A Survivalist is a non-caster hunter/scout who rotates between two stances: Stalker (stealth ambush) and Vanguard (frontline escort). They track, camouflage, set traps, and protect the team during retreats—built for hostile environments and corridor warfare.
Scout in Stalker → open from stealth for ambush damage → swap to Vanguard when spotted or when holding ground → deny enemy movement with traps → cover retreats and escort allies through hazards.
Stalker: speed + stealth advantage + stealth-attack bonus damage scaling by level.
Vanguard: +AC, anti-shove/prone/grapple, and a small damage reduction each round.
Stances (Lv1): bonus action to enter/switch. Stalker and Vanguard are mutually exclusive.
Stalker Ambush Damage: extra 1d6 from stealth; scales 2d6 (5), 3d6 (11), 4d6 (17). Once/turn.
Vanguard DR: reduce first damage each round by PB.
Covering Retreat (Lv2): reaction prevents OAs against an ally moving away; PB uses/short rest.
Extra Attack (Lv5): two attacks.
Ambush or Anchor (Lv5): once/turn stance rider (stalker step; vanguard impose disadvantage) PB uses/long rest.
Trap Kit (Lv9): quick snare; PB uses/short rest.
Hardened System (Lv13): poison resistance, anti-poison advantage, exhaustion recovery (if used).
Hold the Line (Lv15): reaction damage reduction for an ally hit; PB/long rest.
Vanish and Reappear (Lv17): bonus action hide in light obscurement/dim/near cover; PB/long rest.
Apex Pathfinder (Lv20): temporarily gain both stances at once.
Scout language + practical gear:
“Camo mesh tightens,” “breathing slows,” “footfalls vanish,” “chalk mark,” “tripline set,” “route check,” “cover the retreat.”
Keep it grounded: tape, hooks, filters, rope, and disciplined movement.
Make stealth and scouting matter: patrols, sightlines, vents, catwalks.
Give environmental hazards: steam leaks, toxic fog, collapsing walkways.
Reward stance swaps: Stalker for entry, Vanguard for holding and extraction.