PeaShooter
About this class
OVERVIEW
The Peashooter is the garden’s sharpshooter — a plant who turns
precision, positioning, and patience into devastating ranged
firepower. Built around the Pea Charge system, the Peashooter
rewards players who think ahead: every action that isn’t an
attack is ammunition for the next one. Charge tokens stack
between rounds, building a reservoir of bonus attack and damage
that can be unleashed all at once or spent conservatively across
a longer fight. The Peashooter hits hardest when they’ve had a
moment to breathe — and in the chaos of a zombie wave, making
that moment happen is half the challenge.
PLAYSTYLE
The Peashooter is a ranged attacker who rewards deliberate play
over reactive spray. Pea Charge’s token system creates a
mini-economy: every non-attack action generates tokens, and
every attack decision is about when to cash them in. The
Peashooter is the highest-Evasion class in the roster (11),
reflecting a plant who wins by not getting hit rather than by
tanking through punishment. Pea Shot’s built-in +1 against Far
range targets rewards staying back and keeping adversaries at
distance. Hyper Pea is the class’s definitive moment: a single
guaranteed-maximum damage shot that can remove a tough target
from the board when it matters most.
TABLE GUIDANCE FOR GMs
The Peashooter is the party’s answer to high-priority targets.
When building encounters, include at least one adversary who
represents a genuine threat if left alive — the Dancer, the
Catapult, the Zomboni — and let the Peashooter feel the
satisfaction of removing them. The Peashooter is weakest when
forced into Melee range (they lose the +1 Far range bonus and
their Evasion advantage means less if everything is already
adjacent). Zombie types with forced movement (Football Zombie’s
Blitz Charge, Gargantuar’s Shockwave) are natural counters.
Don’t overuse them — one forced-movement adversary per encounter
is pressure; three is punishment.
TABLE GUIDANCE FOR PLAYERS
Track your Charge tokens every round. The most common Peashooter
mistake is spending tokens too early on low-value targets and
then having nothing left for the hit that actually matters. As a
general rule: build to 3 tokens before firing, spend them all on
a single high-value attack. Hyper Pea is best used on a fully
charged attack — Pea Charge tokens still apply, so a Hyper Pea
with 3+ tokens spent is your highest single-hit damage ceiling in
the entire homebrew. Use Threat Assessment before every dungeon
entrance and every zombie wave setup — two free GM questions per
Sun spent is one of the best information-gathering tools in the
roster.
Included subclasses
Starting stats
Hope feature
Class features
-
Pea Charge
You can build up concentrated pea energy between shots. At the
start of each scene, and whenever you take an action that doesn't
include making an attack roll, place a Charge token on this card.
You can hold a maximum number of Charge tokens equal to your
Proficiency.
When you make an attack roll, you can spend any number of Charge
tokens:
• Add +1 to your attack roll per token spent
• Add +1d4 to your damage roll per token spent on a successAt the end of each scene, clear all unspent Charge tokens.
-
Pea Shot
Your pea shots are your primary weapon. While you have no equipped
primary weapon, or while equipped with a ranged weapon:
• Your ranged attacks deal magic damage
• You use Instinct as your attack trait
• Your base damage is d6+2 magic damage using your Proficiency
• You gain a +1 bonus to attack rolls against targets within Far
range -
Threat Assessment
Spend a Sun to read the environment before engaging. Ask the GM
up to two questions from the following list:
• Is there an ambush or hidden threat nearby?
• Is there a way through this area that avoids direct
confrontation?
• What is the safest path through this location?
• What is the biggest mistake we could make entering this area?
• Have zombies been through here recently and what did they do?
Class items
- A worn targeting lens
- A bandolier of charged pea pods
Character questions
Background prompts
- You have been defending your garden for as long as you can remember. What was the moment you realized the zombie threat was bigger than just your lawn?
- Every Peashooter has a signature shot. What makes yours unique and who taught you to fire it?
- You once missed a critical shot with devastating consequences. What happened and how has it changed the way you fight?
Connection prompts
- You've practiced shooting alongside me. What's one thing about my technique that impressed or surprised you?
- I once protected you with a shot you never saw coming. What were you doing that left you so exposed?
- We disagree on something fundamental about how to fight the zombie threat. What is it?
Subclass cards
Printable via header menu
GATLING
Foundation
Trigger Discipline: When you successfully attack the same target
you attacked on your previous action, gain +1d6 to your damage
roll. If you successfully attack that same target three or more
actions in a row, this bonus becomes +1d8.
Suppressing Fire: After resolving an attack roll, you can mark a
Stress to make a follow-up attack roll at -2 against a different
target within the same range. On a hit, roll damage separately.
You cannot spend Charge tokens on this follow-up attack.
GATLING
Specialization
Spray Pattern: hen you make an attack roll, you can choose to
spend all your current Charge tokens (minimum 2) to instead split
the attack across up to 3 adversaries within the same range. Make
a single attack roll, applied to each target's Evasion separately,
and roll damage separately on each hit. The Charge tokens add
their normal attack/damage bonuses to each target.
Momentum: At the start of each of your actions in combat, if your
previous action included a successful attack roll, immediately
place 1 Charge token on your Pea Charge card (this can exceed
your normal maximum by 1).
GATLING
Mastery
Pea Storm: Once per long rest, mark 2 Stress to unleash a Pea
Storm. Make a single attack roll, compared separately against the
Evasion of every adversary within your weapon's range. Roll damage
once and apply it to each adversary you hit. After Pea Storm, you
cannot place new Charge tokens until your next rest.
SNIPER
Foundation
Mark Target: As an action, mark a Stress to observe a single adversary you can see and designate them as your Marked Target. Until you finish a long rest or designate a new target:
Your attack rolls against them ignore the penalty from cover or concealment
Your damage rolls against them gain +1d4 (increases to +1d6 at Tier 2, +1d8 at Tier 3, and +1d10 at Tier 4)
You can only have one Marked Target at a time. Additionally, during downtime you can designate a Marked Target without spending Stress — provided you have observed or been within Close range of that target for at least a few minutes.
Steady Hands: If you have not moved since the start of your
previous action, gain +2 to your next attack roll and +1d6 to
your damage roll on a hit.
SNIPER
Specialization
Pierce the Veil: Your attacks against your Marked Target ignore
cover, concealment, and the Hidden condition entirely. You can
also target adversaries you have previously seen this scene, even
if they are currently Hidden from you, at no penalty.
Charged Shot: When you spend Charge tokens on an attack against
your Marked Target, each Charge token spent adds +1d6 to damage
instead of +1d4.
SNIPER
Mastery
Headshot: Once per long rest, before rolling an attack against
your Marked Target, declare a Headshot and mark 2 Stress. Make
the attack roll with advantage. On a success, the target
automatically marks Hit Points as if you dealt Severe damage. On
a critical success, the target marks an additional Hit Point and
gains the Vulnerable condition until the end of the scene. This
attack ignores any resistance the target has.
PeaShooter
OVERVIEW
The Peashooter is the garden’s sharpshooter — a plant who turns
precision, positioning, and patience into devastating ranged
firepower. Built around the Pea Charge system, the Peashooter
rewards players who think ahead: every action that isn’t an
attack is ammunition for the next one. Charge tokens stack
between rounds, building a reservoir of bonus attack and damage
that can be unleashed all at once or spent conservatively across
a longer fight. The Peashooter hits hardest when they’ve had a
moment to breathe — and in the chaos of a zombie wave, making
that moment happen is half the challenge.
PLAYSTYLE
The Peashooter is a ranged attacker who rewards deliberate play
over reactive spray. Pea Charge’s token system creates a
mini-economy: every non-attack action generates tokens, and
every attack decision is about when to cash them in. The
Peashooter is the highest-Evasion class in the roster (11),
reflecting a plant who wins by not getting hit rather than by
tanking through punishment. Pea Shot’s built-in +1 against Far
range targets rewards staying back and keeping adversaries at
distance. Hyper Pea is the class’s definitive moment: a single
guaranteed-maximum damage shot that can remove a tough target
from the board when it matters most.
TABLE GUIDANCE FOR GMs
The Peashooter is the party’s answer to high-priority targets.
When building encounters, include at least one adversary who
represents a genuine threat if left alive — the Dancer, the
Catapult, the Zomboni — and let the Peashooter feel the
satisfaction of removing them. The Peashooter is weakest when
forced into Melee range (they lose the +1 Far range bonus and
their Evasion advantage means less if everything is already
adjacent). Zombie types with forced movement (Football Zombie’s
Blitz Charge, Gargantuar’s Shockwave) are natural counters.
Don’t overuse them — one forced-movement adversary per encounter
is pressure; three is punishment.
TABLE GUIDANCE FOR PLAYERS
Track your Charge tokens every round. The most common Peashooter
mistake is spending tokens too early on low-value targets and
then having nothing left for the hit that actually matters. As a
general rule: build to 3 tokens before firing, spend them all on
a single high-value attack. Hyper Pea is best used on a fully
charged attack — Pea Charge tokens still apply, so a Hyper Pea
with 3+ tokens spent is your highest single-hit damage ceiling in
the entire homebrew. Use Threat Assessment before every dungeon
entrance and every zombie wave setup — two free GM questions per
Sun spent is one of the best information-gathering tools in the
roster.
Domains
Pea + Marksman
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A worn targeting lens
- • A bandolier of charged pea pods
PeaShooter’s Hope Feature
Hyper Pea : Spend 3 Sun to channel all your energy into one devastating shot. Make an attack roll against a target within Far range. On a success, deal damage and add the maximum possible result of all your damage dice to the total instead of rolling them. On a critical success, also force the target to mark an additional Hit Point.
Class Features
Pea Charge
You can build up concentrated pea energy between shots. At the start of each scene, and whenever you take an action that doesn't include making an attack roll, place a Charge token on this card. You can hold a maximum number of Charge tokens equal to your Proficiency. When you make an attack roll, you can spend any number of Charge tokens: • Add +1 to your attack roll per token spent • Add +1d4 to your damage roll per token spent on a success At the end of each scene, clear all unspent Charge tokens.
Pea Shot
Your pea shots are your primary weapon. While you have no equipped primary weapon, or while equipped with a ranged weapon: • Your ranged attacks deal magic damage • You use Instinct as your attack trait • Your base damage is d6+2 magic damage using your Proficiency • You gain a +1 bonus to attack rolls against targets within Far range
Threat Assessment
Spend a Sun to read the environment before engaging. Ask the GM up to two questions from the following list: • Is there an ambush or hidden threat nearby? • Is there a way through this area that avoids direct confrontation? • What is the safest path through this location? • What is the biggest mistake we could make entering this area? • Have zombies been through here recently and what did they do?
PeaShooter Subclasses
Choose either the GATLING or SNIPER subclass.
GATLING
You don't need to aim if you never stop firing
Foundation Features
Trigger Discipline: When you successfully attack the same target
you attacked on your previous action, gain +1d6 to your damage
roll. If you successfully attack that same target three or more
actions in a row, this bonus becomes +1d8.
Suppressing Fire: After resolving an attack roll, you can mark a
Stress to make a follow-up attack roll at -2 against a different
target within the same range. On a hit, roll damage separately.
You cannot spend Charge tokens on this follow-up attack.
Specialization Feature
Spray Pattern: hen you make an attack roll, you can choose to
spend all your current Charge tokens (minimum 2) to instead split
the attack across up to 3 adversaries within the same range. Make
a single attack roll, applied to each target's Evasion separately,
and roll damage separately on each hit. The Charge tokens add
their normal attack/damage bonuses to each target.
Momentum: At the start of each of your actions in combat, if your
previous action included a successful attack roll, immediately
place 1 Charge token on your Pea Charge card (this can exceed
your normal maximum by 1).
Mastery Feature
Pea Storm: Once per long rest, mark 2 Stress to unleash a Pea
Storm. Make a single attack roll, compared separately against the
Evasion of every adversary within your weapon's range. Roll damage
once and apply it to each adversary you hit. After Pea Storm, you
cannot place new Charge tokens until your next rest.
SNIPER
One shot. One breath. One zombie less.
Foundation Features
Mark Target: As an action, mark a Stress to observe a single adversary you can see and designate them as your Marked Target. Until you finish a long rest or designate a new target:
Your attack rolls against them ignore the penalty from cover or concealment
Your damage rolls against them gain +1d4 (increases to +1d6 at Tier 2, +1d8 at Tier 3, and +1d10 at Tier 4)
You can only have one Marked Target at a time. Additionally, during downtime you can designate a Marked Target without spending Stress — provided you have observed or been within Close range of that target for at least a few minutes.
Steady Hands: If you have not moved since the start of your
previous action, gain +2 to your next attack roll and +1d6 to
your damage roll on a hit.
Specialization Feature
Pierce the Veil: Your attacks against your Marked Target ignore
cover, concealment, and the Hidden condition entirely. You can
also target adversaries you have previously seen this scene, even
if they are currently Hidden from you, at no penalty.
Charged Shot: When you spend Charge tokens on an attack against
your Marked Target, each Charge token spent adds +1d6 to damage
instead of +1d4.
Mastery Feature
Headshot: Once per long rest, before rolling an attack against
your Marked Target, declare a Headshot and mark 2 Stress. Make
the attack roll with advantage. On a success, the target
automatically marks Hit Points as if you dealt Severe damage. On
a critical success, the target marks an additional Hit Point and
gains the Vulnerable condition until the end of the scene. This
attack ignores any resistance the target has.
Background Questions
Answer any of the following, or create your own.
- • You have been defending your garden for as long as you can remember. What was the moment you realized the zombie threat was bigger than just your lawn?
- • Every Peashooter has a signature shot. What makes yours unique and who taught you to fire it?
- • You once missed a critical shot with devastating consequences. What happened and how has it changed the way you fight?
Connections
Ask one of the following, or improvise.
- • You've practiced shooting alongside me. What's one thing about my technique that impressed or surprised you?
- • I once protected you with a shot you never saw coming. What were you doing that left you so exposed?
- • We disagree on something fundamental about how to fight the zombie threat. What is it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.