Adventurer (5e Class)

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This content deviates from D&D 5E standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the D&D 5E rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
The adventurer class is deliberately underpowered in combat, a decision that directly goes against the standard class balance of 5e. Additionally, it has some features that break the 5e design mold and gamify elements that would otherwise be entirely narrative, such starting with an important magic item, being able to "acquire" useful equipment on a per-rest basis, "discovering" weak points on enemies, and at the highest levels, potentially sacrificing yourself to bring down a boss. It relies heavily on player ingenuity and lends itself to a very "scrappy" style of play, so a DM and player using this class in a game should be prepared to expect that.



Design Note: This is a reworked version of Classless (5e Class).

Adventurer[edit]

A child tip toes downstairs, awoken by the storm raging outside. He looks through the journal he stumbled into the other day. The arcane runes within the pages glow a sickly blue, but the kid can't make them out. Suddenly, he sees a word he can read on one of the pages, then more and more begin to make sense to him. He could read?

Eyes tearing up, a spritely young woman glances at her friends, all fighting the dragon she couldn't hope to match. The creature mocks their pitiful assault while she desperately fumbles through her notes for a solution... until suddenly, she sees it. The monster's most prized possession— its own wings, beating the air apart. She takes the bow left by the previous attempt on this creature's life, and prays to Bahamut that it still works.

Not daring to make a sound, the shivering man glances at the lich once again, and finally sees the phylactery. He's wearing it. All it takes is one blow, he thinks to himself. One good hit to put the fear of death back into a tyrant.

Valiant Hearts[edit]

Not every hero is a trained fighter, an absolute powerhouse, a magical prodigy, or a world class thief. Sometimes even the normal folk of the multiverse can be thrown into the most abnormal of circumstances, and in this case, the true strength of sentience tends to come forth.

Adventurer characters are characters that don't have major power, but they're awfully good at pretending they do. Fake it 'til you make it is their motto, and they usually pull it off. Adventurer characters don't have statistical walls to hide behind, making them easy targets if they don't think ahead (Or on the fly, as the case might be). As befits their profession, they spend most of their time skirting the line between living life to the fullest and almost certain death. As such, it's important to the players to avoid picking this class if they aren't up to the challenge, as it serves more as a limiter than other classes, which all need to be aware, is distinctly against the grain of the game. This class exists to give an option for higher puzzle solving and attention to detail rather than the normal "your stats are higher, so it dies" push of normal fighting (Though that's REAAALLY a stretch, since most threats are actively better than the party as a whole anyway).

Adventurer characters fit well into parties that already have a full balanced set of classes, but take care that their underdog nature isn't mistaken for hogging the spotlight as a pseudo-main protagonist, as that's not the intention of the class. Rather, the class is more attributed to the idea that they can keep in check the things often forgotten or overlooked by parties, such as specific weaknesses and things said that could give the edge needed to win. They are environmentalists at heart, and use anything and everything to make the victory happen, and THAT, is how to play them. If there's a ledge, get to shoving.

Creating an Adventurer[edit]

A campaign must have well thought out encounters with environmental hazards, boss weaknesses, etc. commonly used to get the most out of an adventurer character. How creative are you? If you had no weapon, would you find one? Make one from scratch? Do something else entirely? Make sure the DM is willing to take your character's nature into question when designing encounters, and if they can't or won't, it might be a good idea to play a more conventional character. That said, don't force them into making some elaborate puzzle for everything either. Some areas are simply bound to be mundane (Probably), and it's up to YOU to figure out how to make things work.

The most important question to ask yourself about your character is why are they here? What made them adventure, and what makes them continue in spite of the odds levied against them? What drives them, and what creative outlets inspire their ideas and solutions? Keep in mind that even if you find a solution to a problem, you need to wonder if your character sees the problem the same way you do. If they don't, maybe they'd find a different solution entirely, maybe one that isn't even as good, but is still authentic to them. One way to sideline this conflict is to make a character that's much like yourself, outright removing that guessing room, but this isn't necessary, though playing either way can create a completely different experience and is worth considering.

Quick Build

As typical for any character in D&D 5e, Constitution and Dexterity are great scores to have, followed by Wisdom and Charisma. However, don't worry too much about it and just place your ability scores as you see fit for the character.

Class Features

As a Adventurer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Improvised weapons, simple weapons, nets, one martial weapon of your choice
Tools: One set of any tools, one musical instrument or gaming set, and either land or sea vehicles
Saving Throws: One of your choice from Constitution, Dexterity, or Wisdom; one of your choice from Strength, Intelligence, or Charisma.
Skills: Choose any three

Equipment

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

Table: The Adventurer

Level Proficiency
Bonus
Features
1st +2 MacGuffin, Attentive, Supportive
2nd +2 Perceptive Action, Procure Useful Item
3rd +2 Adventurer Archetype
4th +2 Ability Score Improvement
5th +3 Attentive improvement, Survival Instincts, Procure Magic Item
6th +3 Ability Score Improvement
7th +3 Called Shot
8th +3 Ability Score Improvement
9th +4 Adventurer Archetype feature
10th +4 Field Recovery, Resourceful Item User
11th +4 Confidence, Procure Magic Item improvement
12th +4 Ability Score Improvement
13th +5 Adventurer Archetype feature
14th +5 Ability Score Improvement
15th +5 Determined, Determined Attacker
16th +5 Ability Score Improvement
17th +6 Adventurer Archetype feature
18th +6 Sayonara, Procure Magic Item improvement
19th +6 Ability Score Improvement
20th +6 Stand Out

MacGuffin[edit]

Item Properties:

Unbreakable. The item can't be broken. Special means must be used to destroy it.

Bound. The item cannot be left behind, returning to a space within reach of the bearer if they move more than 120 feet away from it or leave the plane. If the bearer dies, it can follow their soul to the afterlife, only losing its binding if the bearer's soul is destroyed. It becomes bound to a new owner the moment it is picked up. Items that require attunement only become bound the moment they are attuned.

Either before the game starts or promptly thereafter, you find a magical item of the DM's choice of uncommon to legendary rarity (or an artifact). Work with your DM to determine the specifics of the item, but ultimately it should follow these guidelines:

  • The item can't have ultimately limited uses, such as scroll, potion, or ring of three wishes.
  • If the item is cursed, both the player and the DM must agree on the curse. It shouldn't be something debilitating.
  • The item has the unbreakableDMG pg. 141 property and the bound property.
  • If applicable, you are proficient with the item and can attune to it regardless of any requirement.

The DM is encouraged to work the existence of this item and any properties or relations it has to your character into the story of the campaign.

Variant: Levelling MacGuffin[edit]

Instead of a standard magic item, the DM may generously decide to grant you an entirely homebrew magic item that grows in power and unlocks in capabilities as you level up. Depending on the scope of this item, the adventurer class may become as powerful as a standard class. As such, the various optional features in this class are recommended to either be eschewed or evaluated with extra discretion if a levelling MacGuffin is granted.

Attentive[edit]

At 1st level, you have a knack for telling when something's off. You can take the Search action as a bonus action. You have advantage on Wisdom (Perception) checks for hearing abnormal noises, such as distant conversations, whispers and people muttering under their breath, footsteps in a house no one should be in, etc., as well as Wisdom (Insight) checks for determining if someone is hiding information or behaving strangely. Success on these checks manifests usually as a feeling of dread or gut feeling that something is wrong.

Once you reach 5th level, you have advantage on all Insight and Perception ability checks.

Supportive[edit]

Also starting at 1st level, the following actions are modified for you:

Dash

When you take the Dash action, you can drag one willing creature of your size or smaller within 5 feet of you with you. While you do so, each foot of movement you spend costs 2 feet.

Disengage

When you take the Disengage action, you can also grant a friendly creature within 5 feet of you the benefits of the Disengage action.

Dodge

When you take the Dodge action, you can choose to protect a creature within 5 feet of you, causing any attacks that would hit them to target you instead while you remain within 5 feet of them and aren't incapacitated.

Help

When you take the Help action, you can grant the target creature advantage on the next saving throw it makes before the end of its next turn. You must be aware of the effect requiring the saving throw to do so.

Hide

When you take the Hide action, you can have one willing creature within 5 feet of you hide as well, granting them advantage on the Stealth roll.

Shove

When you use your action to make a single shove attack and succeed, you can push the creature up to a number of feet equal to 5 times your Strength modifier as long as you spend movement to remain within 5 feet of it.

Administer a Potion

You can administer a potion to a creature up to 30 feet away by throwing it at them.

Perceptive Action[edit]

Starting at 2nd level, you gain the initiative to quickly react to sudden changes of circumstance. As a reaction to yourself or a creature you can see triggering a trap, being targeted by an attack, being caught in a hazardous area of effect, or being surprised, you can take a special turn immediately before the circumstances of the trigger. On this turn, you can only move, speak, and take the following actions: Attack (only to shove), dash, disengage, dodge, help, hide, search, and use an object. This special turn does not count as a turn for the purpose of effect durations (at the start of your turn/end of your turn...), or regaining spent actions, bonus actions, or reactions.

You may use this feature a number of times equal to your proficiency bonus before you must finish a short or long rest to do so again.

Procure Useful Item[edit]

2nd-level adventurer optional feature

You have a knack for acquiring things before they're needed. On your turn (no action required), you can add an item to your inventory. The item can't be worth more than an amount of gold pieces equal to 50 x your adventurer level, and must have been something you could have reasonably stowed on you or found in the area.

The items you can procure include all adventuring gear, equipment packs, nonmagical weapons, ammunition, and tools. A collection of individual items packaged together in a small container such as thieves' tools, an explorer's pack, a quiver with 20 arrows, a case of 20 crossbow bolts, or a bag of 1,000 ball bearings counts as one item.

You can procure multiple of the same item at once (if the item isn't a collection of individual items packaged together in a container) using this feature, up to an amount of items equal to your proficiency bonus + your Intelligence modifier (minimum of 1), as long as the total value doesn't go over the restriction.

You can use this feature once before you must finish a long rest to do so again. Once you procure an item using this feature, 7 days must pass before you can use it to procure the same item again.

Adventurer Archetype[edit]

At 3rd level, you choose an archetype that furthers your adventurer abilities: Academic, Initiate, or Wayfarer, all detailed in the Adventurer Archetypes section. Your archetype choice grants you features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Survival Instincts[edit]

Starting at 5th level, you've survived long enough to know you're either really lucky or have good instincts. You may add half of your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus. Additionally, you have advantage on ability checks to determine your initiative.

Procure Magic Item[edit]

5th-level adventurer optional feature

At 5th level, your knack for acquiring useful items extends beyond the mundane. On your turn (no action required), you can expend a use of Procure Useful Item to add a magic item to your inventory. The item can be any of common rarity, or a consumable such as a spell scroll, potion or piece of ammunition of uncommon rarity. Like Procure Useful Item, the item must have been one you could have stowed on you or reasonably come by at some point.

If the common item is a piece of magical ammunition, you procure 1d8 + your Intelligence modifier (minimum of 1) pieces of that ammunition.

Like Procure Useful Item, once you procure an item using this feature, 7 days must pass before you can procure the same item again.

Once you reach 11th level, you can procure any magic item of uncommon rarity, or a consumable or piece of ammunition of rare rarity. If the uncommon item is a piece of magical ammunition, you procure 1d6 + your Intelligence modifier (minimum of 1) pieces of that ammunition. Once you procure an item of uncommon (nonconsumable) or higher rarity using this feature, a month must pass before you can procure an item of the same rarity again.

Finally once you reach 18th level, you can procure any magic item of rare rarity, or a consumable or piece of ammunition of very rare rarity. If the rare item is a piece of magical ammunition, you procure 1d4 + your Intelligence modifier (minimum of 1) pieces of that ammunition. Once you procure an item of rare (nonconsumable) or higher rarity using this feature, a year must pass before you can procure an item of the same rarity again.

Called Shot[edit]

Starting at 7th level, as a bonus action, you can expend a use of your Perceptive Action to boldly deduce and declare the weakness of a creature, object, or structure you designate within 120 feet. State a course of action that would exploit this weakness ("It's a werewolf! Strike it with silver!"), and if once within the next minute you or an ally that could hear you succeeds in taking that course of action, it has an additional effect.

Based on the accuracy of your declaration and the nature of the action, the DM decides from the following list of effects what outcome is most appropriate.

Nothing. Your deduction was incorrect. The action has no additional useful effect.

Advantage. The performer of the action has advantage on attack rolls and ability checks made to perform the action.

Critical Hit. If the action was an attack and it hits, the attack is considered a critical hit.

Disable. One of the designated target's abilities is disabled for at least 1 round. A dragon might lose the use of its wings, a troll might be rendered unable to regenerate, or a beholder might not be able to use its antimagic cone.

Disadvantage. If the action results in the designated target making one or more saving throws, it has disadvantage on those saving throws.

Massive Damage. If the action results in the target taking damage, it takes an additional amount of damage equal to five times your adventurer level.

You can only declare one weakness at a time. Once you have successfully used this feature against a target, you can't use it on the same target again until 24 hours have passed.

Field Recovery[edit]

Starting at 10th level, as an action, you can expend a use of your Perceptive Action to mend some of your or another creature within 5 feet's injuries. The target can expend a number of hit dice equal to your Wisdom modifier (minimum of 1), regaining hit points equal to the hit dice expended. If the target has temporary hit points, half of the temporary hit points are converted into regained hit points.

Resourceful Item User[edit]

10th-level adventurer optional feature

At 10th level, you ignore all class, race, spell, and level requirements on attuning to or using a magic item. Additionally, using an action to activate or use a magic item is added to the actions you are permitted to perform with your Perceptive Action.

Confidence[edit]

At 11th level, your confidence in spite of treacherous situations is contagious. Whenever you succeed on an ability check or saving throw, or a creature within 30 feet of you that you've provided advantage to succeeds on that ability check or saving throw, you can choose for you both to gain temporary hit points equal to the result of the ability check or the saving throw + twice your Charisma modifier. Once a creature has benefited from this feature, it must finish a short or long rest to do so again.

Determined[edit]

Starting at 15th level, the presence of danger sharpens your mind and energizes your body. When you have less than half your maximum hit points remaining and make an ability check or saving throw, you gain a +2 bonus to the roll. In addition, the following actions are modified for you while you benefit from this bonus:

Dash

When you take the Dash action, your speed increases by an additional 20 feet.

Dodge

When you take the Dodge action, you or the other creature benefitting from it add a +2 bonus to AC and Dexterity saving throws for the duration.

Help

A creature you Help can add a +2 bonus to the d20 roll you granted it advantage on.

Determined Attacker[edit]

15th-level adventurer optional feature (enhances Determined)

You gain a +2 bonus to attack rolls you make while you have less than half your maximum hit points remaining.

Sayonara[edit]

You've placed yourself in the jaws of imminent death to succeed so often you hardly balk at it at all, which is why this idea isn't stupid in the slightest. At 18th level you gain a final way to use your Perceptive Action: when you take the Ready action, you can expend a use of Perceptive Action to ready the Sayonara action. The trigger for the Ready action can be anything it normally is.

When you perform the Sayonara action, you may describe yourself pulling the most insane, unbelievable stunt with whatever resources you have to ensure that a creature you can see within 30 feet is taken down ("Taking a running start and a quick prayer, I leap into the ancient red dragon's open maw right as it's about use it's flame breath, plunging my sword up into its palate to pierce into its brain!" "I grapple the lich in a bear hug right after I stuff a lit bomb into its screaming skull, inches away from my own face. 'Counterspell this!'"). The DM will ask you to make a d20 roll of whatever DC and modifiers they deem most appropriate. If you succeed, the following happens in order:

  1. If the creature has 100 + 1d100 (the DM rolls this die in secret) hit points or less, it is instantly reduced to 0 hit points. Otherwise, its current hit points are halved.
  2. It automatically fails the next saving throw it makes and can't use legendary resistance to succeed it if it has it.
  3. It is incapacitated and can't move until the end of it's next turn.
  4. You are immediately reduced to 0 hit points.

Once you've used your Perceptive Action in this way, you must finish a long rest to use Perceptive Action again at all.

Stand Out[edit]

At 20th level, you can now use Perceptive Action an unlimited amount of times without requiring a rest (unless you've used Sayonara). In addition, whenever you use Perceptive Action, you regain your expended action and bonus action.

Adventurer Archetypes[edit]

Academic[edit]

Academic adventurers are studious notetakers and bookkeepers. They possess a rote knowledge of adventuring but no practical experience, at least initially. Most academic adventurers get started on the path when they grow tired of living cooped up in studies and books and want to experience firsthand the thrills and discoveries life has to offer.

Booksmart Fighting[edit]

Starting at 3rd level, you can add half your proficiency bonus (rounded down) to any weapon attack roll made with a martial weapon you aren't proficient in.

Expertise[edit]

Also starting at 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sharp Mind[edit]

3rd-level academic optional feature

When you make an Intelligence ability check, you can choose to reroll the check and use either total.

You may use this feature a number of times equal to your Intelligence modifier (minimum of once) before you must finish a long rest to do so again.

Academic Defense[edit]

At 9th level, you've learned to deploy your academic reasoning defensively in a fight. When you take the Dodge action, you can eschew imposing disadvantage and/or having advantage to choose from one of the following bonuses for the duration of the action:

Specific Weapon Defense. Name a weapon. If you are proficient in that weapon, add your proficiency bonus + your Intelligence modifier (minimum of 1) to your AC against attacks made with that weapon. Otherwise, you add half your proficiency bonus (rounded down) instead as per Booksmart Fighting.

Melee Defense. You add your Intelligence modifier (minimum of 1) to your AC against all melee attacks.

Ranged Defense. You add your Intelligence modifier (minimum of 1) to your AC against all ranged attacks.

Magical Effect Defense. You add your Intelligence modifier (minimum of 1) to saving throws made against all spells and magical effects.

Mundane Effect Defense. You add your Intelligence modifier (minimum of 1) to saving throws made against all nonmagical effects.

Academic Offense[edit]

At 13th level, you can use an action to designate one creature you can see within 60 feet. While this enemy is designated, you gain the following benefits:

  • You can add your Intelligence modifier (minimum of 1) to attack and damage rolls made against that creature.
  • If you take the Dodge action and the creature misses an attack against you, you can use your reaction to make a single attack against the creature.

You can use this action as one of the actions allowed during your Perceptive Action. Additionally, any creature you Help gains the benefit of the first bullet for the duration of the Help action.

This designation lasts for 1 minute, until the creature reaches 0 hit points, or you use an action to designate another creature.

Academic Confidence[edit]

13th-level academic optional feature

When you grant a creature advantage on an attack roll and it hits, you can choose for you both to gain temporary hit points as per your Confidence feature, counting as a use of that feature.

Speed of Thought[edit]

At 17th level, you can now take the Dodge action or use your Academic Offense as a bonus action.

Initiate[edit]

Initiate adventurers are attracted to the allure of magic, but have no deeper capacity to perform it besides dabbling. Instead of a deep and specialized mastery of magic, they achieve a wide understanding of many different entry-level magical concepts. Some would see their heavy use of spell scrolls as wasteful and a crutch, but initiates understand more than everyone else that sometimes you just have to make do with what you have.

Spellcasting[edit]

Initiate Spellcasting
Adventurer
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips

You learn two cantrips of your choice. Each cantrip must be from a different spell list. At 10th level you learn an additional cantrip.

Spell Slots

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

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice. Choose one of these spells from the bard, druid or ranger spell list, the second from the artificer, cleric or paladin spell list, and the third from the sorcerer, wizard, or warlock spell list.

The Spells Known column of the Initiate Spellcasting table shows when you learn more Initiate spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. When you learn a new spell, you can choose it from any class's spell list.

Replacing Spells

When you gain a level in this class, you can choose one of the spells you know and replace it with another spell of the same level.

Alternatively, if you have a spell scroll, you can study it during a long rest to replace one of the spells you know with the spell on the scroll, as long as the spell on the scroll is of a level you have spell slots for.

Ritual Casting

You can cast a spell you know as a ritual if that spell has the ritual tag. You don't need to know the spell if you have a spell scroll of that spell and it's of a level you have spell slots for.

Spellcasting Ability

Choose Intelligence, Wisdom, or Charisma as your spellcasting ability score. You use the chosen ability score whenever a spell refers to your spellcasting ability. In addition, you use that ability score's modifier when setting the saving throw DC for an initiate spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your choice of Intelligence, Wisdom, or Charisma modifier
Spell attack modifier = your proficiency bonus + your choice of Intelligence, Wisdom, or Charisma modifier

Procure Spell Component[edit]

3rd-level initiate optional feature

Also at 3rd level, you can use Procure Useful Item to procure material components for spells. You otherwise must abide by the restrictions of Procure Useful Item.

First-Level Generalist[edit]

At 9th level, you've mastered a broad swathe of useful 1st-level spells and obtained formulas for quickly rememorizing them. Choose four from the following list: alarm, animal friendship, beast bond, ceremony, comprehend languages, detect evil and good, detect magic, disguise self, feather fall, find familiar, floating disk, detect poison and disease, identify, illusory script, mage armor, protection from evil and good, purify food and drink, silent image, speak with animals, and unseen servant. You know the chosen spells without them counting against your spells known, and can cast them at their lowest level without expending a spell slot.

When you finish a long rest you can replace any of the four chosen spells with any other spell from the list.

Once you reach 13th level in this class, you can choose an additional spell from this list, and again at 17th level.

Spell Scroll Adept[edit]

9th level initiate optional feature

At 9th level, you gain the following benefits when casting a spell from a spell scroll:

  • You have advantage on the spellcasting ability check to cast a spell of a higher level.
  • You may use your caster level, spellcasting ability and save DC in place of the spell scroll's.

Perceptive Spellcasting[edit]

At 13th level, the Cast a Spell action is added to the actions you can take during the special turn granted to you by Perceptive Action.

Second-Level Generalist[edit]

At 17th level, your mastery of a wide range of spells has extended to 2nd-level spells. Choose three from the following list: alter self, animal messenger, arcane lock, augury, beast sense, borrowed knowledge, calm emotions, darkvision, enhance ability, find steed, find traps, gentle repose, locate animals or plants, locate object, magic mouth, nystul's magic aura, protection from poison, rope trick, spider climb, warding bond, and zone of truth. You know the chosen spells without them counting against your spells known, and can cast them at their lowest level using this feature without expending a spell slot.

Once you use this feature to cast three spells, you must finish a long rest to do so again.

When you finish a long rest you can replace one of the chosen spells with any other spell from the list.

Spell Scroll Master[edit]

17th-level initiate optional feature

At 17th level, you've mastered the usage of spell scrolls. You automatically succeed on spellcasting ability checks to cast a higher level spell from a spell scroll. Additionally, when you cast a spell from a spell scroll, you can expend a spell slot equal to or greater than the level of the spell to not use up the spell scroll.

Finally, you only need to spend a quarter of the time and gp cost to scribe a spell scroll.

Wayfarer[edit]

"Have legs, will travel." The unofficial motto of wayfarer adventurers. Always placing themselves into new circumstances, they've either learned to think on their feet or have already died horribly. Stricken with a type of restlessness that only endless vacation can satisfy (and even then only momentarily), wayfarers are the bold travelers of the world. They want to see everything there is to see, whether that's a continent a million miles away or the inside of a tarrasque's stomach.

Improviser[edit]

Starting at 3rd level, you gain a new way to use your Perceptive Action—you can do so in response to initiative being rolled, but no turns yet taken. Additionally, when you use your Perceptive Action, you can take the Attack action to make a single attack with an improvised weapon or a net.

If you use Perceptive Action in this way to make an attack at the start of initiative, and that attack hits a creature, that creature is surprised.

Foolhardy[edit]

3rd-level wayfarer optional feature

Your intrinsic curiosity steels you to danger. You have advantage on saving throws against being frightened.

Reckless Curiosity[edit]

At 9th level, you have gained an unconquerable sense of wanderlust that boldly propels you forward into dubious situations and back out again. Your base speed increases by 10 feet. Furthermore, if you have no allies within 60 feet, you can't be surprised and your initiative score can never be lower than your Dexterity or Wisdom score.

Laser-Guided Advice[edit]

At 13th level, you've become great at dispensing unsolicited nuggets of wisdom from your travels. When you take the Help action, you can grant advantage to a creature regardless of distance as long as it can hear you. You add your Wisdom modifier to the roll.

Far Traveled[edit]

13th-level warfarer optional feature

You've seen quite a bit of the world and picked up a few things here and there. You gain the following from your travels:

  • You learn three languages of your choice.
  • You gain proficiency in a skill of your choice.
  • You gain proficiency in two weapons of your choice.
  • You gain proficiency with two tools of your choice, be they artisan's tools, musical instruments, gaming sets, or vehicles.

Furthermore, whenever you make an ability check using a skill or tool you don't have proficiency in, you can add half your proficiency bonus (rounded down) to the check.

Renowned Traveler[edit]

By level 17, you've been to so many places and done so many things, it's hard to meet a single person who hasn't heard of you. You may add your Charisma modifier to your armor class against any creature that can understand you, and your Wisdom modifier against any creature that can't. Furthermore, you have advantage on all Charisma ability checks.

Other[edit]

Multiclassing[edit]

The intention of this class is that the character doesn't have what it takes to be another class. You can multiclass out of this class, but your roleplay experience may suffer.

Prerequisites. To qualify for multiclassing into the adventurer class, you must meet these prerequisites: 13 Dexterity, Intelligence, or Wisdom.

Proficiencies. When you multiclass into the adventurer class, you gain one skill of your choice and proficiency with improvised weapons.

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