Mobian Explorer (5e Class)

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Mobian Explorer[edit]

A group of adventurers enter a dungeon, deep under the ground. They heard of tales of great treasure inside. With them, a small red Echidna is traveling. As one of the travelers proceeds to step through a hallway, the echidna grabs him by the belt and tells him to wait. The echidna pulls a toothpick from his mouth and flicks it into the hallway. Jets of fire torch the toothpick in mid air. The echidna pushes a loose brick on a nearby wall inward. A loud click is heard, and the fires stop.

Mobian[edit]

Mobius is a separate and world from our and yet parallel to it. Every now and again, they may appear in our world for a brief period at a time. Some may even choose to stay.

The Explorer[edit]

Mobian Explorers are able to use versatility in movement, and traverse nearly any terrain with ease. They are trained with a sense of direction that allows them to find most destinations with great ease.

Creating a Mobian Explorer[edit]

As you build your Mobian Explorer, here are questions to consider. Why are you exploring the world? Are you looking for something, if so who or what? Did you simply have a fascination with adventurers and hidden treasures? Were you tasked with some great mission that required you to travel throughout the world? Or perhaps you simply enjoy going out there and seeing everything there is to see?

Quick Build

You can make a Mobian Explorer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Far Traveler background. Third, choose two daggers, short bow, and explorer's pack. For your race, choose Mobian, with the Bat subrace. https://www.dandwiki.com/wiki/Mobian_2nd_Variant_(5e_Race)

Class Features

As a Mobian Explorer you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: Simple Weapons, Quarter Staffs, hand crossbows, longswords, rapiers, shortswords
Tools: Navigator's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Investigation, Medicine, Perception, Sleight of Hand, Survival, and Stealth

Equipment

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

  • (a) a quarter staff or (b) two daggers
  • (a) a short bow and a quiver with 20 arrows or (b) a short sword
  • (a) an Explorer's Pack or (b) a Dungeoneer's Pack
  • leather armor and Navigator's Tools
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Mobian Explorer

Level Proficiency
Bonus
Features Chaos Points Chaos Sonar Targets
1st +2 Chaos Points, Chaos Sonar 1 1
2nd +2 Expertise, Purpose Of Exploration 2 1
3rd +2 Explorer Boundaries 3 1
4th +2 Ability Score Improvement 4 1
5th +3 Purpose Feature 5 1
6th +3 Purpose Feature, Additional Explorer Boundary 6 2
7th +3 Evasion 7 2
8th +3 Ability Score Improvement 8 2
9th +4 Additional Explorer Boundary 9 2
10th +4 Improved Chaos Sonar 10 2
11th +4 Purpose Feature 11 3
12th +4 Ability Score Improvement 12 3
13th +5 Chaos Tounge, Additional Explorer Boundary 13 3
14th +5 Purpose Feature 14 3
15th +5 Superior Sonar 15 3
16th +5 Ability Score Improvement 16 3
17th +6 Additional Explorer Boundary 17 3
18th +6 Emerald Soul 18 3
19th +6 Ability Score Improvement 19 3
20th +6 Super Form 20 3

Chaos Points[edit]

Starting at 1st level, your body has a limited pool of chaos energy. You have a set amount of Chaos Points equal to your Mobian Explorer Level. You can expend Chaos Points to use a variety of skills within this class. You regain all chaos points after a short rest or long rest.

Chaos Sonar[edit]

Starting at 1st level, you can detect objects and track their precise location. As an action, by expending 1 Chaos Point, you can name 1 non-magical object. For the next hour, you know the precise location of the object in question so long as it is no more than 1 mile away. If there is more than 1 of the object in question, you know the location of the nearest one to you. This Sonar ignores objects that you or creatures you deem your ally either have equipped or on their person.

Starting at 6th level, you can name a second object when you use your chaos sonar. You know the location of both objects for the next hour. At 11th level, you can name 3.

Expertise[edit]

At 2nd level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Navigator's Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

Purpose Of Exploration[edit]

At 2nd level, you must choose a subclass known as your Purpose Of Exploration. This purpose is the reason to travel throughout the world, or at the very least a means of achieving that purpose, and will give you a feature at levels 2, 5, 6, 11, and 14. The available purposes are as follows.

  • Treasure Hunter
  • Spy
  • Ancient Curse

Explorer Boundaries[edit]

Starting at 3rd level, you become a natural at getting to places that are put of the way, and difficult for normal people to reach. You gain 1 of the following Explorer Boundaries, followed by 1 more at 6th level, 9th level, 13th level, and 17th level.

Climbing

You gain a Climbing speed equal to your movement speed.

Gliding

You gain a gliding speed equal to your movement speed.

Swimming

You gain a swimming speed equal to your movement speed and can hold your breath for up to 10 minutes.

Burrowing

You gain a burrowing speed equal to your movement speed.

Nimble

Your jumping distance is equal to your movement speed. And you do not need to make a running start.

Searching

You gain proficiency in investigation and perception. Additionally, when you make an Investigation or Perception skill check, you may spend 1 Chaos Point roll a second D20 and take the higher result. You can do this after you make the roll but before the result is declared.

Information Gathering

You gain proficiency in Persuasion and Insight. Additionally, when you make an Persuasion or Insight skill check, you may spend 1 Chaos Point roll a second D20 and take the higher result. You can do this after you make the roll but before the result is declared.

Research

You gain proficiency in History and Religion. Additionally, when you make an History or Religion skill check, you may spend 1 Chaos Point roll a second D20 and take the higher result. You can do this after you make the roll but before the result is declared.

Espionage

You gain proficiency in Stealth and Deception. Additionally, when you make an Stealth or Deception skill check, you may spend 1 Chaos Point roll a second D20 and take the higher result. You can do this after you make the roll but before the result is declared.

Thievery

You gain proficiency in Sleight of Hand and Thieves Tools. Additionally, when you make a Sleight of Hand or Thieve's Tools check, you may spend 1 Chaos Point roll a second D20 and take the higher result. You can do this after you make the roll but before the result is declared.

Jungle Delving

You ignore difficult terrain.

Navigating

You halve the time for long distance travel.

Hostile Situations

While you are not wearing armor or holding a shield, your AC equals 10 + your dexterity modifier + your wisdom modifier.

Craftsmanship

You gain proficiency in 3 artisans tools of your choice.

Professional Translator

You and read, write, and speak fluently in 3 languages of your choice.

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

Evasion[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.

Improved Chaos Sonar[edit]

Starting at 10th level, you have become more efficient with your ability to detect objects. You can now detect magical objects with your chaos sonar.

Chaos Tounge[edit]

Starting at 13th level, you learn to use chaos energy to communicate spoken Languages. For 5 Chaos points, you gain the ability speak and understand any language that is known by any creature that you can see for one hour

Superior Chaos Sonar[edit]

Starting at 15th level, you can name a type of creature (example: boar, cultist, city guard, red dragon wyrmling, ect) instead of an object when you use your Chaos Sonar feature. Alternatively, you can choose a specific individual that you know the appearance of. (example: The name of a fellow party member, or a missing person that you have seen a picture of.)

Emerald Soul[edit]

Starting at 18th level, your mastery of chaos energy grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 Chaos point to reroll it and take the second result.

Super Form[edit]

Starting at 20th level, you have mastered the power of chaos energy and have acquired the ability to momentarily transform into a seemingly invincible being. You take on a shining, metallic, golden color, and you maintain this form for 5 minutes.

You must spend 15 Chaos Points to change into your super form, as a free action. You can only change into your super form once, and you cannot do so again until 1d4 months have passed or longer/shorter at your GM's discretion. At your GM's discretion, you can also/instead be required to have one or more legendary artifacts or be in a certain situation in order to change into your super form. While in your super form, you gain the following benefits.

  • You do not need to spend chaos points to use any of your class features.
  • Your movement speed doubles.
  • You gain a flying speed equal to your movement speed.
  • You gain an additional action during each of your turns.
  • You do not need to breathe to survive.
  • You gain immunity from non magical damage.
  • You gain a +3 bonus to AC, attack rolls, you Spell Save DC, and Spell Attack Rolls.
  • Any damage you inflict increases by 2d6.
  • All damage you inflict becomes force Damage for the purpose of overcoming resistance and immunity.
  • When you change into this form, you restore all HP to your current Maximum.

Treasure Hunter[edit]

Treasure hunters are rougher than the rest of em'. They use their bare hands to fight, travel, and find treasure. They can also use Chaos to power up their abilities.

Melee Arts

When you choose this archetype at 2nd level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a Shield.

  • You can roll a d4 in place of the normal damage of your Unarmed Strike. You can use either your strength or dexterity modifier for the attack and damage rolls of your unarmed attacks. The damage increase as you gain levels in this class, as shown in the table below.
Melee Arts
Mobian Explorer Level Unarmed Attack Damage
2 1d4
5 1d6
10 1d8
15 1d10
20 2d6
  • When you use the Attack action with an Unarmed Strike Your Turn, you can make one Unarmed Strike as a Bonus Action.

Additionally, you can spend chaos points to fuel various features. You know such features: Flurry of Blows, Swift Dodge, Exchange Blows, Stand Ground, and Step Of Wind.

Flurry Of Blows - - Immediately after you take the Attack action on your turn, you can spend 1 chaos point to make two unarmed strikes as a bonus action.

Swift Dodge - You can spend 1 chaos point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.

Stand Ground - You can spend 1 chaos point to guard as a bonus action on your turn. While guarding you receive half damage from all those that Attack you, however you cannot move from that spot until your next turn.

Exchange Blows - When you are attacked, you can spend 2 chaos points as a reaction to make an unarmed attack.

Step Of Wind - You can spend 1 Chaos Point to take the Dash or Disengage action as a bonus action

Improved Movement

Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or when wearing light armor. This bonus increases as you gain level in this class as shown in the table below.

Improved Movement
Mobian Explorer Level Movement Bonus
2 +10
6 +15
10 +20
14 +25
18 +30
Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Chaos Strike

At 6th level, while you have at least 1 chaos point, your unarmed strikes count as magical damage for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Extra Sonar

At 11th level, your maximum maximum targets you can track with your chaos sonar increase to 4 instead of 3.

Improved Gliding

Starting at 14th level, you gain the gliding Explorer Boundary. If you already have the Gliding explorer Boundary you may choose one other Explorer Boundary that you do not already have. Additionally, taking actions, bonus actions, and reactions, does not cause you to lose altitude when you glide.

Spy[edit]

The Spy allows for infiltration by allowing further use of your skills, and taking advantage of openings.

Sneak Attack

When you choose this archetype at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll. You also don't need advantage if you are in your super form.

The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

Sneak Attack
Mobian Explorer Level Sneak Attack Damage
2 1d6
3 2d6
5 3d6
7 4d6
9 5d6
11 6d6
13 7d6
15 8d6
17 9d6
19 10d6
Cunning Action

Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can spend 1 chaos point to take the Dash, Disengage, or Hide action as a bonus action.

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can spend 1 chaos point to use your Reaction to halve the attack's damage against you.

Additional Expertise

At 6th level, you can choose another 2 skills for your expertise feature.

Reliable Talent

By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Blind Sense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Ancient Curse[edit]

Somehow or other, you have become afflicted with a curse from ancient times. Perhaps you stepped into a tomb of a powerful king, or perhaps an eldritch god has it out for you. Regardless, this curse has you leaving your home. Perhaps you seek to cure yourself, or you now want to learn more about this curse and see what you can make of it.

Cursed Weapons

Starting at 2nd level, your curse begins to change your body into a feral and animalistic state. You have a set of natural weapons, fangs which inflict 1d6+mod piercing damage on a hit, and claws which inflict 1d6+mod slashing damage on a hit. These both count as finesse weapons.

Gaia Powers

Starting at 2nd level, your curse begins to have effects on your very soul. You gain 2 Gaia powers, and more as you level up. When you gain a level in this class, you can exchange 1 Gaia power you know for another one. You Gaia powers cannot work of you have any sunlight touching your body.

Gaia Powers At Each Level
Level Gaia Powers Known
2nd 2
5th 3
7th 4
9th 5
12th 6
15th 7
18th 8
Extra Attack

Starting at 5th level, you can attack twice instead of once when you take the attack action.

Improved Curse Power

Starting at 6th level, your curse begins to strengthen. When you complete a long rest, you can choose 1 of your Gaia powers. Until you complete your next long rest, you can use that power in sunlight.

Full Power Curse

At 11th level, your curse has reached max power, and has brought your strength to truly vicious heights. You Gaia powers can now work even if your body is fully submerged in sunlight.

Additional Extra Attack

Starting at 14th level, you can attack three times when you take the attack action.

Gaia Powers[edit]

Feral instincts

Spend 1 chaos point to dash, Disengage, or hide as a bonus action.

Gaia Burst

You let out a burst of cursed chaos energy. As an action, you can spend 2 chaos points to cast thunderwave. You can spend additional chaos points to cast it at a higher level for each chaos point spent, however you cannot spend a total amount of Chaos points more than your total proficiency bonus when you do this. (Example: If your proficiency bonus is +4, you can spend 2 chaos points and then 2 more to cast it at 2 levels higher.)

Gaia Crusher

When you hit a creature with an attack with one of your cursed weapons, you can spend 1 chaos point to roll the damage die 1 additional time and deal the total result.

Gaia Pummel

Prerequisites: 5th level
When you make the attack action, you can spend 1 chaos point and lower the damage die by 1 tier. Make 1 additional attack.

Gaia Rush

Prerequisites: 5th level
You can spend 5 chaos points to cast haste on yourself.

Gaia Senses

When you make a perception check that relies on hearing or smell, you have advantage on the check.

Gaia Speed

You gain a +10 to your movement speed.

Gaia Stealth

Prerequisites: 3th level
You can spend 3 chaos points to cast pass without trace.

Improved Cursed Weapons

Prerequisites: 11th level
Your cursed weapons can inflict more damage. Your fangs now deal 1d8+mods, and your claws now have a +5 foot reach.

Impulse Strike

When a creature enters the range for your cursed weapon, you can spend 1 chaos point and use your reaction to make an attack against that creature with your cursed weapon.

Gaia Vision

Prerequisites: 9th level
You gain blind sight of up to 30 feet.

Overwhelming Curse

Prerequisites: 7th level
Your curse DC gains a +1 bonus. At 13th level, this bonus increases to +2. At 17th level, it becomes +3.

Pack Tactics

You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Pounce

When you hit a creature with your cursed weapon, spend 1 chaos point to force that creature to make a strength save. On a failed save, they fall prone.

Powerful Cursed Weapons

Prerequisites: 12th level
You can add your wisdom modifier to the damage rolls of your cursed weapons.

Ram

When you hit a creature with your cursed weapon, spend 1 chaos point to force that creature to make a strength saving throw. On a failed save, the creature is shoved back 15 feet.

Sharper Cursed Weapons

Prerequisites: 7th level
Your cursed weapons gain a +1 bonus to attack and damage rolls. At 13th level, this bonus becomes +2, and at 17th level, this bonus becomes +3. Also, your cursed weapons count as magical for the purpose of overcoming resistance and immunity.

Sick

When you hit a creature with an attack roll, you can spend 1 chaos point. Make a contested athletics grapple check against that creature.

Slam

When you hit a creature with an attack roll, you can spend 1 chaos point to force that creature to make a strength saving throw. On a failed save, that creature is stunned until the end of their next turn.

Terror of the night.

When you hit a creature with an attack roll, you can spend 1 chaos point to force that creature to make a Wisdom saving throw. On a failed save the creature is frightened.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mobian Explorer class, you must meet these prerequisites: Wisdom Score of 14 or higher.

Proficiencies. When you multiclass into the Mobian Explorer class, you gain the following proficiencies: Proficiency light armor and one of the following skills: Investigation, Insight, Perception, Arcana, Survival

Mobius (5e Campaign Setting) ---> 5e Classes (Mobius)

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