Adventurer (5e Class)
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- 1 Adventurer
- 1.1 Creating an adventurer
- 1.2 Class Features
- 1.2.1 Table: The Adventurer
- 1.2.2 Cantrips
- 1.2.3 Expertise
- 1.2.4 Fighting Style
- 1.2.5 Martial Arts
- 1.2.6 Opportunistic Strike
- 1.2.7 Stirring Inspiration
- 1.2.8 Jack of All Trades
- 1.2.9 Spellcasting
- 1.2.10 All-Terrain Traveler
- 1.2.11 Fast Movement
- 1.2.12 Ability Score Increase
- 1.2.13 Extra Attack
- 1.2.14 Evasion
- 1.2.15 Seasoned Adventurer
- 1.2.16 Reliable Talent
- 1.2.17 Luck of the Gods
- 1.2.18 True Survivor
- 1.2.19 Legendary Talent
- 1.3 Multiclassing
The class of true adventurers is not merely the class to which anyone who calls himself an adventurer belongs to, nor is it easy to define. An adventurer cannot be pigeonholed by his abilities, as he dabbles in the skills and talents of a variety of different classes: He can fight like a fighter, he is skilled like a rogue, he can cast spells like a cleric or wizard, and so on. The breadth of techniques which adventurers employ gives them an unrivaled resourcefulness at the cost of depth of experience. What really defines an adventurer though, is his approach towards life. Adventurers have a wanderlust that drives them headlong into danger for whimsical reasons, such as "because it's there" and "because it's my destiny". Adventurers are romantic souls, rejecting such things as logic, reason, and scientific thought (except where science can make things go boom) in favor of letting loose their pioneer spirit. In most settings, adventurers belong to one or more adventurers' guilds, a kind of vaguely secretive gentlemens' club or fellow adventurers. Despite the small membership of adventurers guilds, the nature of the occupation means that a branch be found even in the most unlikely places.
Creating an adventurer
- Quick Build
As a Adventurer you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scimitar or (b) a shortsword or (c) a rapier
- (a) a Flintlock Pistol and 10 bullets or (b) a shortbow and a quiver of 20 arrows or (c) 5 throwing axes
- (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
- Leather armor, two daggers, and thieve's tools
|Features||Martial Arts||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Cantrips, Expertise, Fighting Style, Martial Arts, Opportunistic Strike (1d6), Stirring Inspiration (d4)||d4||2||—||—||—||—||—||—|
|2nd||+2||Jack of All Trades, Spellcasting||d4||2||3||2||—||—||—||—|
|3rd||+2||All-Terrain Traveler, Fast Movement||d4||2||4||3||—||—||—||—|
|4th||+2||Ability Score Improvement||d4||3||5||3||—||—||—||—|
|5th||+3||Extra Attack, Opportunistic Strike (2d6), Stirring Inspiration (d6)||d6||3||6||4||2||—||—||—|
|8th||+3||Ability Score Improvement||d6||3||9||4||3||—||—||—|
|9th||+4||Opportunistic Strike (3d6)||d6||3||10||4||3||2||—||—|
|10th||+4||Fighting Style, Seasoned Adventurer, Stirring Inspiration (d8)||d6||4||11||4||3||2||—||—|
|11th||+4||Extra Attack, Reliable Talent||d8||4||12||4||3||3||—||—|
|12th||+4||Ability Score Improvement||d8||4||12||4||3||3||—||—|
|13th||+5||Opportunistic Strike (4d6), Fast Movement||d8||4||13||4||3||3||1||—|
|14th||+5||Luck of the Gods||d8||4||13||4||3||3||1||—|
|15th||+5||Stirring Inspiration (d10)||d8||4||14||4||3||3||2||—|
|16th||+5||Ability Score Improvement||d8||4||14||4||3||3||2||—|
|17th||+6||Opportunistic Strike (5d6)||d10||4||15||4||3||3||3||1|
|19th||+6||Ability Score Improvement||d10||4||15||4||3||3||3||2|
At 1st level, you know two cantrips of your choice from the bard, cleric, sorcerer, or wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Adventurer table. Charisma is your spellcasting ability for these cantrips.
At 1st level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose another two proficiencies to gain this benefit.
You adopt a particular style of fighting as your specialty. Choose an option from the list of fighting styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
At 10th level, you can choose another fighting style.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and adventurer weapons, which are rapiers, scimitars, shortswords, and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only adventurer weapon:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adventurer weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adventurer weapon. This die changes as you gain adventurer levels, as shown in the Martial Arts column of the Adventurer table.
- When you use the Attack action with an unarmed strike or an adventurer weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. You can make a grapple check in place of this bonus attack.
Beginning at 1st level, you know how to exploit a foe's blunder with a deadly yet flamboyant blow. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
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 amount of the extra damage increases by 1d6 at 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Stirring Inspiration die, a d4.
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 Stirring Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Stirring Inspiration die is rolled, it is lost. A creature can have only one Stirring Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Stirring Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Through a mix of actually studying, observing magic in action, praying to/making deals with higher powers, or "borrowing" magical secrets, you are able to cast spells.
- Spell Slots
The Adventurer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the bard, cleric, sorcerer, or wizard spell list.
The Spells Known column of the Adventurer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the bard, cleric, sorcerer, or wizard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your adventurer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane or divine focus as a spellcasting focus for your spells.
At 3rd level, you gain the ability to climb and swim faster than normal; climbing and swimming no longer costs you extra movement. Additionally, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Dexterity modifier.
Starting at 3rd level, your speed increases by 10 feet. Your speed increases by another 10 feet once you reach 13th level in this class.
Ability Score Increase
When you reach 4th level, and again at 8th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.
Once you reach 10th level, you've been along the block long enough that your quick reactions are starting to show it. You have advantage on initiative rolls.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Luck of the Gods
Beginning at 14th level, when you fail a saving throw, you can choose to succeed instead. Once you have used this feature, you cannot use it again until you have finished a long rest.
At 18th level, thanks to having a taste of every conceivable hostile infliction under the sun you gain proficiency in all saving throws.
Once you reach 20th level, your diverse capabilities become the stuff of which myths are made. Your proficiency bonus increases by 2.
Proficiencies. When you multiclass into the Adventurer class, you gain the following proficiencies: Light armor, medium armor, shields; simple weapons; martial weapons