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Adventurer


Hit Points

Hit Dice: d10 per Adventurer level
Hit Points at first Level: 30 + Constitution Modifier
Hit Points at Higher Levels: +1d10

Proficiences

Armor: Whatever armor you choose to start with.
Weapons: Whatever weapons you choose to start with.
Tools: (a) Choose one from Artisan's Tools and one from Gaming Sets/Musical Instruments or (b) choose one: Disguise kit, Forgery kit, Herbalism kit, Navigator's tools, Poisoner's kit, Thieve's tools, Vehicles (land), Vehicles (water).
Saving Throws: Choose any two.
Skills: Choose any three.

Overview & Creation

The only "class" in Guildonia, all members of the Guild are Adventurers. For information on anything in this class, please refer to whatever version of D&D you use. I personally use 5E, and thus any reference to a particular version will be related to 5E specifically. Redoing some things, can be flexible with other versions.   Adventurers come from all walks of life. Because of this, their starting equipment is often based on their proficiencies. So whatever starting equipment you choose decides what you are proficient with. Any other proficiencies have to be learned after character creation. So if you choose to start with a Longsword, Shield and Longbow, you are proficient with those specific things, not all Martial weapons. Likewise, if you choose a sickle and a light hammer, you are proficient with those two weapons, not all simple weapons. However, choosing Leather Armor for your character makes you proficient with Light Armor, but Padded armor is standard issue, being underneath all forms of armor, and is not a part of any armor category. It provides protection, but does not require proficiency, and does not have the same stats as 5E.   Unlike weapons and armor, choosing a magical focus/holy symbol/spellbook does NOT make you proficient in magic. Magic is related to a new system I'm implementing: a Flaws and Perks system.   All Adventurers come into the game with 1 Perk and 1 Flaw based on racial options. However, they also receive 1 Perk Point and 1 Flaw Point to spend freely on any Perk or Flaw of their choosing. These Points must be spent upon character creation. Thus, all Adventurers start the game with either advanced Perks and/or Flaws or two level 1 Perks and/or Flaws.


Class Features

None. Any features must be learned by a character with compatible proficiencies and Perks.


Starting Equipment

  • (a) Two martial melee weapons or (b) two simple melee weapons or (c) a martial melee weapon and a shield or (d) a martial melee weapon, a martial ranged weapon + 20 ammo or (e) a simple melee weapon, a simple ranged weapon + 20 ammo.
  • (a) A component pouch or (b) a magical focus or (c) a holy symbol or (d) a spellbook or (e) a musical instrument.
  • Padded armor and (a) leather armor or (b) hide armor or (c) ring mail armor.
  • (a) Burglar's pack or (b) diplomat's pack or (c) dungeoneer's pack or (d) entertainer's pack or (e) explorer's pack or (f) priest's pack or (g) scholar's pack.
  • 5d4 x 10 gp.

 


Spellcasting

Depends on Perk Point allocation and choice of Focus.


Subclass Options

Free-form.


Created by

Shadowfang1992.

Statblock Type

Class Features

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