Explorer

Class Features

As an explorer, you have the following class features.

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

Proficiencies
Armor: Light armor
Weapons: Simple weapons, autoloader, revolver, machine pistol, and any 1 additional weapon
Tools: Choose one from Thieves' tools or any Vehicle
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Sciences, Stealth, Survival, Theology & Philosophy

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

  • leather jacket, two knives, and any 1 tool
  • (a) a machete or (b) any simple weapon
  • (a) a revolver and 40 bullets or (b) any pistol and 40 bullets
  • (a) a dungeoneer’s pack, or (b) an explorer’s pack
  • (a) explorer's outfit, (b) traveler's outfit, or (c) any costume
The Explorer
Level Proficiency Bonus Features
1st +2 Expertise, Natural Lingust, Run Away
2nd +2 Cunning Action
3rd +2 Explorer Archetype
4th +2 Ability Score Improvement
5th +3 Uncanny Dodge, Explorer Dice (4d8 for skills or tools)
6th +3 Expertise
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Explorer Archetype feature
10th +4 Explorer Dice (for skills and tools)
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Explorer Archetype
14th +5 Blindsense
15th +5 Slippery Mind
16th +5 Ability Score Improvement
17th +6 Explorer Archtype feature
18th +6 Elusive, Explorer Dice (4d10)
19th +6 Ability Score Improvement
20th +6 Stroke of Luck

Expertise

At 1st level, choose two of your skill proficiencies or tools proficiencies (or one of each) and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

Natural Linguist

Your a very quick study when it comes to linguistics. You learn one additional language of your choice for every point of proficiency bonus. So, at 1st level, you can speak, read, and write 2 bonus language. At 5th, 9th, 13th, and 17th levels, you can add another.

Additionally, by making an Intelligence check DC 15 you can determine if an unknown language is part of a language group related to one that you speak. If this is the case, you can communicate on a rudimentary level with those who speak this language. This requires an action to convey a direction or concept.

Run Away

Once per long rest, when using the Dash action to escape danger, you can increase your speed by 10 feet. You can share this ability with one additional creature by grabbing hold of it and dragging it with you.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Explorer Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your explorer abilities: Adventuring Archeologist, Arctic Explorer, Beyonder, Deep-Sea Explorer, Interstellar Explorer, and Wilderness Explorer, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

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.

Explorer Dice

The 5th level, you earn 4d8 which you can roll and add the result to your choice of either skill checks or tool checks in which you are proficient. At 10th level these Explorer Dice can be used to improve both skill and tool proficiency checks in which you are proficient. At 18th level you earn 4d10.

Explorer dice recharge after a long rest.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm 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.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your full proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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


Explorer Archetypes

Explorers have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different explorers steer those talents in varying directions, embodied by the explorer archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Adventuring Archaeologist

You crave old ruins and uncovering lost relics. You may seek the glory of a personal collection or be driven by a desire to share your discoveries with the world.

Ancient History. At 3rd level, you gain advantage on Intelligence (History) checks when dealing with archeology or ancient history.

Bypass Booby Traps. At 7th level, by studying an ancient lock or ancient trap and spending one action, you gain advantage on your next attempt to open that ancient lock or disarm that ancient trap.

Find Traps. At 13th level, you gain the ability to use the Find Traps power 3 times per long rest. This is considered a natural ability and not a power for you.

Daring Escape. At 17th level, when you trigger a trap, you can decide to escape its effects. You can use this ability 1 time per long rest. The GM may determine that this requires some action on your part, such as running.

Arctic Explorer

You are skilled and able to explore the coldest reaches of the world.

Sense Arctic Hazards. At 3rd level, you can make a Wisdom check (DC 12) before entering a new region. If you succeed, you're aware of potential environmental hazards, such as thin ice, avalanche potential, or the probability of predators and what predators that might be.

Arctic Survivor. At 7th level, you have advantage on any saves against the long-term effects of a cold environment. You can also remove 1 level of Exhaustion caused by a cold environment once per long rest.

In addition, you increase your overland movement in arctic environments by 10%.

Arctic Smarts. At 13th level, when making Wisdom (Survival) checks in arctic environments, you add your Intelligence modifier in addition to your Wisdom modifier.

Additionally, by making a Wisdom check (DC 15), you can determine the most likely direction to go to find settlements, if any exist.

Arctic Blessing. At 17th level, when you reach 0 hit points in a cold environment, you add your Constitution modifier to death saves.

Beyonder

You long to travel beyond your mortal confines. You could be a time-traveler, a wandered of extradimensional planes, or called to a journey through alternate realities.

Sense Unusual Hazards. At 3rd level, you can make a Wisdom check (DC 12) before entering a new region which you can observe. If you succeed, you're aware of potential environmental hazards, such as toxic air, carnivorous vegetation, or the probability of predators and what predators that might be.

Understand the New. At 7th level, by studying a creature, object, or phenomena for 1 minute and making a Wisdom check, you gain a basic understanding of it. This might allow you to understand that a creature subsists on nothing but water, an object isn't a trap but a computer, or that strange flashes of light are an attempt to communicate.

The DC for this check is 12 for creatures, 15 for objects, and 18 for phenomena. The GM may adjust these DCs based on the specific targets.

A single check can tell you any 1 of the following, but the GM can grant additional information as well:

  • Creature type
  • Damage type
  • Whether the target is hostile, passive, or curious
  • Intention of an object's design
  • Whether this is a natural or unnatural occurrence

Universal Communication. At 13th level, provided a creature has an Intelligence score of 4 or higher, you can spend 1 minute studying it, then uncover a means to communicate basic information.

You are limited to what the target can conceive, but expressing that you mean no harm, that you require food, that you wish to help, or that you come from a distant land are all possible. The GM determines what can and can not be conveyed.

Curious Bravery. At 17th level, when you are targeted with a Fear effect, you can choose to act normally. You still experience the sensation of fear, however, it's overpowered by your curiosity.

Deep-Sea Explorer

You delve into the depths of the oceans, seeking undiscovered creatures and more.

Sense Aquatic Hazards. At 3rd level, you can make a Wisdom check (DC 12) before entering a new region which you can observe. If you succeed, you're aware of potential environmental hazards, such as boiling fissures, toxic waters, or the probability of predators and what predators that might be.

Aquatic Survivor. At 7th level, you have advantage on any saves against the long-term effects of an aquatic environment. You can also remove 1 level of Exhaustion caused by a cold environment once per long rest.

Additionally, you add 1 minute to the amount of time you can hold your breath.

Aquatic Smarts. At 13th level, when making Wisdom (Survival) checks in aquatic environments, you add your Intelligence modifier in addition to your Wisdom modifier.

Additionally, by making a Wisdom check (DC 15), you can determine the most likely direction to go to find settlements, if any exist.

Aquatic Blessing. At 17th level, when you reach 0 hit points in an aquatic environment, you add your Constitution modifier to death saves.

Interstellar Explorer

You travel through space from planet to planet uncovering lost civilizations and discovering new elements.

Sense Interstellar Hazards. At 3rd level, you can make a Wisdom check (DC 12) before entering a new region which you can observe. If you succeed, you're aware of potential environmental hazards, such as toxic air, weak ground, or the probability of predators and what predators that might be.

Interstellar Survivor. At 7th level, you have advantage on any saves against the long-term effects of space or alien environments. You can also remove 1 level of Exhaustion caused by space or alien environments once per long rest.

Additionally, you add 1 minute to the amount of time you can hold your breath.

Interstellar Smarts. At 13th level, when making Wisdom (Survival) checks in space or an alien environment, you add your Intelligence modifier in addition to your Wisdom modifier.

Additionally, by making a Wisdom check (DC 15), you can determine the most likely direction to go to find settlements, if any exist.

Interstellar Blessing. At 17th level, when you reach 0 hit points in space or an alien environment, you add your Constitution modifier to death saves.

Wilderness Explorer

You know how to survive in the wild while seeking lost cultures and legendary beasts.

Sense Wilderness Hazards. At 3rd level, you can make a Wisdom check (DC 12) before entering a new region which you can observe. If you succeed, you're aware of potential environmental hazards, such as quicksand, rockslide potential, or the probability of predators and what predators that might be.

Wilderness Survivor. At 7th level, you have advantage on any saves against the long-term effects of a wilderness setting, other than arctic or alien. You can also remove 1 level of Exhaustion caused by such environments once per long rest.

In addition, you increase your overland movement in a wilderness setting, other than arctic and alien, by 10%.

Wilderness Smarts. At 13th level, when making Wisdom (Survival) checks in wilderness environments other than arctic or alien, you add your Intelligence modifier in addition to your Wisdom modifier.

Additionally, by making a Wisdom check (DC 15), you can determine the most likely direction to go to find settlements, if any exist.

Ambusher’s Reflexes. When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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