Tourist (5e Subclass)

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Rogue Subclass

You get in to places you aren't meant to be, often without even realizing it. You can talk your way out of almost anything, even if you barely understand what you're saying. You are dedicated to blending in, wherever your travels may lead you. Tourists are a rare breed of person who decide to leave their homeland behind and explore the world; despite their obliviousness, they can be surprisingly useful in the right situation.

Foreign Charm

Starting at 3rd level, after spending 1 minute changing in to the appropriate attire, you can loudly announce your exotic background to everyone who sees you. While dressed this way, you take a -2 penalty to Dexterity (Stealth) checks, but have advantage on Charisma rolls and gain a +1 bonus to Charisma (Persuasion) checks.

Local Charm

Starting at 3rd level, after completing a long rest in a given area, you can spend 1 minute changing in to the appropriate attire. While still in that area, you become another face in the crowd, giving yourself a +2 bonus to Dexterity (Stealth) checks while dressed this way; additionally, you gain a +1 bonus to Wisdom (Survival) checks.


At 9th level, you have become a master at coasting through life oblivious to potential problems. Before you make a Charisma or Intelligence roll, you can choose to subtract your Wisdom modifier. If you succeed, you must complete a long rest to use this feature again. Additionally, you are immune to the frightened condition.

Crash Course

Beginning at 13th level, you have learnt how to brute force your way into being understood. Whenever you complete a long rest in which you have the opportunity to observe a language being spoken, you can make a DC 12 Intelligence check; on a success, you become partially fluent in that language. You can attempt to use this feature with as many languages as you wish, but the DC increases by 3 for each you have already learnt this way. Due to the informal manner you picked it up, relying on this language for any Charisma or Intelligence checks gives disadvantage.

Act Like You Belong

Starting at 17th level, you are a veritable master at feigning ignorance to avoid the consequences of your actions. Whenever you make a Charisma check which involves claiming you weren't aware of a law or custom, you do so with advantage. Additionally, you can attempt to make a Dexterity (Stealth) check to hide from a creature which can plainly see or hear you; they must succeed on a Wisdom (Insight) check with a DC equal to your Charisma modifier +10 to perceive anything noteworthy about you.

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