The Adventurer

The Adventurer
Level Proficiency Bonus Class Features
1st +2 Adventurer Archetype, Defensive Style
2nd +2 Weapon Mastery
3rd +2 Second Wind
4th +2 Ability Score Increase, Battle Tactics
5th +3 Extra Attack
6th +3 Ability Score Increase, Read Opponent
7th +3 Adventurer Archetype Feature
8th +3 Ability Score Increase, Transcend Mastery
9th +4 Indomitable
10th +4 Adventurer Archetype Feature, Improved Attack

Class Features

As an 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: You gain armor based on your Defensive Style
  • Weapons: All simple and martial weapons
  • Tools: One tool, instrument, or kit of your choice

  • Saving Throws: Constitution
  • Skills: Choose any three skills

Equipment

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

  • (a) chainmail, (b) chain shirt and 25 gp, (c) Studded Leather and 30 gp, or (d) 75 gp
  • (a) a weapon and a shield or (b) two weapons
  • (a) a longbow and 20 arrows or (b) a crossbow and 20 bolts
  • (a) five thrown weapons and a tool, kit, or instrument you are proficient with
  • (a) one pack of your choice

Defensive Style

Choose a defensive style that fits your preference.

Heavily Armored

Saving Throw: You gain proficiency with Strength saving throws


Armor Proficiency: All armor and all shields


Bonus Feature: You may don or doff a shield as a bonus action.

Lightly Armored

Saving Throw: You gain proficiency with Dexterity saving throws


Armor Proficiency: Light and medium armor, light shield


Bonus Feature: You may replace your Dex mod with your Int, Wis, or Cha modifer when determining your AC.

Unarmored

Saving Throw: You gain proficiency with your choice of Strength or Dexterity saving throws


Armor Proficiency: None


Bonus Feature: You may determine your AC by adding 10 + Str, Dex, or Con modifier + Int, Wis, or Cha modifier.

Weapon Mastery

Being a master of a weapon type is much more than just being proficient, anyone can swing a stick, but a master can make you wish they never swung said stick. Choose a mastery of your favorite weapon. The DC for and saving throws is 8 + Str or Dex Mod + Your Proficiency Bonus.

Starting at 12th level your mastery transcends those of lesser adventurers. You gain the Transcend Mastery of your Weapon Mastery. If a Transcend Mastery has an effect that targets a creature, you may use that feature once per turn.

Axes

Mastery: While wielding an axe, if your attack misses a target you may allow your weapon to follow through and strike at another target adjacent to the first that’s within your reach. Compare your attack roll versus the second target's AC, on a hit you deal damage as normal.


Transcend Mastery: When you deal damage with an axe, the target can't take reactions until the end of their next turn.

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Bows

Mastery: You do not take disadvantage when you attack while threatened when using a bow, crossbow, or hand crossbow. Additionally, when wielding a ranged weapon, you ignore half cover when you attack a creature.


Transcend Mastery: Starting at level 12 whenever you deal damage with a bow, crossbow, or hand crossbow, the next weapon damage roll by the target is minimized (treat any dice rolled as 1) (Strength Save negates).

Hammers

Mastery: When wielding a hammer, you have advantage on any check when you attempt to Shove (Aside) or Shove (Push) a target.


Transcend Mastery: When you are wielding a hammer, anytime you are successful with the Shove (Aside) or Shove (Push) maneuver, the target falls prone at the end of the forced movement (Strength Save Negates the prone).

Heavy Blade

Mastery: When wielding a heavy blade, you have advantage when you attempt to overrun a target. Additionally, you count as one size larger when you attempt to overrun a target and you are wielding a heavy blade.


Transcend Mastery: When you are wielding a heavy blade and you overrun a target, your attacks against one of the creatures has advantage until the end of your next turn.

Light Blade

Mastery: While conscious and wielding a light blade, your opponent can't disarm you. If you succeed with the Disarm maneuver, even if the target is unarmed or can't be disarmed, you deal weapon damage (but no modifier) and the target takes disadvantage on their next attack.


Transcend Mastery: When wielding a light blade, you have advantage whenever you attempt to Tumble. If you attack a creature you may attempt to tumble as part of your movement.

Polearms

Mastery: While wielding a polearm, if your attack misses a target you may allow your weapon to follow through and strike at another target adjacent to the first. Compare your attack roll versus the second target's AC, on a hit you deal damage as normal.


Transcend Mastery: When wielding a polearm, you may ready an action to nullify an attack or spell cast from a target you threaten.


Shields

Mastery: Your shield becomes a thrown weapon with a range of 20/60 that deals 1d8 base damage, you may allow your shield to richochet back to you. Additionally, anytime you wield a shield you may gain its AC bonus without needing to have donned it. As normal, you may benefit from one shield bonus at a time.


Transcend Mastery: When you throw your shield, you may use your extra attack feature to allow your shield to attack a second target. The shield then ricochets back to you.

Thrown Weapons

Mastery: Whenever you attack with a thrown weapon, you may treat the attack as a line the distance of the normal range. The weapon travels until it hits a creature or solid object. Make one attack roll and compare the result with each creature in the line until you hit a creature, a solid object, or it comes to the end of the normal range.


Transcend Mastery: All manufactured weapons gain the thrown property and deal at least 1d8 base damage when thrown.

Unarmed

Mastery: Your unarmed strike damage increases by one die step (1 > 1d4 > 1d6) and may count as bludgeoning, piercing, or slashing damage. Additionally, you may use flurry of blows which allows you to "dual wield" your unarmed strikes.


Transcend Mastery: Your unarmed strikes are so strong that they ignore any resistances to bludgeoning, piercing, or slashing damage. Creatures that are immune to these damage types are only resistant to your damage.

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Adventurer Archetypes

Starting at 2nd level you gain two features based on your archetype, a primary and a secondary feature. The first feature listed is the primary feature and the second feature listed is the secondary feature. You may select an archetype from the following pages.

At levels 7 and 10 you may select a feature from general archetype feature lists. You must meet any requirements, if any, to take a general archetype feature.

Second Wind

Once per short rest you may regain HP equal to 1d10 + Adventurer Level.

If you have less than half HP before being attacked, you may use this feature as a reaction to being attacked.

Ability Score Increase

Whenever you gain this feature, 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.

Battle Tactics

Choose two skills from the following list. You are proficient with these skills and may use a bonus action to determine information about the battle tactics of the creature you can see. The DC is 8 + [CR or level, round down, minimum 0]. If you succeed you learn recall any attacks the creature has. If you fail you can't use this feature on that creature until you finish a long rest.

  • Arcana: Fiends, Elementals, and Undead
  • History: Humanoids and Creatures from the material plane.
  • Nature: Fey, Plants, and Elementals
  • Religion: Angels, Deities, and Undead.

Extra Attack

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

Read Opponent

As an action, you may determine two of the following aspects of a creature you can see.

  • Armor Class
  • Level or CR
  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Current HP (percentage)

Indomitable

Once per short rest, whenever you fail a saving throw, you may instantly reroll it as a Constitution saving throw.

Improved Attack

Starting at 11th level you may choose Intelligence, Wisdom, or Charisma. Once you make this choice it can't be changed. Whenever you roll weapon damage, you may add that ability score modifier to your weapon damage.

Adventurer Archetypes

Archer

Volley: Whenever you attack a creature with a short or long bow, you may choose to fire 4 arrows at once. A Dexterity save halves the damage from your attack. You may use this with each attack you make as part of the attack action or OA.


Hit The Deck!: As a reaction to being attacked with a ranged attack, you may drop prone.

Assassin

Poisoner: You learn how to make the following three poisons and keep enough on for 10 uses per long rest. Though not as potent as pure lab made poisons, these will do the trick. Each poison lasts for one minute or until cured. The DC for these poisons are Int or Wis based. Once a creature has succumbed to your poison they can't be effected by it again for 24 hours.

  • Alabaster Whooping Lung: This poison tricks the body into feeling as if the target has just run a mile straight... In under 3 minutes. The target has a fit of coughing and gains 1 level of exhaustion. This stacks with other forms of exhaustion but not with itself. A Constitution save negates this effect. (1 Use)
  • Purple Root Fever: This poison sends the body into fever and chills. The target can't regain HP for the next minute and can't ingest anything for the next 10 minutes (ingesting leads to vomiting). A successful Constitution save negates. (1 Use)
  • Shakey Snakey Shake: The target must succeed on a Constitution save or fall into seizures before passing out for 1 minute. While asleep the target hisses like a snake and seizes every so often (nothing too bad, mostly just funny). (4 Uses)

Lurking: As a bonus action, you may use the Dash or Hide action.

Bandit

Sneak Attack: Whenever you attack with a non-heavy weapon while you have surprise, advantage, or an enemy is threatening the target, you may cause a debilitating effect with your attack. Each attack may do one of the following...

  • Reduce the target's speed by 10' until the end of their next turn.
  • Cause the target to have disadvantage on their next attack roll.
  • Cause the target to be unable to take bonus actions until the end of their next turn.

Cunning Action: As a bonus action, you may use the dash or disengage action.

Barbarian

Savage Combat: Your combat style is especially brutal. Whenever you strike an enemy that is below max HP they cannot take the disengage, dash, or dodge action until the start of your next turn. Additionally, the target can't take bonus actions, a successful constitution save negates the inability to take bonus actions.


Primal Speed: Your speed increases by 10'

Berserker

Rage: Whenever you attack, you may do so in rage. You gain the following benefits and draw backs until the start of your next turn for attacking in rage.

  • Advantage on strength based weapon attacks
  • Advantage on strength checks
  • Enemies have advantage on attacks against you
  • You can't cast spells, maintain spell concentration, or perform complex activities

Stout: You count as one size larger for the purposes of Strength checks.

Crusader

Steel Devotion: Once per round on your turn, as a bonus action, you may choose to give creatures advantage on attack rolls against you. If a creature hits you, you reduce the damage by your proficiency bonus and you may choose to no longer use this feature. While you are using this feature, you may add your Charisma modifier to your saving throws.


White Raven Charge: You may replace your dexterity modifier with your charisma modifier when determining your initiative.

Desperado

Luckenbach Shooter: You may dual wield hand crossbows.


Quick Load: If you can explain it, you can reload your hand crossbows even if you don't have a free hand. You may load a hand crossbow as part of an attack.

Druid

Herbalism: You are proficient with the Herbalism kit. Additionally, each herbalism kit has 10 uses, you may do one of the following.

  • As a bonus action, you may heal a creature a number of points of damage equal to 1d6 + Int or Wis modifier (may affect a creature once per short rest) (1 Use)
  • As an action, you may heal a creature of blindness, deafness, or a common sickness (such as the flu, sore throat, or consumption) (1 Use)
  • As a bonus action, you may allow a creature to reroll a saving throw for an ongoing effect that they failed before the end of your last turn, if they succeed then they may immediately remove the effect. (1 Use)
  • As an action, you may remove a level of exhaustion (2 Uses)

During a short or long rest, you may restock your herbalism kit for free by searching the wilderness.


Land's Stride: You never treat natural terrain as difficult terrain.

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Knight

Challenge: As a bonus action, choose a number of creatures within 60' up to your proficiency bonus that you can see. Make a Persuasion (Cha) or Persuasion (Str) check verses their Insight (Wisdom). If the target fails, they have fallen for your challenge. For the next minute, you and the target have disadvantage if either of you attack a creature other than each other. This challenge stops if you do not actively engage one of the targets in combat.


Reactionary: Your Opportunity Attacks trigger when a creature moves around you even if they don't leave your threatened space.

Magician

Street Magic: Whenever you have a spell component pouch, which has 10 uses, you may perform one of the following street magic performances. You may restock your component pouch during a short or long rest.

  • Dazzle: As an action, you put together a couple of components and cause them to spark in order to distract a creature within 20'. A Dazzled creature has disadvantage on their next initiative roll. You may use this as a reaction to rolling initiative if you aren't surprised. (1 Use)
  • Burn: As a ranged attack using your Int or Cha, you may throw a few components onto a creature within 30'. On a hit, these components cause a burning sensation and cause the creature to take 1d8 + Int or Cha mod acid or fire damage and have disadvantage on their next attack roll before the end of their next turn. (1 Use)
  • Fake Spell: As an action, you may pretend to cast a spell that you are familiar with (one that you have seen cast more than once). You go through all the verbal, somatic, and material offerings (though material components are never used up). A creature may use an action to perform an Insight (Wis) versus your Performance (Cha) or Performance (Int) check to see you are faking a spell. You may focus your fake spell toward a number of creatures within 30' equal to your prof bonus, these targets takes disadvantage on their next saving throw. This typically works once on a creature per short or long rest but an exception may be made for particularly stupid creatures. When using Fake Spell you have advantage on Sleight of Hand (Dex) and Intimidate (Cha) checks.

Swift Hands: As a bonus action, you may use the "Use an item action", make a Sleight of Hand check, or make an Intimidate check.


Monk

Martial Arts: Your unarmed strike damage increases by two die steps. Additionally, you may use the higher of your Strength or Dexterity modifier for the following features...

  • Unarmed attack
  • Monk weapon attack
  • Use an archetype feature
  • Jump
  • Determine initiative
  • Attempt an athletics and acrobatics check

Deflect Missile: Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your adventurer level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

Rambler

Enchanting Performance: As an action, you start a performance with a proficient instrument. You may focus on a number of creatures within 60' equal to your proficiency bonus. Each creature is charmed until you stop playing, attack them, or 1 minute is up. Each turn you must use your action to continue performing. While charmed, you may perform specific songs that invoke emotions in your targets. A creature that doesn't want to be swayed by your music may use a bonus action to make an Insight (Wis)/(Cha) versus your Performance (Cha) check. If they are successful, then they are not charmed.

  • Walk That Way (Rock, Fast): As a bonus action, you may focus an upbeat song toward the creatures you have charmed with your performance. The effected creatures are pumped and ready to go. The effected creatures may use a bonus action to Dodge.
  • She Stopped Loving Him Today (Country, Slow): As a bonus action, you may focus a sad song toward the creatures you have charmed with your performance. The effected creatures are sad and have disadvantage on their next attack before the end of their next turn.
  • Hero of Rhyme (Rap, Moderate Tempo): As a bonus action, you may focus a funny song toward the creatures you have charmed with your performance. The effected creatures have their speed reduced to 10' due to laughing and chuckling at your performance.

Master Performer: You may use a bonus action to make Performance checks. Whenever you roll a check using a proficient musical instrument, you may add your charisma modifier.

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Ranger

Ruthless Environmentalist:


Natural Explorer: You have advantage whenever you roll a check in order to track or find a hidden creature. Not being able to see a creature doesn't give you disadvantage on attacks against the creature.

Sniper

Sure Shot: The longer a sniper holds their shot, the better their shot becomes. When using the ready action to attack a creature with a light or heavy crossbow, the sniper may apply the following

  • Wait 2 turns: The sniper has advantage on their shot.
  • Wait 4 turns: The sniper negates any source of disadvantage against them (they can benefit from their advantage). The sniper must wait until the end of a creature's turn to use their ready action.

Warning Shot: The Sniper can hit the target of their light or heavy crossbow attack in places that won't kill. If they drop a creature to 0 HP, they don't outright kill it unless they want to. Additionally, the Sniper may make an investigation or perception check as a bonus action.

Soldier

Combat Expertise: As a bonus action, you may use one of the following basic combat maneuvers

  • Shove (Trip)
  • Shove (Push)
  • Shove (Aside)

Superior Combatant: A creature hit by your OA must immediately stop their movement. They may use the dash action if they wish to continue moving.

Thief

Steal: Whenever you hit with a melee weapon attack you may use your bonus action to perform a steal.

  • Steal Heart: You apologize or attempt some lie, such as "Sorry, I was aiming for my 'friend', he slept with my girlfriend last night... Trying to make it look like an accident", and your target forgives you. Roll a Deception (Cha)/(Int) or Persuasion (Cha)/(Int) versus Insight (Wis) and if you succeed the creature won't target you as they believe your lie. This works on a creature once per short or long rest unless they happen to be particulary gullible.
  • Steal Weapon: You perform the disarm maneuver as part of your attack, the target may roll athletics (str) or acrobatics (dex) to determine if they drop their weapon or held item. As a reaction, you catch any weapon or held item that is disarmed.
  • Steal Gil... Gold: If you choose this option, you steal whatever coin purse/pouch is on the creature. If the creature has a simular type pouch on them, you may steal that, it doesn't necessarily have to contain coin.

Dastardly Action: As a bonus action, you may make a disengage check, sleight of hand check, or use thieve's tools to disarm a trap or open a lock.

Thrower (Rename... Bard Chucker, Judoka, Throh or whatever...)

Throw: When you have a creature grappled you may perform a Throw Attack. As part of the attack action you may make an unarmed attack and compare the result against the target's Athletics or Acrobatics check. If they succeed then nothing happens. If the target fails, they are thrown up to a number of feet equal to your Strength or Dexterity score. The creature lands prone in the spot and takes Strength or Dexterity modifier damage. You may only throw a creature that weighs up to a certain poundage depending on how many hands you are using.

  • 1 Handed Throw: Half Strength or Dexterity Score distance, may throw a creature weighing up to 15 X Strength Score (max 300 lbs).
  • 2 Handed Throw: May throw a creature weighing up to 20 X Strength Score (max 400 lbs).

Defensive Grab: You may use your reaction when hit by a melee attack against a creature within range of your unarmed attack and attempt to grapple the enemy if you have at least one free hand.

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General Archetype Features

Level 7

  • Inspiring Word: Whenever you use your second wind on your turn, you give a mighty shout of encouragement. A number of creatures equal to your prof bonus gains Temp HP equal to half the amount of HP you restored.
  • Bulwark: Area that you threaten is considered difficult terrain.
  • Escape Artist: Opportunity attacks against you have disadvantage
  • Hide in Plain Sight: You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
  • Improved Reactions: You may take any number of OA per round.
  • Pack Tactics: Whenever you damage a creature, you may use your bonus action to allow an ally adjacent to that creature to disengage from the target on their next turn without using the disengage action.
  • Opportunity Shot: Whenever you wield a bow, crossbow, or hand crossbow and a creature moves more than 5' away from you without disengaging, you may make an Opportunity Attack with your bow, crossbow, or hand crossbow.
  • Primal Howl: You may use your action to cause a number of creatures within 30' to be frieghten of you (Cha save negates). You may effect a number of creatures equal to your proficiency bonus. The creature gains a Charisma save at the end of each of their turns to negate this effect. Creatures that are leaders, masters, or the like have advantage on this save.
  • Stairway to Celestia: If you are a Rambler you gain an additional Song option while using Enchanting Performance. As a bonus action you may focus this epic of a song toward the creatures you have charmed. Affected creatures have disadvantage on Dexterity saves, Dexterity checks and they can't use reactions as their bodies are subconsciously moving along with your rockin music. A creature gains a Wisdom or Charisma save at the end of each turn to negate this effect.
  • Uncanny Dodge: When you take damage from a source you can see, you can use your reaction to halve the attack’s damage against you.
  • Throw Missile: Whenever you catch a missile with your Deflect Missile feature, you may throw the piece of ammow as part of the reaction to attack a creature within 30'. The base damage for this attack is 1d4.

Level 10

  • Combat Swagger: You count as gargantuan for the purpose of size when relating to Athletics (Strength) checks.
  • Expertise: Choose two skills, whenever you roll an ability check related to those skills, you may take 10.
  • Improved Second Wind: Your second wind ability heals its maximum value. If you have the Inspiring Word feature, you must roll to determine the number of temp HP a creature may obtain, you still gain the maximum value.
  • Improved Indomitable: If you fail your indomitable reroll, you regain the use of indomitable at the start of your next turn.
  • Magical Bulwark: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

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Epic Destiny

You have been recognized by the world around you as the absolute best there is. Talk with your DM to get exact specifics, such as the who, what, when, and where... But you have been gifted a unique title, lands (including any coastal rights), a castle town (monastary, mountain keep, or other works too), servants, commoners, and a standing army. The lands are fertile and the game is plentiful.

These are self-sufficient for the most part.

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Non-Class Specific Core Rule Changes

  • Light Shield: +1 AC when donned, 1d4 damage when wielded
  • Heavy Shield: +2 AC when donned, 1d6 damage when wielded
  • Shield mastery allows a character to have a shield both donned and wielded, other times you must pick which one.
  • You may replace your Dex mod with your Con mod when determining your AC. If you do this, you must abide by all "maximum" values.
  • Dual wielding will work slightly different
  • Longsword can be used with either Light Blade Mastery or Heavy Blade Master and I'll make a list of what weapon can be used with what Weapon Mastery. Most are pretty much self explanitory but something like the Whip will be considered a light blade or a thrown weapon.
  • New Feat: Adventurer Archetype: [Prerequisite: Level 6] Gain an adventurer archetype. If you already have one, at the end of a long rest choose which primary and secondary ability you want to use until the end of your next long rest (your "tactics" for the day). During a short rest you may change your secondary feature.
Simple Weapon Table
Weapon Weapon Mastery
Club Hammer
Dagger Light Blade, Thrown
Greatclub Hammer
Handaxe Axe, Thrown
Javelin Thrown
Light Hammer Hammer, Thrown
Mace Hammer
Quarterstaff Hammer
Sickle Light Blade
Spear Thrown
Light Crossbow Bow
Dart Thrown
Shortbow Bow
Sling Thrown

Martial Weapon Table
Weapon Weapon Mastery
Battleae Axe
Flail Hammer
Glaive Polearm
Greataxe Axe
Greatsword Heavy Blade
Halberd Polearm
Lance Polearm
Longsword Light Blade, Heavy Blade
Maul Hammer
Morningstar Hammer
Pike Polearm
Rapier Light Blade
Scimitar Light Blade
Shortsword Light Blade
Trident Heavy Blade, Thrown
War Pick Heavy Blade
Warhammer Hammer
Whip Light Blade
Unarmed Strike Unarmed
Light Shield Shield
Heavy Shield Shield