Explorer
Foundations | |||
Primary Ability |
Kno |
Secondary Ability |
Con |
Axiom |
Null |
Affinity |
Eldritch |
Spell Save |
Con |
Spell Attack |
Per |
Attack Rolls |
-1 |
Saving Throws |
Con, Kno, San |
Hit Dice |
D8 |
Hp @ Lvl 1 |
Your Con Modifier + 1d8 or 5. |
HP @ Higher Lvls |
Your Con Modifier + 1d8 / Level After 1st |
Archetype |
Introduction
Wyrlde is big, it is old, and it has wonders that have been lost to the ages and puzzles and mysteries about – along with a healthy dose of excitement and great fun. The kind of folk who is drawn to this mix of brains and brawn is the Explorer.
Known mostly for their willingness to go and find secrets, lost knowledge, and also bring back a handy artifact or bit of ancient stuff to sell to a museum in Durango or to a collector in Antilia, the Explorers are the original folks that were behind the founding of the Adventurer’s Guild – and they have often found themselves wondering why they didn’t keep it that way.
If anything can make one aware of what it is that Explorer’s do, it is that they have the ability to spend little more than an Interlude in research, and then can strike out and locate an object, or item of importance. They are incredibly capable at finding things, and will often seek to raise funds to support Expeditions.
Explorer’s are popular during the Grand Games, and about the only ones who folks will remain to listen to, for they inevitably will regale the audience with tales of their adventures in recovering some object, relic, or artifact.
Role
Proficiencies | |
Skills (Pick 4) |
Deftness, Evasion, History, Culture, Medicine, Nature, Discipline, Tracking, Foraging, Navigate, Primalism, Arcana, Survival, Metaphysics, Mysticism, Theology, |
Spell Proficiency |
None |
Armor Training |
Standard |
Weapon Training |
Simple, Common, Specialist |
Explorers are a strange bunch, concerned with history, preservation of documents and deeds, and unearthing the hidden secrets of, well, anything that is secret. Explorer’s love secrets and work hard to unearth hm. They ae a strange group, less concerned with magic and fighting than they are what is out there – while being aware that they need to be the folks who can survive the rigors of out there long enough to learn them.
Most Explorers work for a guild, a Museum, or other institution, and operate on the basis of discovering and locating objects and artifacts.
Apprenticeship
Starting Gear | |
Gear |
Small Backpack, Tinderbox, Large Sack, 30’ Rope, Waterskin, Compass |
Tools or Kit |
Pick two |
Focus |
None |
Armor |
None |
Weaponry |
Knife, One Specialty |
Wealth Bonus |
50 |
Once an Explorer’s ability to locate things have been proven, they can apply to become an Apprentice of a Master. If accepted, they will begin to study the incredible amount of lore and secrets that are within that master’s collection, alongside 2 to 4 other students, never more than five in total.
While studying the lore, they are also taught how to put it into practice, on frequent trips to the field, where they will work on old archaeological digs and other discoveries, cataloguing and learning about the dangers and depredations, risks and rewards of the life they have.
Once their master has decided they have learned enough, usually after both a treatise on a discovered object and a demonstration of their skills, they are released into the world, with the stern suggestion of supporting an experienced Explorer in their endeavors.
Features
Relic Hunting
The primary ability of an Explorer is locating things. People, Places, Objects; the joke goes that if it is identified by a noun, an Explorer can find it. It must exist – there is no finding that which does not exist.
While something of an exaggeration, the truth remains that an Explorer is capable of locating something across all of the Firmament, simply by exercising the one power they have that makes them explorers.
To do this, they require access to a place to research the ting being sought, and must first make a Knowledge, Wisdom, or Perception roll (Player Choice) against a DC of 35 minus the Level of the Explorer. They can apply bonuses for their skills and proficiency to the roll, and this roll is made with advantage (unless canceled by some effect that induces disadvantage).
This roll can be made once per Long Rest per subject being researched, and they can research a number of subjects equal to their Knowledge Modifier (minimum of 1). On success, they know where something is located to within a radius of 21 Miles minus their level, regardless of Dimension, Demiplane, or Distance.
Getting there may be a challenge, but that’s why they fund Expeditions.
Exploration
At 1st Level, Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed. You also gain the Swimming and Climbing Skills.
At 5th Level, You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
You choose additional favored terrain types at 9th, 13th, and 17th level.
At 9th Level, As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
At 13th Level, you can gain the benefits of a Medium Rest on a Short Rest, and the benefits of a Long Rest on a Medium Rest.
At 17th Level, you can gain the benefits of a Long Rest on a Short Rest, and an Interlude on a Long Rest.
Deciphering
At 1st Level, you can spend 10 minutes studying markings and other elements and identify their source, creation, and a possible meaning. You can make a Knowledge check against a DC of 25 to determine if you are successful in whole or in part (results determined by the DM).
At 5th Level, your DC for identifying drops by 5. Additionally, you can study an object, magical or non-magical, and make a similar determination. Your DC for Objects is at 25.
At 9th Level, your DC for identification drops by another 5. Additionally,
At 13th Level, your DC for identification drops by another 5. Additionally,
At 17th Level, you have the ability to translate all languages known to you, and your DC for identifying objects and languages is 8.
Knowledgeable
At 1st Level, you gain 2 skill slots to apply to existing skills.
At 5th Level, you can add 1 Language and 1 Skill.
At 9th Level, you gain 2 skill slots to apply to existing skills
At 13th Level, you can add 2 languages and 2 skills.
At 17th Level, you gain two skill slots to apply to existing skills.
Fortune’s Discovery
At 1st Level, you can identify natural or mechanical traps if they are within your line of sight and not more than 30 feet away from you and make a guess about how to avoid them. You have a DC 15 on this.
At 5th Level, When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 1 mana points to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
At 9th Level, your trap identification drops to DC 8.
At 13th Level, When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 1 mana points to roll 1d8 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
At 17th Level, When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 1 mana points to roll 1d10 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Aspects
Forms
At 1st Level, you gain 1 First Form.
At 5th Level, you gain 1 Second Form, or 1 First Form.
At 9th Level, you gain 1 Third Form, or 1 Second Form, or 2 First Forms.
At 13th Level, you gain 1 Fourth Form, or 1 Third Form, or 2 Second Forms, or 3 First Forms.
At 17th Level, you gain 1 Fifth Form, or 1 Fourth Form, or 2 Third Forms, or 2 Second Forms, or 3 First Forms.
Precepts
At 3rd Level, you can choose one aspect from the Postulant list.
At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Maxims
At 4th Level, you can choose one Dedicated Maxim.
At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.
At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
Esoterica
At 2nd Level, you can choose one aspect from the Postulant list.
At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Proficiencies
At 2nd Level, you gain 2 proficiency slots.
At 6th Level, you gain 2 proficiency slots.
At 10th Level, you gain 3 proficiency slots.
At 14th Level, you gain 2 proficiency slots.
At 18th Level, you gain 2 proficiency slots.
Ability Score Increases
At 3rd Level, You gain 2 points.
At 7th Level, You gain 2 points.
At 11th Level, You gain 3 points.
At 15th Level, You gain 2 points.
At 19th Level, You gain 1 point.