Unlucky adventurer

by NightofKnight

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Adventurer

Unlucky Adventure

On his first adventure, as he entered an ancient, trap-infested dungeon, a gnome seemed to stumble at every step. His torches constantly went out, he stepped on loose flagstones, and even his compass failed.

Yet every setback seemed to conspire in his favor. When a trap went off, a pillar would fall right where it was supposed to, blocking the advance of a group of hostile skeletons.

A dart trap mysteriously failed to fire as he passed, saving him from a deadly attack.

At the end of the dungeon, gnome emerged covered in dust, with a satisfied smile, while his group admired the inexplicable fortune that had accompanied his clumsy steps.

In a tavern in the city, while the gnome was trying to impress a local bard with his stories, he accidentally knocked over a pitcher of ale on the table, causing a momentary embarrassment.

However, that minor misfortune soon turned into a moment of glory when the spilled beer created a stain that mysteriously formed the image of a dragon, captivating everyone's attention. The bard immediately turned the story into an epic song about a bumbling hero whose misadventures always led to unexpected triumphs.

The Unfortunate One has become an icon among his fellow adventurers, and his presence in any party ensures that the challenges ahead are accompanied by a series of comic misfortunes and extraordinary situations.

He embraces bad luck with a smile and turns twists of fate into opportunities to surprise and overcome obstacles that cross his path. His story reminds everyone that in a world filled with magic and danger, even the most extreme bad luck can somehow turn to luck in the right hands.

Adventurer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th
1st +2 Fighting Style, Unlucky
2nd +2 Spellcasting 2 2
3rd +2 Path Feature 2 3
4rd +2 Ability Score Improvement 2 4
5th +3 Extra Attack 2 4 2
6th +3 Magic Resistence(+1) 2 4 3
7th +3 The Courage of the Weak 2 4 3
8th +3 Ability Score Improvement 2 4 3
9th +4 Path Feature 2 4 3 2
10th +4 Adventure Skill, Sense of Danger 3 4 3 2
11th +4 Ability Score Improvement 3 4 3 2
12th +4 By a thread 3 4 3 3
13th +5 Path Feature 3 4 3 3 1
14th +5 Magic Resistence(+2) 4 4 3 3 2
15th +5 Unlucky improve(d6s) 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 Path Feature 4 4 3 3 3
18th +6 Hope 4 4 3 3 3
19th +6 Ability Score Improvement 4 4 3 3 3
20th +6 My Wish 4 4 3 3 3

Class Features

As a adventurer, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per adventurer level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per adventurer level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons, Longbow, rapiers, shortswords
  • Tools: One musical instruments of your choice

  • Saving Throws: dexterity, charism
  • Skills: Choose two from Acrobatics, Athletics, Animal Handling, Insight, Perception, Performance, Persuasion, and Stealth

Equipment

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

  • (a) a rapier or (b) a simple weapon and a shield
  • (a) a longbow and quiver of 20 arrows or (b) a shortsword
  • (a) a dungeoneer's pack, or (b) an explorer's pack
  • Studded Leather armor and the musical instrument you are proficient with

Starting Wealth 5d4 x 10 (GP)

Fast build

You can create an adventure quickly using these suggestions. First, make charisma your highest ability score, followed by your dexterity. Second, choose the foreign background.

Multiclassing

Minimum Skill Score. As a multiclass character, you must have at least a Dexterity score of 13 and a Charisma score of 13 to gain a level in this class.
Proficiencies. You gain proficiency with one musical instrument of your choice.

fighting style

Starting at 1st level, you adopt a particular fighting style as your specialty. Choose one of the following options. You cannot choose a fighting style option more than once, even if you can choose again later.

Blind Fight

You have blindvision with a range of 10 feet. Within that range, you can effectively see anything that isn't behind full cover, even if you're blinded or in darkness. In addition, you can see an invisible creature within that range unless the creature successfully hides from you.

Defense

While wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Close Quarters Shooter (UA)

When making a ranged attack while you are within 5 feet of a hostile creature, you have no disadvantage on the attack roll. Your ranged attacks ignore half cover and three quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Tunnel Fighter (UA)

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make attacks of opportunity without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within range.

unlucky

You have adopted bad luck as your ally, and together, you will make other people's lives hell, even if unconsciously.

Lucky Dice. You have two lucky dice, which are d4s and will become d6s at 15th level. A lucky dice is spent when you use it. You regain all of your expended Luck dice when you finish a short or long rest. you also regain 1 luck dice if you didn't use it in a turn and you failed a saving throw or attack roll.

You gain another lucky die at 5th, 9th, 13th, and 17th level.

Using Lucky Dice. You can spend lucky dice to get many different benefits, but you can only use one of the resources per turn.

Saving Throw. As a reaction, you can spend 1 Luck die and add or apply a penalty to a saving throw or attack roll on you or a creature you can see.

Advantage. You can spend 2 Luck dice to remove a creature's advantage over you that turn.

At 2nd level, some Adventure abilities will require saving throws, the key ability for these checks is charisma and you DC.

Spellcasting

At 3rd level, in his travels, he learned to use magic from well-known people, necromancers, assassins and teachers of great schools.

Preparing and Casting Spells

The Adventurer table shows how many spell slots you have to cast your Adventurer spells. To cast one of your spells of 1st level or higher, you must spend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare a list of Adventurer spells that are available to you to cast, choosing from the Adventurer spell list. When you do so, choose a number of spells equal to your Charisma modifier + your Adventurer level. Spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Adventurer, you have four 1st-level and one 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 1st- or 2nd-level spells, in any combination. If you prepare the 1st level spell Cure Wounds , you can cast it using a 1st or 2nd level slot. Casting the spell does not remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Adventurer spells requires time spent thinking and meditating: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Adventurer spells, as their power derives from your emotions and world intuition. 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 paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charism modifier

Spell attack modifier = your proficiency bonus +

your Charism modifier

spellcasting focus

You can use a family symbol or a toy as a spellcasting focus for your paladin spells.

Path

At 3rd level, you choose a path that you strive to emulate in your fighting styles and techniques. The path you choose grants features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 11th, 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Resistance

At 6th level, you gain a +1 on saving throws against magical spells and effects. and becomes +2 at 14th level.

The Courage of the Weak

At 7th level, you have advantages against being charmed, in addition, you are immune to the paralyzed and frightened effect.

adventure skill

You learned to help your friends with your techniques. you learn 2 new languages, 1 tool and 3 skills of your choice. in addition, you can add half your proficiency to 1 skill of your choice.

Sense of Danger

At 10th level, you learn to bring luck to combat.

Danger Sense. As an action, you can spend 4 Luck dice to sense the presence of any creature not completely covered by your scent within 100 feet for one minute. you cannot be surprised while this feature is active.

Evasion. When you are subjected to an effect that allows you to make a saving throw for only half damage, you can spend 3 Luck dice and take no damage if you succeed on the saving throw and only take half damage. damage if it fails.

You can use this feature again after finishing a short or long rest.

By a thread

At 12th level, if you fail a saving throw, you can choose to succeed. You cannot use this ability again until you finish a long rest.

Hope

At 18th level, you impart an aura of good and bad luck in combat. At the end of each of your turns, if there are at least 1 of your companions within 6 meters of you and you have used at least 2 lucky dice, you can spend 1 lucky die to have your allies regain hit points equal to the number of the die, or you can deal damage to hostile creatures within range, equal to the luck die.

My Wish

Finally, at 20th level, you can ignore any actions, spells, or effects that come from the Wish spell against you.

archetypes

You've made many choices in your life, and because of that, your adventure has become more exciting and more and more challenging.

Hero

Heroes often embark on epic quests, facing formidable enemies, overcoming complex obstacles, and exploring uncharted lands. They are driven by a desire to do what is right, help those in need, and achieve lofty goals, often in pursuit of saving the world, rescuing loved ones, or achieving a meaningful personal goal. Adventurous heroes are often remembered for their daring actions, sacrifices and determination to face the unknown, becoming inspirational figures for both the fictional characters within the story and the audience following their journeys.

heroism

By spending at least 1 lucky die, you can spend 1 additional die and add the number to your AC until the start of your next turn.

Revenge Faithful Mount

You can cast the Find Steed spell, but if its hit points drop to zero, you gain temporary hit points equal to your adventurer level.

Sword of justice

At 9rd level, you can add your proficiency bonus to the damage roll against the creature that hit you last turn.

Inspire

At 13th level, you can spend 5 luck dice to take a condition from a creature within 30 feet of you. in addition, she is resistant to that type of effect for 1 minute.

Final Judgment

At the 17th level, If fighting mounted on a creature cast by the Revenge Faithful Mount feature. you gain the following benefits:

  • your weapon attacks score a critical hit on a roll of 19 or 20.

  • Any creature has disadvantage on attacks made from behind you.

This feature ends if your mount's hit points drop to 0. You can't use this feature again until you finish a long rest.

Trickster

Despite the name, its history goes beyond urban skirmishes. Behind the mask of night, the trickster carries motivations intertwined with justice and redemption. A watcher of the dark, he uses his skills to undo the excesses of the rich and powerful, giving back to those who have been despoiled. His every action is a silent ballad of balance, where right and wrong are woven into a thin thread of morality.

Steal

Starting at 3rd level, you've learned to steal items you desire. As an action, you can spend 2 luck dice to place an item within 30 feet of you in your hand. If this item is equipped, worn, or held by a creature, you roll 1d20 on the Theft table. You cannot steal magic items using this skill. The range increases by 30 feet at 11th level.

d20 Loot
1 Steal a random item from an ally in your line of sight
2-5 Miss your turn
6-9 Don't steal anything
10-14 Steal a random low value item
15-19 Steal the item successfully
20 Steal this item and an additional one

Pocket Backpack

At 3rd level, You can use a small portal to store items, as a bonus action, you can store items within this dimension that can hold up to 5 items that are no larger than 1 meter and no more than 22 lbs.

Captivate People

at 9th level, when When casting a spell that targets humanoid creatures, you have advantage on Charisma (Persuasion) checks if you are speaking with a person of the opposite sex, or of the same orientation as you.

Magic Cape

At 13th level, When you finish a long rest, you can enchant a cape that will be your ally wherever you go. this cape is alive and has its own consciousness, feelings and stamina greater than other capes. You can use the cape as a parachute, whip or even to make traps (disguise it as a fake rug holding a trap or use it to blind an enemy).

He has hit points equal to his level and the same Strength, Dexterity, and Constitution and AC scores, but he cannot cast spells. She flies for 4 feet, 30 feet walking speed

if your dimension is empty, you can use your cloak as a hiding place, revealing yourself if you attack or someone swings or damages it.

you can build another by destroying it, or if you use this trait again, destroying the previous one.

I Got This

At 17th level, you gain the ability to magically steal another spellcaster's knowledge of how to cast a spell.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with your spellcasting ability modifier. The DC equals the DC of your save spell. On a failed save, you negate the spell's effect against you and store the spell in your dimensional bag, without affecting the items inside it, the spell relies on an item inside the bag. As a reaction, you can cast the spell against its user or store it for later use. The spell stays inside the bag for up to 8 hours.

Once you use this feature, you can't use it again until you finish a long rest.

Cantrips (0 Level)
  • Booming Blade
  • Infestation
  • Mage Hand
  • Mending
  • Mind Sliver
  • Produce Flame
  • Ray Of Frost
  • Toll The Dead
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Animal Friendship
  • Bane
  • Charm Person
  • Command
  • Detect Evil And Good
  • Entangle
  • Find Familiar
  • Healing Word
  • Hunter's Mark
  • Shield
2nd Level
  • Branding Smite
  • Calm Emotions
  • Enthrall
  • Find Steed
  • Flaming Sphere
  • Hold Person
  • Knock
  • Lesser Restoration
  • Locate Object
  • Mirror Image
  • Mind Spike
  • Moonbeam
  • Shadow Blade
  • Suggestion
3rd Level
  • Conjure Animals
  • Counterspell
  • Fear
  • Fireball
  • Glyph Of Warding
  • Speak With Plants
  • Vampiric Touch
  • Water Breathing
4th Level
  • Banishment
  • Black Tentacles
  • Conjure Minor Elementals
  • Divination
  • Dominate Beast