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.


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.

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


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


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
Features Chaos Points Chaos Sonar Targets
1st +2 Chaos Points, Chaos Sonar 1 1
2nd +2 Expertise, Purpose Of Exploration 2 1
3rd +2 Second Story Work Gliding 3 1
4th +2 Ability Score Improvement, Perfect Landing 4 1
5th +3 Purpose Feature 5 1
6th +3 Purpose Feature 6 2
7th +3 Evasion 7 2
8th +3 Ability Score Improvement 8 2
9th +4 Swimming 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 13 3
14th +5 Purpose Feature 14 3
15th +5 Superior Sonar 15 3
16th +5 Ability Score Improvement 16 3
17th +6 Digging 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 1d4 chaos points after a short rest and all chaos points after a 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 friendly 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.


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

Second Story Work[edit]

At 3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.


Starting at 3rd level, you have become able to ride the wind for brief periods of time. You gain a gliding speed equal to your movement speed. While gliding, you can move in any horizontal direction without having solid ground beneath you. You cannot move upwards while gliding, and each movement spent gliding brings you 5 feet downwards. Each action, reaction, or bonus action done while gliding also brings you 5 feet downward. After landing from a glide, you take no fall damage.

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.


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.


Starting at 9th level, your tendency to explore out of the way places has given you the need to traverse under the watery depths. You gain a swimming speed equal to your movement speed. Additionally, you can hold your breath for 10 minutes.

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.)


Starting at 17th level, you gain a burrowing speed equal to your movement speed.

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 resistance from non magical damage.
  • You gain a +3 bonus to AC, attack rolls, you Spell Save DC, and Spell Attack Rolls.
  • 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, taking actions, bonus actions, and reactions, does not cause you to lose altitude when you glide.


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.


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 Exploror class, you gain the following proficiencies: Proficiency light armor and one of the following skills: Investigation, Insight, Perception, Arcana, Survival

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