Improvisation is the key to survival in the wild. Luckily, Mavericks are experienced in their ability to use the resources around them to their advantage. They are masters of the terrains that they travel and are able to use the surrounding natural resources to create poultices with healing properties. Mavericks are also well versed in weaponry of all kinds, which makes them adaptable to a variety of combat scenarios. They have been weathered by their time in the wilderness and they are stronger for it. Mavericks are about survival, by any means necessary. Mavericks operate within three disciplines of survival: the Arcana Seeker, the Hunter, and the Wrangler. The Arcana Seeker has a working knowledge of survival as well as of the arts of magic. This makes them versatile as they have access to a number of arcane spells in addition to their survival skills. Arcana Seekers place an emphasis on intellect rather than wisdom as their arcane abilities require them to understand and memorize the complexities of spellcasting. Also within their well of knowledge is the ability to identify and understand the nuances of the nature of magic and magical devices. Some skilled Arcana Seekers even possess the ability to steal and replicate the spells of enemies used against them. The Hunter is a calculated survivalist. They meticulously plan their strategies in order to best prepare themselves for combat scenarios they are most likely to encounter. Hunters of large, individual prey may developed tactic around maximizing focused damage and avoiding the attacks of singular opponents. Hunters of smaller pacts of prey may invoke strategies that affect multiple targets at once and that allow them to escape from being surrounded. Regardless of their prey, Hunters always have a plan. The Wrangler has a connection with nature that reaches beyond that of other Mavericks. They posses a primal understanding with animals and beasts, which are bastions of nature itself. Wranglers forge personal bonds with a variety of beasts. These beasts can serve a multitude of purposes like scouts, fighters, or travelling companions. For a Wrangler, their beast companions hold as much (if not more) agency than their adventuring comrades.
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, elementals, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as humans and cipitios) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at alI. You choose one additional favored enemy, as well as an associated language, at 6th and 14th leveI. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer At 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Akimbo When you engage in engage in two weapon fighting, you can add your ability modifier to the damage of the second attack. Defense While you are wearing armor, you gain a +1 bonus to AC. Dual-Weapon Fighting When you are wielding a melee weapon in one hand and a ranged weapon in the other, you can add your ability modifier to the damage of the second attack and you gain gain a +2 bonus to damage rolls with the weapon in your main hand. 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. Great 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 twohanded or versatile property for you to gain this benefit. Marksman You gain a +2 bonus to attack rolls you make with ranged weapons. Rifleman When you roll a 1 or 2 on a damage die for an attack you make with a ranged 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 ranged weapon must have the two-handed property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Maverick’s Fortitude Starting at 2nd level, whenever you roll a hit-dice during a short rest you may add your Wisdom modifier in addition to your constitution modifier for the health you regain. Poultices At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two Maverick levels you have (rounded up). Maverick Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter, Beast Master, or Arcana Seeker all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. 30 CHAPTER 2 | CLASSES Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Vanish Starting at 5th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Additional Fighting Style At 6th level, you can choose a second option from the Fighting Style class feature. Experienced Aim Beginning at 6th level, your familiarity with your enemies weak spots allows you exploit them and more easily bypass their defenses. you gain a +1 bonus to any attack rolls made against your favored enemies. This bonus increases to +2 at level 13. Land's Stride Starting at 8th level, moving through difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement. Natural Anti-Venom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt. plants. soot. and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Also you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Field Medic Starting at 14th level, you’ve become extremely skilled at applying poultices. The amount of time to apply a poultice is now one action. Master of Survival By 17th level, you have refined your survival skills until they approach perfection. if you aren’t already proficient in survival you gain proficiency with the Survival skill. Whenever you make a Wisdom (Survival) check you can treat a d20 roll of 9 or lower as a 10. Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Foe Slayer at 20th level, you become an unparalleled hunter of your enemies. whenever you make a successful attack against one of your favored foes you can add your wisdom modifier to your damage rolls.
You start with the following equipment, in addition to the equipment granted by your background: a simple weapon a duster (a) a martial weapon or (b) a longbow and 20 arrows (a) a hunting rifle or (b) a bolt-action rifle and 20 rifle ammo (a) a dungeoneer's pack or (b) an explorer's pack
Maverick Archetype
A Maverick’s life is one that frequently goes off the beaten
path. However, what they do on their trail depends on their
archetype. Some have long since chosen the archetype they
seek to emulate and the time before they fully commit is
spent honing themselves and preparing to commit
themselves fully to their chosen archetype. Others journey
and discover something that gives them a direction, rather
than aimlessly wandering through an unknown territory.
Hunter
The ultimate predator
A Hunter’s Mark
Starting at 3rd level, you can pick out a creature's weak points
and you begin to pick up at where you can hit a creature to
deal extra damage. You can cast the hunter’s mark spell a
number of times equal to your Wisdom modifier. You don’t
have to fulfill any of the components to cast these spells. You
regain all uses of this feature when you finish a long rest.
Hunter's Prey
At 3rd level, you gain one of the following features of your
choice.
Colossus Slayer: Your tenacity can wear down the most
potent foes. When you hit a creature with a weapon attack,
the creature takes an extra 1d8 damage if it's below its hit
point maximum. You can deal this extra damage only once
per turn.
Giant Killer: When a Large or larger creature within 5 feet
of you hits or misses you with an attack, you can use your
reaction to attack that creature immediately after its attack,
provided that you can see the creature.
Horde Breaker: Once on each of your turns when you
make a weapon attack, you can make another attack with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.
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CHAPTER 2 | CLASSES
Defensive Tactics
At 7th level, you gain one of the following features of your
choice.
Escape the Horde: Opportunity attacks against you are
made with disadvantage.
Multiattack Defense: When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will: You have advantage on saving throws against
being frightened.
Primal Torrent
At 11th level, you gain one of the following features of your
choice.
Volley: You can use your action to make a ranged attack
against any number of creatures within 10 feet of a point you
can see within your weapon's range. You must have
ammunition for each target, as normal, and you make a
separate attack roll for each target.
Whirlwind Attack: You can use your action to make a
melee attack against any number of creatures within 5 feet of
you, with a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your
choice.
Evasion: You can nimbly dodge out of the way of certain
area effects. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Stand Against the Tide: When a hostile creature misses
you with a melee attack, you can use your reaction to force
that creature to repeat the same attack against another
creature (other than itself) of your choice.
Uncanny Dodge: When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack's damage against you.
Wrangler
Bondsman of beasts
Maverick's Companions
At 3rd level, you gain the ability to fully tame beast
companions that will train and listen to your commands fully.
To tame a companion it must be a beast. You must make a
Wisdom (Animal Handling) check. If you do not have
proficiency with the Animal Handling ability, you gain
proficiency with it. The DC for the ability check is equal to
the beasts Constitution score + their CR (rounded up). If you
succeed your ability check, you must spend up to 24 hours
within the next 7 days before the beast becomes your
companion. You can tame multiple companion beasts at one
time. However, the total CR of beasts you can tame at once
must be less than or equal to one fourth of your Maverick
level. Your companions obey your commands as best as they
can. They takes their turns on your initiative, though they
don’t take an actions unless you command them to. On your
turn, you can verbally command all of your beasts where to
move (no action required by you). You can use your action to
verbally command them to take the Attack, Dash, Disengage,
Dodge, or Help action. While traveling through your favored
terrain with only your companions, you can move stealthily at
a normal pace.
Primeval Assault
Beginning at 7th level, your Companions can add your
Proficiency bonus to their attack rolls. Additionally, your
Companions’ attacks count as magical for the purpose of
overcoming resistances and immunities.
Superior Taming
Starting at 11th level, you have perfected the regiment you
use to train your Companions and they have grown stronger
as a result. You can add your Wisdom modifier to your
Companions’ AC and Damage Rolls.
Absolute Coordination
By 15th level you and your Companions have become so in
tune with each other that your coordination in battle has
become much more effective. Instead of using your action to
command your Companions, you can use your bonus action
instead.