Explorer (5e Class)

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The Explorer[edit]

Brushing the sand aside, an Female Human pushes further into the desert temple, his gun drawn. Slithering from above, a snake drops down, ready to pierce him. Before it can get there, it is intercepted by a monkey and blasted with lightning from its hands. On the top of the mountain, an Elf glances at the depth below, and summons a map to his hands. He briefly analyzes it, then summons a Rainbow Stars. It flashes with power, and the Elf walks off the mountain, straight through the air. A Halfling stands over a fire, chanting an incantation. He finishes his words, and a Red Stars, pulsating with power, is summoned.

The Explorer[edit]

Explorers are primal magicians, welding ancient power. The power of nature, and the power of the stars. The stars were an ancient power source, used by civilizations long gone. Nowadays, Explorers are scarce, and most often come from the far reaches of the World, like the Icy Arctic or the Scorching Desert.

Creating an Explorer[edit]

Consider where you're Explorer came from. Which far clime did they come from, and why did they leave? Was it in search of ancient power, or was it to protect civilization from an incoming threat? Did you seek this power, or were you selected? Was it passed down from generation to generation, or did you claim it recently?

Quick Build

You can make an Explorer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Outlander background. Third, choose a Quarterstaff, Leather Armor, an Explorer's Pack, and a Druidic Focus.

Class Features

As a Explorer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Explorer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Explorer level after 1st


Armor: Light Armor
Weapons: Clubs, Quarterstaves, Slings, Nets, Firearms
Tools: Cartographer's Tools
Saving Throws: Wisdom, Dexterity
Skills: Animal Handling, Insight, Nature, Perception, Persuasion, Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Club or (b) Quarterstaff or (c) Sling or (d) Net
  • (a) Leather Armor or (b) Studded Leather
  • (a) Explorer's Pack or (b) Priest's Pack
  • (a) Druidic Focus or (b) Component Pouch
  • If you are using starting wealth, you have 3d4 x 10gp in funds.

Table: The Explorer

Level Proficiency
Features Star Power Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Familiar 4 2 2
2nd +2 Magical Storage, Magic Map 4 3 3
3rd +2 Explorer's Specialty 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 Stars 2 5 6 4 3 2
6th +3 Explorer's Specialty Feature 3 5 7 4 3 3
7th +3 4 5 8 4 3 3 1
8th +3 Ability Score Improvement, Star Improvement (2) 5 5 9 4 3 3 2
9th +4 6 5 10 4 3 3 3 1
10th +4 7 6 11 4 3 3 3 2
11th +4 Star Improvement (3) 8 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 9 6 12 4 3 3 3 2 1
13th +5 10 6 13 4 3 3 3 2 1 1
14th +5 Explorer's Specialty Feature 11 6 13 4 3 3 3 2 1 1
15th +5 Star Improvement (4) 12 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 12 6 14 4 3 3 3 2 1 1 1
17th +6 13 6 15 4 3 3 3 2 1 1 1 1
18th +6 Star Improvement (5) 13 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 14 6 15 4 3 3 3 3 2 1 1 1
20th +6 Master Star 14 6 15 4 3 3 3 3 2 2 1 1


At 1st level, you know four Cantrips of your choice from the Explorer spell list. You learn additional Explorer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Explorer table.

Spell Slots

The Explorer table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Explorer 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.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st level and Higher

You know two 1st-level Spells of your choice from the Explorer spell list.

You learn an additional Explorer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Explorer Spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Explorer spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Spellcasting Focus

You can use an Druidic focus as a Spellcasting Focus for your Explorer Spells.


At 1st level, you learn the Find Familiar spell.

You may cast it as a Ritual. It does not count against the number of spells known, as shown on the Explorer Table. In addition to this, your familiar may take the shape of any beast with a CR of 1/4 or lower.

Magical Storage[edit]

Beginning at 2nd level, you learn a ritual that creates a magical bond between yourself and one storage container (a backpack, jar, or even magical ones, like a bag of holding). You perform the ritual over the course of 1 hour, which can be done during a short rest. The storage container must be within your reach throughout the ritual, at the conclusion of which you touch the container and forge the bond.

Once you have bonded a container to yourself, you can't be disarmed of that container unless you are incapacitated. If it is on the same plane of existence, you can summon an item from the bag as a bonus action, causing it to teleport instantly to your hand.

You can have one bonded container. If you attempt to bond with a second container, you must break the bond with the original container.

Magic Map[edit]

Also at 2nd level, you learn a ritual to enchant a blank piece of paper into a magic map. You perform the ritual over the course of an hour, which can also be done during a short rest. This ritual enchants the map into a magic map. This map starts out mostly blank, only showing you and your immediate surroundings. The map automatically maps out your nearby surroundings. It can be zoomed in and out, but can only show locations that the map has been to.

Explorer's Specialty[edit]

At 3rd level, you chose a Specialty. Choose between the Arctic and the Desert, both detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at the 6th and 14th levels.

Ability Score Improvement[edit]

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.


At 5th level, you learn a ritual to magically create a Star. You perform the ritual over the course of an hour, which can also be done during a short rest. This ritual is purely magic, and does not require any material components. When you create an Star, choose between the Red, Silver, Yellow, Green, and Brown stars. The star is made of metal and magic, and can be destroyed with a 5th level Dispel Magic, an Antimagic Field, a Wish spell, or any similar effects of 5th level or higher. It can also be destroyed with 20 Bludgeoning Damage. It is impervious to all other effects

How to use an star

Each star contains a 1st, 2nd, 3rd, 4th, and 5th level spell, which cost star power to cast. A 1st level spell costs 1 star power, a 2nd level spell costs 2 star power, etc. The star power column shows you how many star power you have. You regain all spent star power after a long rest.

  • To cast a spell using an star, it must be of a level you can cast.
Star Improvement

At 8th level, and again at 11th, 15th, and 18th level, you maximum threshold for stars increases. You may now create 1 additional star.

Red Star

1st - Burning Hands

2nd - Scorching Ray

3rd - Fireball

4th - Wall of Fire

5th - Immolation

Silver Star

1st - Ice Knife

2nd - Snilloc's Snowball Swarm

3rd - Sleet Storm

4th - Ice Storm

5th - Cone of Wind

Yellow Star

1st - Witch Bolt

2nd - Shatter

3rd - Lightning Bolt

4th - Storm Sphere

5th - Conjure Elemental (Air Elemental)

Green Star

1st - Entangle

2nd - Spike Growth

3rd - Plant Growth

4th - Grasping Vine

5th - Tree Stride

Brown Star

1st - Earth Tremor

2nd - Earthbind

3rd - Wall of Sand

4th - Stone Shape

5th - Wall of Stone

Master Star[edit]

At 20th level, your control over your stars has reached its maximum. All your stars now combine into a Master Star. It has the same function as all the previous stars, but is stronger. It now can cast additional spells:

6th level - Move Earth, Wind Walk, Chain Lightning

7th level - Fire Storm, Whirlwind

8th level - Tsunami, Earthquake, Control Weather

9th level - Meteor Swarm

In additional to this, the star can now only be destroyed with a 9th level Dispel Magic, a 9th Level Antimagic Field, and the Wish Spell. To recreate it, you must summon all 5 stars again, which will automatically fuse.

Arctic Specialty[edit]

Taking a huge gulp, a half-orc dives into the frigid water, speeding his way towards the bandits making their getaway. As soon as he reaches the boat, he jumps aboard and exhales. His icy breath encompases the bandits, turning them to ice. The Arctic Interest is for Explorers that wish to channel the power of the tundra. This is reflected by Icy magic and physical enhancements.

Icy Swimmer

Beginning at 3rd level, when you choose this subclass, you gain resistance to Cold Damage and gain a swimming speed of 30ft. This physically makes your body slightly more accustomed to water. This can be reflected by webbed hands and/or feet, a tail, or anything else.

Elemental Enhancement

Beginning at 6th level, whenever you cast a spell that deals Cold damage, you regain 1 Star Power. You still can't gain star power above your daily maximum.

  • A spell cast by your star does not count as a spell cast by you
Arctic Survivalist

At 14th level, you gain immunity to Cold Damage, and your burrowing speed is now 40ft

Deseret Specialty[edit]

Glancing at the army charging towards him, a human crouches, and in a flurry of motion, digs a burrow. Safe, he raises his amulet and begins chanting. Above, a massive storm appears, obliterating the army. The Desert Interest is for Explorers that wish to channel the power of the dunes. This is reflected by fiery magic and physical enhancements.

Burning Digger

Beginning at 3rd level, when you choose this subclass, you gain resistance to fire damage, and gain a burrowing speed of 10ft. This physically makes your body more accustomed to digging. This can be reflected by clawed hands, a digging tail, or anything else.

Elemental Enhancement

Beginning at 6th level, whenever you cast a spell that deals fire damage, you regain 1 Star Power. You still can't gain star power above your maximum, as shown on the star power table.

  • A spell cast by your star does not count as a spell cast by you
Desert Survivalist

At 14th level, you gain immunity to Fire Damage, and your burrowing speed is now 20ft

Explorer Spell List[edit]


Acid Splash

Blade Ward

Control Flames

Mage Hand


Mold Earth

Poison Spray

Produce Flame


Shape Water

Thorn Whip

Vicious Mockery

1st Level

Absorb Elements

Arms of Hadar



Expeditious Retreat


Hail of Thorns


Mage Armor



Tenser's Floating Disk

2nd Level




Cloud of Daggers

Dragon's Breath


Find Steed

Flaming Sphere


Misty Step

Pass Without Trace


3rd Level

Call Lightning


Dispel Magic



Magic Circle


Sleet Storm

Spirit Guardians


Water Breathing

Water Walk

4th Level


Conjure Elementals

Control Water

Dimension Door

Elemental Bane

Evard's Black Tentacles

Mordenkainen's Private Sanctum



5th Level

Animate Objects

Antilife Shell

Conjure Elemental

Dispel Good and Evil

Insect Plague


Planar Binding


Teleportation Circle

6th Level

Arcane Gate

Bones of the Earth


Flesh to Stone


Guards and Wards

Globe of Invulnerability

Heroes' Feast

Planar Ally

7th Level


Mordenkainen's Magnificent Mansion

Plane Shift




8th Level

Antimagic Field

Control Weather



Mighty Fortress

Mind Blank

9th Level


Mass Polymorph

Prismatic Wall

Storm of Vengeance

Time Stop



Prerequisites. To qualify for multiclassing into the Explorer class, you must meet these prerequisites:

Dexterity 13

Wisdom 13

Proficiencies. When you multiclass into the Explorer class, you gain the following proficiencies:

Light Armor

Cartographer's Tools

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