Tourist (5e Class)

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April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Tourists are a wandering breed of peoples, exploring the world nonchalantly in the hopes of exitement.

The Tourist[edit]

Ever since the dawn of time there have been adventurers, this adventurers were quickly followed by tourists. Tourists do not adventure for money or for the good of other people. They are people who want a break from the monotony of their homeland, so they spend an inordinate amount of money just to look at some statues. To play as a tourist you have to act like a self-centred idiot.

Creating a Tourist[edit]

To start off, you must ask yourself why you wanted to leave your home country, are you a joyrider with nothing to do? Or are you an old retired craftsman on a package holiday? Did anyone come with you on your holiday? Maybe your companion was lost at sea or eaten by a tourist attraction. These are questions you have to ask when you are considering becoming a Tourist.

Quick Build

You can make a Tourist quickly by following these suggestions. First, Intelligence should be your lowest ability score, and Charisma should be your highest. Second, choose the Bantmaster background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st


Armor: None
Weapons: None
Tools: Diplomats pack
Saving Throws: Charisma
Skills: Persuasion, Performance, History


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

  • (a) Diplomats pack or (b) {{{item1b}}}
  • (a) 10 Flower Pattern Shirts or (b) 10 sets of fine common clothes
  • (a) A large Suitcase containing 10 sets of Flower Pattern Shirts and a toothbrush or (b) A Large Backpack containing a water container, 10 sets of Flower Pattern Shirts and a toothbrush
  • (a) A small blade weapon such as a cheeseknife or (b) A martial weapon such as a stick picked up from a beach
  • If you are using starting wealth, you have 15 gp in funds.

Table: The

Level Proficiency
1st +2 Nonchalance, Target
2nd +2 Souvenir
3rd +2 Gullible
4th +2 Ability Score Improvement
5th +3
6th +3 Patronizing
7th +3
8th +3 Ability Score Improvement, False Fluency
9th +4
10th +4
11th +4 Comparison
12th +4 Ability Score Improvement
13th +5 Bartering Proficiency
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Ultimate Tourist


Any Gruesome or Frightening event can be ignored upon a successful DC 10 Perception check.


Criminals such as thieves see you as a target and will steal 1d6 cp from your wallet or purse at any chance they have.


Upon seeing anything you could bring back to your home country, you will do anything to buy it.


You can be hoodwinked very easily, and must make a DC 10 Charisma check every morning to determine whether you get ripped off. If the roll is unsuccessful, you are overcharged 1d10 sp per purchase.


Upon talking to anyone native to the country you are visiting, you must speak in a shouty voice until the conversation is over.

False Fluency[edit]

You now gain a travel pamphlet containing 2d10 phrases from the language of the country you are in. You must constantly use this book when talking to anyone who speaks a different language, even if the language in the pamphlet is different to the language the other person speaks.


Every 1d4 hours, you compare the country you are in to your home country. Everyone in a five foot radius who can understand what you are saying must take a DC 15 Intelligence saving throw or leave the room.

Bartering Proficiency[edit]

You gain proficiency in bartering and your Charisma Ability score increases by 1d4

Ultimate Tourist[edit]

You now have gained fluency in the language in the pamphlet and can communicate easily with others. You have also gained the ability to speak thieves' cant. Now you have accomplished your mission of world-weariness and have enough souvenirs to last a lifetime.

Ability Score Increase[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.


Prerequisites. To qualify for multiclassing into the Tourist class, you must meet these prerequisites: over 16 Charisma and under 10 Intelligence.

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