Aspiring Adventurer (5e Class)

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Aspiring Adventurer[edit]

As a child, you have heard glorious stories about adventures slaying powerful creatures and saving the day from impossible odds. You never grew out of that dream unlike most children. Unlike most real adventures, you grew up as a normal commoner. Commoner's fate is to work in a boring job, trying to gain enough money to live. That is not a life for you. You sold everything that you own to buy just enough gear to start your journey as an adventurer!

Ordinary Life[edit]

Different from typical adventurers, the aspiring adventurer is a simple individual with a common life. They are not found training in ancient monasteries, learning arcane secrets in tall towers or as soldiers enlisted to fight in glorious wars. Aspiring adventurers are typically found caring for stables as horse-boys, cooking for nobles, learning simple magic tricks in a circus or acting as apprentices for the village healer. Although they lack the special training of most other heroic classes, they sometimes are able to use their ordinary knowledge and talents in extraordinary ways.

Curious and Brave[edit]

Aspiring adventurers have curious minds and brave hearts, that long for something beyond their ordinary lives. They are typically young boys and girls, who read tales of adventures, stories of wonder and horror, of courage and betrayal. Either due to courage or foolishness, they often ignore the gruesome details that surround each history of heroism, and focus on the wondrous experiences the characters in those stories have. And they aspire to be part of those stories.

Creating an Aspiring Adventurer[edit]

When creating an Aspiring Adventurer, ask yourself "Why i crave for adventure"? You can be a young farm-boy, tired of your boring routine and wondering if there's something more for you out there. Maybe a daughter from wealthy and strict parents, wishing to prove that you are more than just a "little princess". Or maybe you only decided to take this path due to circumstance: when faced with dangerous times and a great threat, you decided against all odds to take some big responsibility for yourself, embarking on a journey.

Either way, you are not ready yet, and the road surely will have a lot to teach you - if you manage to survive long enough, maybe even a lot to reward you.

Quick Build

You can make an Aspiring Adventurer quickly by following these suggestions. First, figure out what class you wanna be and distribute your stats accordingly. Next, choose commoner background (home brew)

Class Features

As a Aspiring Adventurer you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Quarterstaff, dagger, sling
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Animal Handling, Athletics, Deception, Sleight of Hand, Insight, and Persuasion

Equipment

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

Table: The Aspiring Adventurer

Level Proficiency
Bonus
Features
1st +2 Beginner's Luck,Keen Commoner, Job
2nd +2 Improviser, Determination
3rd +2 Strenght and Weakness, Job feature
4th +2 Ability Score Improvement
5th +3
6th +3 Job feature
7th +3
8th +3 Ability Score Improvement
9th +4 Job feature
10th +4
11th +4 [[#|]]
12th +4 Ability Score Improvement
13th +5 Everyday Hero, Job feature
14th +5
15th +5 [[#|]]
16th +5 Ability Score Improvement
17th +6 Job feature
18th +6
19th +6 Ability Score Improvement
20th +6 [[#|]]

Beginner's Luck[edit]

Although you are inexperienced, you seem to have an uncanny luck that keep you out of harms way.

Starting from 1st level, you can use your Charisma, in place of Dexterity, when you calculate your Armor Class when you are wearing armor.

While you are unarmored, your Armor Class is equal to 10 + your Charisma modifier.

Keen Commoner[edit]

The struggles of someone with an ordinary life is underestimated. You have developed a knack for a skill that will surely surprise your peers to find you are so good at.

Also 1st level, you can add a +5 bonus to one skill you are proficient with of your choice.

Job[edit]

Starting at 1st level, you did not start out as an adventurer, you used to work a normal job before going out into the world. You must choose one of the following jobs, Blacksmith, Farmer, Miner, Butcher or Fisherman.

Improviser[edit]

Your lack of training is seen by many as a weakness, yet you manage to turn it around and play into your strengths like the scrappy underdog you are! You may not be able to use normal weapons like those grand heroes, but you can make up for that with you dazzling resourcefulness.

At 2nd level, you will gain proficiency in improvised weapons. All of your improvised weapons will deal 1d6 for their damage rolls, and you can choose to use Dexterity instead of strenghts for attacks with improvised weapons.

This damage die increases to 1d8 at 6th level, 1d10 at 10th level, and to 1d12 at 17th level.

Determination[edit]

Your drive to explore and journey through dangerous places is purely based on your courage and sense of adventure.

At 2nd level, you will have an special type of dice called Determination Die, which is a d4. Whenever you fail a saving throw or a ability check, you can roll this die and add it to the original result, potentially turning the failure into a success.

You can use this die a number of times equal to your proficiency bonus + your Charisma modifier, and may only use them again after finishing a long rest.

The die increases to a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and to a d12 at 17th level.

Strenght and Weakness[edit]

You're starting to find out where your strengths and weaknesses lie.

At 3rd level, you must choose one skill to gain an advantage in, and one skill to gain a disadvantage in. You can no longer use your determination die when you make a check for the skill you choose to have a disadvantage in.

When you reach 10th level, you have worked and practiced hard enough that you no longer will have your disadvantage.

Ability Score Improvement[edit]

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.

You can not increase an ability score above 20 using this feature.

Unyielding Willpower[edit]

Beginning at 6th level, on your turn, you can use a bonus action to regain hit points equal to a d4 + your aspiring adventurer level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Loyal Friend[edit]

You may not have the strength, brains, speed, or magical power of your peers but you have more heart than all of them!

Starting at 9th level, when an ally is targeted by an attack by a creature within 10 feet of you, you can attack the attacker using your reaction.

Veteran Adventurer[edit]

When you reach 11th level, you have became experienced enough to be always prepared for trouble. You add your Wisdom modifier to your Initiative rolls.

In addition, you can no longer be surprised, and creatures don't have advantage on attacks against you as a result of not being seen.

Everyday Hero[edit]

You are an inspiration to the common people all around.

Starting at 13th level, any peasant, commoner, or other low-class creature you encounter will be more inclined to help you. When rolling a Charisma check in which you're speaking to one, you will roll with advantage.

Student Turned Master[edit]

At your 15th level, you have learned a lot over the duration of your journey. You will gain a +4 to your Charisma, Intelligence or Wisdom scores, including it's maximums.

This feature allows you to increase your ability scores for Wisdom and Intelligence past 20.

Heroic Charge[edit]

At 18th level, you are the first to launch yourself to battle, valiantly leading the charge. Your movement increases by 20 feet, and the distance you can jump with a running start is doubled.

In addition, your movement is not impeded by difficult terrain when moving toward an enemy.

Last Stand[edit]

Starting at 20th level, your sheer force of will and determination rescues you from the grasp of death. When you are reduced to 0 hit points, you regain a number of hit points equal to half your maximum.

You can not use this feature again until you finish a long rest.

Jobs[edit]

Blacksmith[edit]

Farmer[edit]

Miner[edit]

Butcher[edit]

Fisherman[edit]

Musician[edit]

Aspiring Musician

You're excited about your new beginnings! Be proud!

Starting at 1st level, you can encourage your peers with your endless enthusiasm. You can do this any time outside of combat or by using a bonus action on your turn to choose one creature within 50 feet of you. This creature will get to roll a d4 (if your Charisma modifier is two or below), a d6 (if your Charisma modifier is a three, four, or five), a d8 (if your Charisma modifier is a six, seven, or eight), or a d10 (if your Charisma modifier is a nine, ten, or above) in which the result will be added to their immediate next saving throw, attack roll, or ability check.

You must finish a short or long rest before you can use this feature again.

When you reach 7th level, you can use this feature in combat during another creature's turn instead of as a bonus action. You must use it directly after they roll a saving throw, attack roll, or ability check, instantly adding to the result of their roll.

When you reach 12th level, you can choose up to two creatures to encourage before having to take a rest. You must encourage them both at the same time either outside of combat or as a bonus action.

When you reach 17th level, you can choose up to three creatures to encourage before having to take a rest. You no longer have to encourage them at the same time.

Multiclassing[edit]

You cannot multiclass into the Aspiring Adventurer class, you can only start with it and multiclass it out.


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