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Troubadour, Explorer


Hit Points

Hit Dice: d4 per Troubadour, Explorer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Where civilisation falters and where a rangers trails ends is where you find dragons and wonders. The explorer seeks the thrill of adventure for the sake of boldly going where none have gone before. With their strength of charisma, they become a symbol to push through natural hazards and cave chambers where others would flee in fear. The explorer is skilled in managing an expedition or dungeon delve, able to have literally packed for any eventually.


Class Features

Lv. 3 Expedition Organiser

The explorer is at the core of company's that set off into the unknown. The explorer thrives on living on the edge and ensuring that their party is equip with the skills and gear needed to continue forth. At this level and every third level (3rd, 6th and 9th) the explorer adds a new expedition speciality to their repertoire.  
  • Quartermaster – Up to three times per expedition, whenever the explorer or party would be in need of an item of adventuring gear or supplies worth 50gp or less that otherwise they do not have, or have run out of, the explorer may choose to have packed extra supplies or gear including this item. These item(s) or supplies are in a randomly determined pack. When using this ability, all supplies or items must be of the same type and stored in the same container. An expedition is deemed to be any time spent between significant centres of population. GM discretion applies.
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  • Routemarcher – The explorer is skilled in ensuring that gear is carefully stowed and adequate rest breaks are taken during travel with appropriate campsites selected conferring the following benefits;
    • Whenever the explorer makes a camp for a long rest utilising natural shelter in the wilderness, the party gains advantage on constitution saves to avoid exposure from harsh weather conditions.
    • All members of the party (including the explorer) regain +1 point of exhaustion whenever they long rest.
    • The explorer knows if any gear or item that they spend 1min appraising will protect against elemental sources of damage or exposure from harsh weather conditions
    • When travelling overland the explorer may forage and hunt as part of their travel using the huntsmans Wilderness Forager ability to produce rations or firefuel.
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  • Navigator – The explorer is skilled with map, compass and the stars as well as spends time learning how to pilot sea and land vessels gaining the following benefits;
    • The explorer gains proficiencies in piloting land vehicles and sea vessels.
    • The explorer may attempt a 10min ritual to divine their above ground location to within 10mils so long as they can see the sun or stars.
    • When exploring a location, so long as they pass a DC10 intelligence save they recall which direction is north, and can recall a mental map of where they have been and if they have been in this location before.
    • The explorer may attempt a 10min ritual to divine weather conditions for the next 3hrs and/or knows if the weather is being magically tampered with.
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  • Geographer – The explorer takes the time to read up on the lore of the place they are going to gaining the following benefits;
    • As part of a long rest, the explorer may take time to research a location they are at or about to travel to. When they do so they may ask the GM to give them 5 meaningful facts about the area they are in, or about to travel to, picking from the following categories; places & people, beasts and flora, history & events, local customs, trades & industries. There is a 00-80% chance that each fact is true.
    • The explorer always knows enough of the local language to be able to to communicate in simple terms with the locals and doesn't suffer disadvantage on insight or charisma based checks due to language barriers.
    • The explorer gains proficiency in perception checks if they do not already possess this skill proficiency, if they do, then they gain expertise instead. Additionally they gain +3 passive perception to spot natural hazards or dangers
 

Lv.5 Extra Attack

Whenever the explorer takes the attack action they may make two attacks against the same target.  

Lv.7 Thrill Seeker

The explorer excels whenever they are placing themselves in dangerous situations. Whenever the explorer is in the lead of the marching order, or willingly and knowingly places themselves in a dangerous situation to help an ally the explorer gains a +2 morale bonus to any active saves or ability checks while the danger lasts.  

Lv.10 Danger Sense

The explorer gains the uncanny ability to know when danger is near, giving an edge when dodging away from danger. The explorer gains advantage on dexterity saving throws against effects that they can see, such as traps, spell and natural hazards. To gain this benefit the explorer must not be blinded, deafened or restrained.
 


Created by

MockTurtle.

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