speak to one willing creature within range. Once before the talent ends, the target can roll a d4 and add that number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The talent then ends.
Fierce Strike
1st-level strong talent
Performance Time: 1 action
Range: Touch
Tools: Melee weapon
Duration: Concentration, up to 1 minute
Make a melee weapon attack against a creature you can reach. On a hit, the target takes an extra 2d6 damage. Additionally, if the target is a creature, it must succeed on a Wisdom saving throw or be frightened of you until the talent ends. As an action, the creature can make a Wisdom check against your talent save DC to steel its resolve and end this effect.
First Aid
1st-level dedicated talent
Performance Time: 1 action
Range: Touch
Tools: First aid kit
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your talent ability modifier. This talent has no effect on undead or constructs.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, the healing increases by 1d8 for each use level above 1st.
Forceful Kick
1st-level strong talent
Performance Time: 1 action
Range: Touch
Tools: None
Duration: Instantaneous
Make an unarmed strike attack against a creature you can reach. On a hit, the target takes an extra 2d6 damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Hunter’s Mark
1st-level dedicated talent
Performance Time: 1 bonus action
Range: 90 feet
Tools: None
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the talent ends, you deal an extra 1d6 damage to the target whenever you hit with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival check you make to find it. If the target drops to 0 hit points before this talent ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you use this talent using a talent use of 3rd level, you can maintain your concentration on the talent for up to 8 hours.
Instigate
1st-level charismatic talent
Performance Time: 1 bonus action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 minute
You attempt to compel a creature to fight you. One creature that you can see within range must make a Wisdom saving throw. On a failed save the creature is drawn to you, compelled by your charismatic demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this talent doesn’t’ restrict the target’s movement for that turn.
The talent ends if you attack any other creature if you use a talent that targets a hostile creature other than the target, if a creature friendly to you damages the target or uses a harmful talent on it, or if you end your turn more than 30 feet away from the target.
Joke
1st-level charismatic talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Instantaneous
A creature of your choice that can see and hear you finds you hilariously funny and falls into fits of laughter if this talent affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the talent ends.
Leadership
1st-level charismatic talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 minute
Choose three creatures you can see within range. Whenever a target makes an attack roll or a saving throw before the talent ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you use this talent using a use slot of 2nd level or higher, you can target one addition creature for each slot level above 1st.
Limited Darkvision
Dedicated simple talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: Concentration, up to 1 minute
You can focus your senses to see in darkness. For the duration, you see in total darkness as if it was dim light in a 10-foot radius around you.
Lookout
Dedicated simple talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 round
You keep an eye on one willing creature within range. Once before the talent ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The talent then ends.
Mock
Charismatic simple talent
Performance Time: 1 action
Range: 60 feet
Tools: None
Duration: Concentration, up to 1 round
You unleash a string of insults at a creature within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Motivate
1st-level charismatic talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 minute
A willing creature that can hear you is imbued with bravery. Until the talent ends, the creature is immune to being frightened and gains temporary hit points equal to your talent ability modifier at the start of each of its turns. When the talent ends, the target loses any remaining temporary hit points from this talent.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, you can target on additional creature for each use level above 1st.
Polyglot
1st-level smart talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: Concentration, up to 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see. It takes about 1 minute to read one page of text.
This talent doesn’t decode secret messages in text.
Quick Fix
Smart simple talent
Performance Time: 1 minute
Range: Touch
Tools: Simple tools or relevant artisan’s tools
Duration: 1 round
This talent quickly repairs a single break or tear in an object such as a broken chain link, two halves of a broken key, a torn shirt, or a leaking gas tank. As long as the break or tear is no larger than 1 foot in any dimension, you mend it; while it may have a trace of the former damage, it will continue to work so long as it isn’t damaged again.
Rapid Fire
1st-level fast talent
Performance Time: 1 bonus action
Range: Varies
Tools: Firearm with the automatic or semi-automatic trait
Duration: 1 round
Make a ranged weapon attack against a creature in range. On a hit, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you use this talent using a talent use of 2nd level or higher, the damage increases by 1d10 for each use level above 1st (to a maximum of 5d10).
Rage
1st-level strong
Performance Time: 1 bonus action
Range: Self
Tools: None
Duration: 1 minute
You enter a rage. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls.
- You have resistance to bludgeoning, piercing, and slashing damage.
You can’t use talents or concentrate on talents while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Restrain
1st-level strong talent
Performance Time: 1 bonus action
Range: Touch
Tools: None
Duration: Concentration, up to 1 minute
Make a grapple attempt against a creature. If you are successful, the target must make a Strength saving throw or be restrained by you. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the grapple ends.
While restrained, the target takes 1d8 bludgeoning damage plus your talent save DC at the start of each of its turns. A creature restrained by you or one that can touch the creature can use is action to make a Strength check against your talent save DC. On a success, the target is freed.
Second Wind
1st-level tough talent
Performance Time: 1 bonus action
Range: Self
Tools: None
Duration: Instantaneous
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your survivor level.
Signals
Charismatic simple talent
Performance Time: 1 action
Target: One creature
Tools: None
Duration: Concentration, up to 1 minute
You use your hands to make a series of signs to one creature you can see within 120 feet of you that can see you. If the target (and only the target) can see you, it understands your message and it can reply back with signals meaning yes, no, or I don’t know. If the target also has the signals simple talent, it can instead reply using its own signals talent.
Simple Diversion
Smart simple talent
Performance Time: 1 action
Range: None
Tools: Simple tools or relevant artisan’s tools
Duration: 1 minute
You create something that can create a sound or the appearance of an object that lasts for the duration.
If you create a sound, its volume can range from a whisper to a scream. It can be a recording, a simple device that makes sounds, or any other sound you choose that seems reasonable.
If you create the appearance of an object–such as a person, muddy footprints, or vehicle running–it must be no larger than a 5-foot cube. Standing within 5 feet of the object reveals it to be an illusion.
If a creature uses its action to examine the sound or image, the creature can determine that it is a diversion with a successful Intelligence (Investigation) check against your talent save DC. If a creature discerns the diversion for what it is, it can ignore the diversion and inform others that it is not real.
Slam
1st-level strength talent
Performance Time: 1 action
Range: Touch
Tools: None
Duration: Instantaneous
Make a melee weapon attack against a creature you can reach. On a hit, the target takes 3d10 bludgeoning damage.
At Higher Levels. When you use this talent using a talent use of 2nd level of higher, the damage increases by 1d10 for each slot level above 1st.
Sleeper Hold
1st-level strength talent
Performance Time: 1 action
Range: Touch
Tools: None
Duration: 1 minute
Make a melee weapon attack against a creature you can reach. On a hit, you place the creature in a sleeper hold. The target must succeed on a Constitution saving throw or fall unconscious. The creature remains unconscious for the duration, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Undead, constructs, and creatures that do not require air aren’t affected by this talent.
Sneak Attack
1st-level fast talent
Performance Time: 1 reaction
Range: Varies
Tools: Melee or ranged weapon
Duration: Instantaneous
You can use your reaction to deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The talent’s damage increases by 1d6 when you reach 3rd level (2d6), and 5th level (3d6).
Sprint
1st-level tough talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: 1 hour
Your speed increases by 10 feet until the talent ends. At the end of the duration, you take one level of exhaustion.
Sweet Talk
Charismatic simple talent
Performance Time: 1 action
Range: Self
Tools: None
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the talent ends, the creature realizes that you were using tricks to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it.
True Strike
Fast simple talent
Performance Time: 1 action
Range: 30 feet
Tools: None
Duration: Concentration, up to 1 round
You focus on one target that you can see within 30 feet of you and gain a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided this talent hasn’t ended.
Thanks for reading!
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Can’t get to the original post 🙁
I forgot to finish it up! Whoops. Try to get it tonight
This is pretty great, I’m already thinking about how I’d apply it to a Supernatural style Hunters game.
Oh yeah, great idea. Throw some lower-level fiends in and potentially just use regular classes in the game
This is gonna work perfectly for a last of us styled campaign.