Aspiring Adventurer (5e Class)
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You are a commoner who has taken up arms and dreams to become an adventurer!
This class represents what your character was before you were a fighter (or wizard, warlock, bard, etc.). After 5th level you will be given the choice to persue an actual class or stay as a aspiring adventurer.
Creating an Aspiring Adventurer
- 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.
As a The Aspiring Adventurer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per The Aspiring Adventurer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per The Aspiring Adventurer level after 1st
Weapons: any two simple weapons
Tools: any one tool (based on your commoner background)
Saving Throws: none
Skills: any one skill
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe or (b) any simple weapon
- Explorer's Kit
- Any trinket from the trinket chart
- If you are using starting wealth, you have 1d10 GP in funds.
|2nd||+2||Ability Score Improvement|
|3rd||+2||Dream Job, Ability Score Improvement|
|4th||+2||Ability Score Improvement|
|5th||+3||Continue?, Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Aspiring Adventurer Features
- Rather Boring
At 1st level, All of your stats are at a score of 10. You may change one stat score to a 8 and replace another with a 12. After stats are set, you add racial bonuses.
- Dream Job
At 3rd level, you choose 1 of the 12 core classes and gain small bonuses from them.
At 5th level, you may choose to either lose everything from this class (besides feats, ability scores, and equipment) and choose an actual class, or stay as an Aspiring Adventurer.
<!-At 3rd level, you chose a dream class. Choose between Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, or Wizard. All detailed at the end of the class description. Your choice grants you features at 3rd level.
Ability Score Improvement
When you reach 2nd level, and again at 3rd, 4th, and 5th 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. Only at 4th level can you choose a feat instead of ability score improvements.
Choose 1 of the 12 core classes and gain bonuses for the one your choose.
You gain Rage and Unarmored Defense (Constitution). Your AC is 10 + your Dexterity Modifier + your Constitution Modifier. You may rage once per long rest (acts as barbarian's rage from the players handbook at first level)
You gain Weak Spellcasting and Inspiration. You know one bard cantrip, two 1st level bard spells, and have one 1st level spell slot. You can inspire someone other than yourself with a d6 that they may add to any attack, saving throw, or skill check rolls they make, but you can only do this once per long rest.
You gain Weak Spellcasting and Divine Domain. You know one cleric cantrip and one 1st level spell slot. Which ever domain you choose will determine what two 1st level spells you have (ie Life domain give Bless and Cure Wounds, therefore you know Bless and Cure Wounds), you also get the 1st level bonus to which ever domain you choose (Blessings of Knowledge (Knowledge), Bonus Proficiency and Disciple of Life (Life), Bonus Cantrip and Warding Flame (Light), Bonus Proficiencies and Wrath of the Storm (Tempest), Blessing of the Trickster (Trickery), Bonus Proficiencies and War Priest (War))
You gain Druidic and Weak Spellcasting. You can speak, read and write Druidic. You know one druid cantrip, two 1st level druid spells, and have one 1st level spell slot.
You gain Fighting Style and Second Wind. You may choose one fighting style. You can heal yourself 1d10 + your level as a bonus action.
You gain Unarmored Defense (Wisdom) and Martial Arts. Your AC is 10 + your Dexterity Modifier + your Wisdom Modifier. You know kungfu (acts as Monk's Martial Arts from the player's handbook)
You gain Divine Sense and Lay on Hands. You can sense evil within 60 feet around you once per long rest. You can heal 5 hit points to anyone, or cure poison/disease once per long rest.
You gain Favored Enemy and Natural Explorer. Choose one type of enemy (read Favored Enemy from player's handbook). Choose one type of terrain (read Natural Explorer from player's handbook).
You gain Expertise, Sneak Attack, and Thieves' Cant. You double your proficient skills. When you sneak attack an enemy, you deal an extra 1d6 damage. You can read, write, and speak Thieve's Cant.
You gain Weak Spellcasting and Sorcerous Origin. You know two sorcerer cantrips, one 1st level spell, and have one 1st level spell slot. You can either read, write, and speak draconic, gain 1 hit point everytime you level up, and have your AC equal 13 + your Dexterity Modifier or you can have WACKY MAGIC.
You gain Otherworldly Patron and Weak Pact Magic. Depending on which patron you choose, you gain the spells they offer and their 1st level boon. You know one warlock cantrip, two 1st level spells (given to you by your patron) and have one 1st level spell slot.
You gain Weak Spellcasting and Arcane Recovery. You know two wizard cantrips, three 1st level wizard spells, and have one 1st level spell slot. You can regain your 1st level spell slot, once per day, by short resting.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: