Kid Adventurer (5e Class)

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Kid Adventurer[edit]

“It's Adventure Time!”
—Finn The Human

A goofy kid with a big heart and adventurous spirit sets out on a quest in a fantastical world filled with mythical monsters and magical powers. They bravely face each challenge, using their unique abilities and quick wit to stand against fearsome creatures. With every victory, they grow stronger, collecting powerful artifacts and learning new spells to aid them in their journey. From dark dungeons to towering mountains, no corner of this magical realm was safe from their daring exploits. Despite the danger, the kid never lost their infectious sense of humor, always finding a way to bring a smile to the faces of those they encountered, even in the direst of circumstances. Through bravery and determination, they proved time and time again that even the smallest hero can make a big impact in the world.


Creating a Kid Adventurer[edit]

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From Adventure Time, Cartoon Network
Quick Build

You can make a Kid Adventurer by following these suggestions. Dexterity should be your highest ability score, followed by Strength. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.

Class Features

As a Kid Adventurer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Kid Adventurer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kid Adventurer level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shield
Weapons: Simple Weapons, Martial weapons
Tools: Choose two tools
Saving Throws: Dexterity, Strength
Skills: Acrobatics and Athletics, choose two from Arcana, Insight, Investigation, Intimidation, Perception, Nature, Stealth, and Survival

Equipment

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

Table: The Kid Adventurer

Level Proficiency
Bonus
Features
1st +2 Not Over Yet, Unarmored Defense, Fighting Style, Adventurer’s Spirit
2nd +2 Adventurer’s Call
3rd +2 Adventurer’s Path
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Style Improvement
7th +3 Ninja Moves, Macho Man
8th +3 Ability Score Improvement
9th +4 Clutch Shot
10th +4 Rising Legend
11th +4 Style Improvement
12th +4 Ability Score Improvement
13th +5 Fight On
14th +5 The Blade is Me
15th +5 Style Improvement
16th +5 Ability Score Improvement
17th +6 Last Chance
18th +6 Style Improvement
19th +6 Ability Score Improvement
20th +6 Legendary Adventurer

Not Over Yet[edit]

As a Kid Adventurer, you are extremely proficient in the use of lighter melee weapons in combat. When wielding a melee weapon without the heavy or two-handed properties, you can gain an additional action and bonus action.

Unarmored Defense[edit]

While you are not wearing any armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier.

Adventurer’s Spirit[edit]

At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d20 + your Kid Adventurer level.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack and damage rolls with that weapon.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the attack.

Mobile Fighter: As long as you are wearing light or no armor, and are not wielding a shield, your speed is increased by 10 feet, and you gain a +2 bonus to AC.

Brawler: When you take the attack action with a weapon that lacks the heavy or two-handed property or unarmed strikes, you can make an attack with unarmed strikes as a bonus action.

Adventurer’s Call[edit]

Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action on top of your regular Action and a possible Bonus Action.

Adventurer’s Path[edit]

At 3rd level, you choose a path that shapes the nature of your adventure. Choose the Light Path or the Dark Path of Adventurer’s Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 18th levels.

Ability Score Increase[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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. You unlock a third action at level 11.

Ninja Moves[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.

Macho Man[edit]

At the 7th level, instead of rolling a normal saving throw you can choose to roll it using the Dexterity or Strength modifier.

Clutch Shot[edit]

Beginning at 9th level you score critical hits on a roll of 18, 19, 20 on the d20.

Rising Legend[edit]

Beginning at 10th level you start to become an adventurer of legend. You gain features such as increased strength, increased speed, increased durability, and notoriety. You gain the following benefits:

Legendary Strength. When you make strikes, you can choose to attack with your body, causing additional 2d6 damage, or weapon, causing an additional 2d8 damage. You can use your Dexterity, instead of Strength, for attacks and damage with these strikes. Your legendary strength ignores resistance and immunity.
Legendary Speed. Your speed is legendary. The best of the best out of an adventurer. You can now dash without it having to take an Action, instead it takes a Bonus Action and provokes no Opportunity Attack.
Legendary Durability. Your body is that of a hardened veteran. A trained super soldier for combat in only adventuring. You gain double proficiency on Constitution saves.
Notorious. Your reputation as a rising legend has gotten you looks from all corners of society. Those that know you are either forced to show respect, or not. Roll a Charisma save and the DC is 10 + Dexterity modifier + Strength modifier. Upon failure, a target has Absolute Disadvantage on all rolls against you until the end of the fight.

Fight On[edit]

Beginning at 13th level, you can reroll a saving throw that you fail. You can continue to reroll using a Light Die to Dark Die from the Adventurer’s Path. If you do so, you must use the new roll.

The Blade is Me[edit]

At 14th level, your weapon becomes an extension of your body and soul. When a creature misses you with a melee attack roll while you wield a melee weapon that lacks the heavy or two handed property, you can use your reaction to make an Opportunity Attack against the attacker.

Last Chance[edit]

At 17th level you have full control over your body. When an attack reduces you to 0 hit point, it doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hit point. You need to finish a long rest before you can use this feature again.

Legendary Adventurer[edit]

At the 20th level, your powers are at their full potential and empowers your body and soul. You gain the following benefits:

  • Your Dexterity and Strength scores increase by 6, bringing their maximum to 26.
  • You choose one of the following types of damage: cold, fire, lighting, poison or acid, and gain both physical and magical resistance to it.
  • You are now a full-fledged adventurer. No longer just a kid, but a legend. You stand above the ranks of other legends and have just as much expierence. You are now able to freely switch from Light Path to Dark Path by expending a bonus action.

Adventurer’s Path[edit]

Light Path[edit]

Those who follow the Light Path style embrace the good in their heart. A cheerful and adventurous young soul, who travels the land in search of excitement and thrills. From battling fierce beasts to overcoming evil in the world. With boundless optimism and clever wit, they are a true force to be reckoned with, and will always emerge victorious, ready for the next adventure.

Light Die

Beginning at 3rd level, you gain a die by the name of Light Die equal to your strength modifier + proficiency bonus. This die can increase your saving throw or decrease your target's by a die of 1d8.

In addition, you can choose the amount of the die in 1d8 that is being applied to the saving throw. Once you use all of this feature, you must finish a long rest before you can use it again. Upon a critical hit another Light Die is given.

Holy Light

Beginning at 6th level, you can cause the wounds of a nearby creature to close faster. can use your bonus action to cause one willing creature within 30 feet (including yourself) to spend a hit die. That creature regains hit points equal to the number rolled + its Constitution modifier + your Strength modifier. This requires Light Die.

In addition, when you use Holy Light on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, exhaustion, deafened, paralyzed, poisoned, or stunned.

Light Damage

Beginning at 11th level, you can use your incredible reflex to reduce the impact of attacks made against you and your allies. When you take damage from an attack or any effect that requires a saving throw, you can use your reaction to reduce that damage with Light Die.

Alternatively, if an ally within 30 feet takes damage from the same sources, you can use your reaction to move towards its location, taking damage in its place. When Light Die is applied you gain a temporary resistance to the damage being inflicted. When another is applied you gain another temporary resistance to the damage being inflicted and so on until a Long Rest.

Healing Light

Beginning at 15th level, you exude an aura of healing around you. You can activate this aura as a bonus action on your turn, and the aura extends for 30 feet. Any friendly creature inside the aura regains a number of hit points equal to half your Kid Adventurer level + a Light Die. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Your aura is inactive if you become unconscious.

Sunny Sacrifice

Beginning at 18th level, you can sacrifice your own vitality to restore your allies. If you do so, you must hit yourself with an attack, and take additional 70 points of necrotic damage, that can't be reduced by any means. You can then restore up to 70 hit points, with your Light Die, divided as you choose among any number of creatures of your choice within 30 feet. Roll the die, add your Strength modifier + Dexterity modifier, and regain a number of hit points equal to the total. Any creature that regains hit points with this feature can spend a hit die and benefit from your Holy Light feature.

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

Dark Path[edit]

Those who follow the Dark Path style embrace the evil in their heart. A cruel and chaotic adventurer who revels in the suffering of others. They leave a trail of destruction in their wake and show no mercy to those who stand in their way. With smirks on their face, they revel in the danger, determined to emerge victorious no matter the cost.

Dark Die

Beginning at 3rd level, you gain a die by the name of Dark Die equal to your strength modifier + proficiency bonus. This die can increase your attack roll or decrease your target's by a die of 1d8. On a damage roll, a Dark Die puts you at maximum damage and puts the target at minimum damage.

In addition, you can choose the amount of the die in 1d8 that is being applied to the attack roll and damage roll. Once you use all of this feature, you must finish a long rest before you can use it again. Upon a critical hit another Dark Die is given.

Seeker of Darkness

Starting at 6th level, you learn how to use the darkness in your heart to protect yourself. When you finish a long rest, choose the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, lightning, and thunder by the spending of a Dark Die. You can become resistant to the chosen types until you finish your next long rest. If you use more than one Dark Die you gain an immunity to the chosen type but this only applies to acid, cold, fire, lightning, and thunder.

Strike of the Dark

Beginning at 11th level, you learn how to unleash the power of darkness. As an action for an attack, choose one of the following damage types: acid, cold, fire, lightning or poison. You force creatures in the area to make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus), or take 4d8 damage on a failed save, or half as much on a success.

If you hit the target with this you can spend a Dark Die to make it a critical, and another to double it, and then another to triple it and so on.

You can choose a more powerful version of this attack, causing 12d8 damage.

If you do so, you can't use Strike of the Dark again until you finish a long rest.

Ultimate Seeker of Darkness

Beginning at 15th level, you can enhance your darkness. You are now able to become immune to even bludgeoning, piercing, and slashing. You can become immune to those chosen types until you finish your next long rest. Also, as an expansion of Seeker of Darkness, force, necrotic, poison, psychic, and radiant are now able to become resistant but not immune.

Dark Moon

Beginning at 18th level, you have mastered the ability to channel your darkness. As an action, you can unleash a powerful attack. Any creature in the area must succeed on a Dexterity saving throw, or take 20d8 from your chosen draconic strike type, or half as much on a success.

If you hit the target with this you can spend a Dark Die to make it a critical, and another to double it, and then another to triple it and so on.

Once you use this feature, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Kid Adventurer class, you must meet these prerequisites: 13 Dexterity, 13 Strength

Proficiencies. When you multiclass into the Kid Adventurer class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons.


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