Aventureiro (5e Class)
Aventureiro[edit]
Introduction[edit]
You're stuck in the middle of nowhere with little food and barely enough water to last you more than a few days, or you've landed in some dungeon. Wild animals and dangers can meet you at every turn. The adventurer is the right person to adventure with!
Creating a Aventureiro[edit]
So what happened that made your character such a capable adventurer? Did he have an accident that left him stranded? What was his survival story? Is he a former slave? Build a strong backstory for your character based on this core experience.
- Quick Build
You can make a Aventureiro quickly by following these suggestions. First, choose between Strength or Dexterity should be your highest ability score, followed by Wisdom.
Class Features
As a Aventureiro you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Aventureiro level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Aventureiro level after 1st
- Proficiencies
Armor: Light armor, Medium Armor, and Shield
Weapons: Simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a explorer's pack or (b) a dungeoneer's pack
- Leather armor, two daggers, and Smith's tools
Level | Proficiency Bonus |
Features | Mana | Spells Known |
---|---|---|---|---|
1st | +2 | Under Measure, Conjuration, Solidified Mana | 5 | 1 |
2nd | +2 | Specialization, Take a Breath | 10 | 2 |
3rd | +2 | Adventurer's Path | 15 | 3 |
4th | +2 | Ability Score Improvement | 20 | 4 |
5th | +3 | Extra Attack | 25 | 5 |
6th | +3 | Ability Score Improvement | 30 | 5 |
7th | +3 | Adventurer's Path | 35 | 5 |
8th | +3 | Ability Score Improvement | 40 | 6 |
9th | +4 | Evasion, Reliable Talent | 45 | 6 |
10th | +4 | Extra Attack (2), Adjusted Armor | 50 | 7 |
11th | +4 | Adventurer's Path | 55 | 7 |
12th | +4 | Ability Score Improvement | 60 | 8 |
13th | +5 | Specialization | 65 | 8 |
14th | +5 | Ability Score Improvement | 70 | 9 |
15th | +5 | — | 75 | 9 |
16th | +5 | Ability Score Improvement | 80 | 10 |
17th | +6 | Blind Sense | 85 | 10 |
18th | +6 | Elusive | 90 | 10 |
19th | +6 | Ability Score Improvement | 95 | 10 |
20th | +6 | Peak of Power | 100 | 10 |
Under Measure[edit]
When you are wearing light armor, your Armor Class is 10 + your Dexterity modifier + your Wisdom modifier. If wielding a non-light weapon, it does not gain the custom effect.
Conjuration[edit]
A event from your past or in the life of a ancestor has given you a unique look and infused you with magic. The source of this power is the mana, regardless of its origin, that flows into your spells. It doesn't need an arcane focus. See the table for your mana progression.
Wisdom is your spellcasting ability, as your spell's power depends on your ability to manifest mana. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC and when making an attack roll.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = Your Proficiency Bonus + Your Wisdom Modifier
- Conversion of slots to mana
1st = 01 mana point
2nd = 03 mana points
3rd = 06 mana points
4th = 10 mana points
5th = 15 mana points
6th = 21 mana points
7th = 28 mana points
8th = 36 mana points
9th = 45 mana points
Solidified Mana[edit]
Mana is condensed into a mana crystal, mana crystals are formed as a bonus action on a dead body within 48 hours. Crystals can be absorbed for mana recovery. When extracting mana from a body, roll 1d2 to know how much mana the formed crystal has or how much mana the crystal has absorbed. Taking this bonus action costs 1 mana point.
Specialization[edit]
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses any of your chosen proficiencies. Choose again at 13th level.
Take a Breath[edit]
Calm down, breathe and come back to fight. Regain 1d10 + Constitution modifier on a bonus action, the number of uses is your proficiency bonus regaining them after a long rest.
Ability Score Improvement[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. normally, you cannot increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 10th level in this class.
Evasion[edit]
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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[edit]
At 9th level, you've honed your skills to near perfection. Whenever you make an ability check to which you add your proficiency bonus, you treat a d20 result of 9 or lower as a 10.
Adjusted Armor[edit]
Starting at 10th level, you gain resistance to all nonmagical slashing, piercing, and bludgeoning damage while wearing armor.
Blind Sense[edit]
At 17th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Elusive[edit]
Starting at 18th level, you become so cunning that rarely does anyone lay a hand on you. No attack roll has advantage against you as long as you are not incapacitated.
Adventurer's Path[edit]
At the 3rd Level you will have to make a decision that is sometimes very difficult and here it would not be different, as an adventurer you will decide your path between the Path of the Hero and the Path of the Explorer.
Peak of Power[edit]
At 20nd level, against all odds, you made it and reached the peak of power as a spellcaster. As a reward for your efforts, your Spellcasting ability score and your Dexterity score both increase by 4, to a maximum of 24.
Path of the Hero[edit]
- Gift from Heaven
At the 3rd Level you have received the blessing of heaven, on your turn after a roll you can reroll it if you prefer. The number of uses is half your proficiency bonuses that recover after a long rest.
- History Hero
You are recognized as a truly splendid hero, worthy of reverence in music. Starting at 7th level, when you are reduced to 0 hit points, you can spend 10 Mana Points to regain half your maximum hit points, rounded up. Also, when you roll initiative and have no Mana Points, you regain 10 points. The count of uses is one, and regains it after a long rest.
- Hero's Strike
At 11th level, you learn how to focus all your energy and strength in a vital spot of your enemy. When you hit an creature with an attack, you can force the creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Wisdom + your Dexterity or Strength modifier (your choice). On a failure, a creature with 100 hit points or less dies instantly. If the creature has more than 100 hit points, it takes 10d10 additional damage. On a success, a creature takes half this total.
Once you use this feature, you can't do it again until you complete a long rest.
Path of the Explorer[edit]
- Explorer's Eyes
At your 3rd level, your eyesight improves to 16 feets. And when you reach the 7th level, you can see in Penumbra as if it were intense Light and in Darkness as if it were Penumbra. At your 11th level, you can see in Darkness as if it were intense Light.
- Trap Comprehension
When you unlock this ability at 7th level, you gain knowledge of traps. You know what's where to look for them and how to disarm them. You have advantage on all checks related to traps: finding them, disarming them, and understanding how they work. You also have advantage on any saving throw they give you. If you didn't have Thief's Tools proficiency, you do.
- Use Magic Instrument
At 11th level, you learn enough about how magic works that you can improvise the use of items that weren't even intended for you. You ignore all class, race, and level requirements for using any magic item.
Aventureiro Spell List[edit]
The Aventureiro use any spell list.
Multiclassing[edit]
- Prerequisites. To qualify for multiclassing into the aventureiro class, you must meet these prerequisites: 15 Wisdom, and 15 Dexterity
- Proficiencies. When you multiclass into the aventureiro class, you gain the following proficiencies: light armor, one new toolkit, one new skill, any skill.
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