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## The Adventurer Sometimes, the variety of classes available in Dungeons and Dragons can be daunting. Perhaps you feel bored with having those options, and would rather play a more customizable character. Or perhaps you would like to play in a campaign where the people feel more real, because their skills are not limited to these specific archetypes. These are all valid reasons to want a more generic character, and that's what the Adventurer is. The goal in the Adventurer's design is not to create a character who could be the best in anything--rather, a character that you can customize to your needs and wants, a character that you could reasonably create dozens of varied and balanced parties out of. This class is certainly untraditional, and that is for a reason. I present: The Adventurer. ## Class Features As an adventurer, you gain the following "class features" #### Hit Points ___ - **Hit Dice:** 1d8 per adventurer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per adventuerer level after 1st #### Proficiencies ___ - **Armor:** Light armor, shields - **Weapons:** Simple weapons - **Tools:** One of your choice ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose two skills #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* one martial weapon or *(b)* two simple weapons - *(a)* leather armor or *(b)* a chain shirt - *(a)* a sling with 20 stones, *(b)* a shortbow with 20 arrows, or *(c)* a hand crossbow with 20 bolts - *(a)* a tool of your choice, *(b)* a holy symbol, component pouch, or druidic focus, or *(c)* 20 gp ### Skillset You have acquired a few special skills over the course of your lifetime outside of adventuring. You gain one of the following: **Simple Magic.** Choose two cantrips. You now know these cantrips, and must use Intelligence to determine the spell's save DC and spell attack bonus if they originate from the Wizard, Warlock, or Sorcerer spell lists, using Wisdom if they originate from the Cleric, Druid, or Bard spell lists.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom or Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom or Intelligence modifier
**Limited Expertise.** Choose one skill, tool, or weapon proficiency. Whenever you make a roll on which you can apply that proficiency, you can choose to apply your proficiency bonus to the roll twice. Once you use this ability, you cannot do so again until you complete a short or long rest. **Combat Skills.** You gain either proficiency in two martial weapons of your choice, or proficiency with medium armor. At 2nd level, you gain an additional option from this list. You can choose the same option twice. ### Advanced Skillset Starting at 2nd level, you begin to delve a little further into your skillset. Choose from one of the following options that you have met the prerequisites for: **Spellcasting.** *Prerequisite: Simple Magic* You study spellcasting even further, gaining access to 1st-level spells. Choose two 1st-level spells. You now know these spells, and can determine their spell save DC and spell attack bonus using Intelligence if they originate from the Wizard, Warlock, or Sorcerer spell lists, and using Wisdom if they originate from the Cleric, Druid, Paladin, Ranger, or Bard spell lists. Additionally, you gain two 1st-level spell slots. To cast spells you know of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom or Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom or Intelligence modifier
**Advanced Combat Skills.** *Prerequisite: Combat Skills* If you have proficiency with medium armor, you gain proficiency in heavy armor, and if you don't you gain proficiency in medium armor. In addition, you learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier(your choice). You also gain one superiority die, which is a d6(this die is added to any superiority dice you have from other sources). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority die when you finish a short or long rest. **Expertise.** *Prerequisite: Limited Expertise* Choose one skill, tool or weapon proficiency. Whenever you make a roll on which you apply that proficiency, you can choose to apply your proficiency bonus to the roll an additional time. You may also instead choose an option from your original Skillset feature. ### Adventuring Specialty At 3rd level, you begin to develop a specialty. Choose a specialty from the choices detailed at the end of the class description. Your choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 17th level. \pagebreak ### Ability Score Improvement When you reach 4th level, and again at 4th, 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. ### Extra Attack or Extra Spell Points Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, if you have the Spellcasting feature, you can choose to gain one 3rd-level spell slot. ### Defensive Technique Starting at 7th level, you begin to learn better how to defend yourself. Choose from one of the following features: **Evasion.** When you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. **Magical Armor.** You learn the spell *mage armor*, and can cast it on yourself at will, without consuming spell slots. **Defense and Protection.** While you are wearing armor, you gain a +1 bonus to AC. Additionally, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. ### Resilience Starting at 9th level, you begin to develop the ability to better cope with what's thrown at you. Whenever you make a saving throw, you may choose to have advantage on the roll. If you do so, you cannot do so again until you finish a long rest. ### Reliable By 11th level, you become so consistent in your skills that you can recover from bad luck. Whenever you make an attack roll or ability check that lets you add your proficiency bonus, you can choose to treat a d20 roll of 9 or lower as a 10. If you do so, you cannot do so again until you finish a short or long rest. ### Expert Skillset Starting at 13th level, you begin to dive even further into your skillset, gaining additional abilities. Choose from one of the following options that you have met the prerequisites for: **Magical Secrets.** *Prerequisite: Spellcasting* You learn two spells from any class' spell list(the two needn't be from the same list). The spells must be of a level you have spell slots for, and when you cast them, you may use your Intelligence or Wisdom to determine the spell save DC and spell attack bonus of each spell. **Tactical Superiority.** *Prerequisite: Advanced Combat Skills* You learn two additional manuevers from among those available to the Battle Master archetype in the fighter class. Additionally, you gain an additional superiority die, and all of your superiority die turn from d6s to d8s. **Jack of All Trades.** *Prerequisite: Expertise* You can add half your proficiency bonus, rounded up, to any ability check you make that doesn't already include your proficiency bonus. Additionally, you gain proficiency in four skills of your choice. You may also instead choose an option that you have met the prerequisites for from your original Skillset feature or from the Advanced Skillset feature. ### Use Magic Device By 15th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. ### Incredible Resilience At 18th level, your endurance and resourcefulness grows to incredible heights. Choose from one of the following options: **Fortitude.** As a bonus action, you can choose to expend one of your hit dice to regain a number of hit points equal to the number rolled + your Constitution modifier. Additionally, whenever you finish a short rest, you regain a number of hit dice equal to your Constitution modifier. **Ever-Ready Warrior.** *Prerequisite: Advanced Combat Skills* Whenever you roll initiative and have no superiority die remaining, you gain one. In addition, you can choose not to expend a superiority die whenever you attempt a manuever. If you do so, you may use a d4 in place of a superiority die. **Magical Recovery.** *Prerequisite: Spellcasting* Whenever you finish a short rest, you can choose to regain a number of spell slots that have a combined level equal to your Wisdom or Intelligence modifier. For example, if you have an Intelligence modifier of +5 and have two 1st-level spell slots and one 3rd-level spell slots expended, you can choose to regain all of them using this feature, as they all have a combined level of 5. **Resourceful.** Whenever you finish a short or long rest, you can create a number of arrows, bolts, or sling stones equal to your adventurer level. Additionally, you can find food and water in any environment, you are unaffected by nonmagical difficult terrain, you are proficient in improvised weapons, and your unarmed attacks now deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier(your choice). \pagebreak ### Skillset Mastery By 20th level, you have become a master of your chosen skillset. Choose from one of the following options that you have met the prerequisites for: **Wishmaker.** *Prerequisite: Spellcasting* You learn the *wish* spell, and can cast it using your Wisdom or Intelligence modifier. In addition, you gain one 9th-level spell slot, which can be used to cast *wish*, or any of your lower-level spells. You regain this spell slot whenever you finish a long rest. **Guaranteed Success.** *Prerequisite: Expertise* Whenever you make an attack roll, ability check, or saving throw that allows you to add your full proficiency bonus, you may choose to automatically succeed on the roll. If you do so, you cannot do so again until you complete a long rest. **Peerless Tactics.** *Prerequisite: Advanced Combat Skills* You learn all maneuvers among those available to the Battle Master archetype in the fighter class, and gain an additional superiority die. In addition, whenever you roll for a maneuver, you may add your Strength or Dexterity modifier(your choice) to the number rolled. **Impossible Ability.** Increase one ability score of your choice by 4, to a maximum of 30. \pagebreak ## Adventuring Specialties Every adventurer begins to develop a skillset unique to them. But some adventurers also develop specialties, archetypes that allow them to further improve their skills and delve into their skillsets. ### The Able Every adventurer hopes to perfect themselves, if only to make their lives easier. But an Able makes it their goal to achieve the closest to perfection that they can reach in their own ability. #### Resilient Starting at 3rd level when you choose this specialty, you gain proficiency in your choice of Strength or Charisma saving throws. #### Ability Score Improvement Starting at 6th level, you gain an additional ability score improvement, increasing two ability scores of your choice by 1, or one ability score of your choice by 2. As normal, you can't increase an ability score above 20 with this feature. You gain more ability score improvements at 10th and 14th level. You can replace these with feats, if your DM allows feats. #### Pure of Body Starting at 10th level, you become immune to disease, having focused for so long on improving your health. #### Pure of Mind Starting at 14th level, you gain proficiency in Wisdom saving throws. #### Impossible Prowess Starting at 17th level, you increase an ability score of your choice by 2, to a maximum of 30. \columnbreak ### The Caster Some adventurers learn magic to make their lives easier, and some are blessed with magic for reasons known or unknown. Whatever the case, these magic initiates are known as casters. #### Improved Spellcasting Starting at 3rd level when you choose this specialty, you learn more spells. Choose either the wizard or cleric spell list. You learn two cantrips and four 1st or 2nd-level spells from that list. If the spells are from the wizard spell list, you use your Intelligence to determine their spell attack bonus and spell save DC, and if they are from the cleric spell list, you use your Wisdom.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom or Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom or Intelligence modifier
In addition, you gain two 1st-level spell slots and two 2nd-level spell slots. #### Advanced Spellcasting Starting at 6th level, you learn more advanced spells. You learn two 3rd-level spells from the wizard or cleric spell lists. If a spell you chose is from the wizard spell list, you use your Intelligence to determine its spell attack bonus and save DC, and if it is from the cleric spell list, you use your Wisdom. Additionally, you gain one 3rd-level spell slot. #### Expert Spellcasting Starting at 10th level, you learn even more powerful spells. You learn four 4th or 5th-level spells from your choice of the wizard or cleric spell list. If the spells are from the wizard spell list, you use your Intelligence to determine their spell attack bonus and spell save DC, and if they are from the cleric spell list, you use your Wisdom. Additionally, you gain two 4th-level spell slots and two 5th-level spell slots. #### Additional Magical Secrets Starting at 14th level, you learn a couple more spells from any class. You learn two spells from any class' spell list(the two needn't be from the same list). The spells must be of a level you have spell slots for, and when you cast them, you may use your Intelligence or Wisdom to determine the spell save DC and spell attack bonus of each spell. #### Endgame Magic By 17th level, you've learned a few incredibly strong spells. Choose the wizard or cleric spell list. You learn one 6th-level spell, one 7th-level spell, and one 8th-level spell of your choice from the spell list you chose. If the spells are from the wizard spell list, you use your Intelligence to determine their spell attack bonus and spell save DC, and if they are from the cleric spell list, you use your Wisdom. In addition, you also gain one 6th-level, one 7th-level, and one 8th-level spell slot.