The Explorer - DND 5e Class
The Explorer - DND 5e Class
Explorer v8
Eyes straining to see any signs of traps in the walls, a gnome
creeps down a dark stone hallway - the first living being to
walk here in a millenium. At the far end of the hall on a
carved pedestal she sees a faint glimmer of gold, nearly
invisible beneath the thick layer of dust and a smile creeps
across her face.
A blade narrowly misses a wide-eyed human and her heart
beats faster as she lashes out with her whip, catching her foe
around the leg and pulling them off balance as her rogue
friend comes up behind to deal a fatal blow.
A grizzled halfling shades his eyes against the sunlight as
the first rays of dawn crest the peak of an unknown
mountain. He stops briefly to ink the location of the peak
onto his map, before marching the expedition deeper into
uncharted lands.
No dungeon is too deep, nor land too distant, to dissuade
an explorer from uncovering the hidden secrets it holds.
Explorers constantly find themselves in the midst of danger
and yet somehow seem to always find themselves coming out
the other side unscathed. However, for these adventurers it is
this thrill of danger that is exactly what they seek and they
thrive on the razor's edge.
Seekers of Knowledge
Explorers pride themselves in their knowledge whether it be
ancient civilizations, fantastic creatures, or inhospitable
places. The mere rumour of a new discovery in some
dangerous place is enough to get most explorers digging
around. Explorers make a living finding and selling this
knowledge, and the guides and compendiums written by
renowned explorers are invaluable to fledgling and seasoned
adventurers alike. Because of this endless pursuit of the
unknown, many explorers naturally find themselves a part of
a larger group of adventurers in order to delve to depths they
could not reach on their own.
Confounding Combatants
Due to all their time crawling through perilous places,
explorers have a natural knack for narrowly avoiding danger.
This makes them very frustrating enemies for their foes.
Explorers seem to become emboldened every time they
narrowly avoid an enemy's blade or dodge out of the way of a
deadly trap. And although explorers can hold their own in a
fight, they often prefer to focus on putting their foes into
vulnerable positions for their allies to capitalize on rather
than to deal the mortal blow themselves.
Creating an Explorer
As you create your explorer character, consider what drives
them to explore such dangerous locales. Is it the fame or
fortune that comes from unearthing and selling ancient
treasure or relics? Or is it the pursuit of knowledge and the
thrill of being the first to discover some previously unknown
creature or long-lost civilization? Or do they explore for the
thrill of exploration itself, and the thought of a place never
before seen by mortal eyes that lies just beyond the horizon is
enough to keep them moving ever forward.
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Also, consider what was the trigger that drives your
explorer's current pursuits? Was there a specific artifact they
uncovered that warrants more investigation? Did they
The Explorer discover some secret that was better left undiscovered and
Proficiency Create now certain parties want that information for themselves?
Level Bonus Opening Features Have they been hired by a mysterious benefactor to find a
specific artifact or lead an expedition? Or did the riches they
1st +2 1d8
Expertise, Create unearthed draw attention from the wrong people and now
Opening they are on the run?
Adrenaline,
2nd +2 1d8
Coordinated Offense Quick Build
You can make an explorer quickly by following these
3rd +2 1d8 Field of Study suggestions. First, Dexterity should be your highest ability
Ability Score score, followed by Constitution. Choose Intelligence instead
4th +2 2d8
Improvement if you wish plan on playing the Archaeologist subclass.
Second, choose the Sage background.
Adrenaline Fueled
5th +3 2d8
Attack Multiclassing
6th +3 2d8 Cavern Crawler You must have a Dexterity score score of 13 or higher in
order to multiclass in or out of this class.
Field of Study Feature,
7th +3 3d8
Evasion
Ability Score
Class Features
8th +3 3d8
Improvement As an explorer, you gain the following class features
9th +4 3d8 Fight and Flight Hit Points
10th +4 4d8 Field Research Hit Dice: 1d8 per explorer level
Hit Points at 1st Level: 8 + your Constitution Modifier
11th +4 4d8 Field of Study Feature Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
12th +4 4d8
Ability Score modifier per explorer level after 1st.
Improvement
Proficiencies
13th +5 5d8 Daredevil Armor: Light armor
14th +5 5d8 The Razor's Edge Weapons: Simple weapons, hand crossbows, rapiers,
shortswords, scimitars, whips
15th +5 5d8 Field of Study Feature Tools: Climber's Kit
16th +5 6d8
Ability Score Saving Throws: Dexterity, Intelligence
Improvement Skills: Choose four from skills Acrobatics, Arcana, History,
17th +6 6d8 Hysterical Strength Insight, Investigation, Perception, Persuasion, Religion,
and Stealth.
18th +6 6d8 Battle Rush
Equipment
19th +6 7d8
Ability Score You start with the following equipment, in addition to the
Improvement equipment granted by your background:
20th +6 7d8 Surging Adrenaline
(a) a shortsword or (b) a quarterstaff
(a) an explorer's pack, or (b) a dungeoneer's pack
A whip, a hand crossbow, and 20 bolts
Leather armor
Consider what area of study your explorer specializes in. Expertise
They should be very well versed in the history of their chosen
area of study. You might want to even discuss with your DM At 1st level, choose two of your skill proficiencies. Your
and have them reveal some additional lore that your proficiency bonus is doubled for any ability check you make
character will know about the world in their chosen field that that uses either of the chosen proficiencies. Alternatively you
you can reveal to the other players. can replace 1 of the skill proficiencies with another language
that you learn.
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Create Opening Coordinated Offense
Beginning at 1st level, your wily style of fighting can put your Starting at 2nd level, you have an knack for working with your
enemies into compromised positions. Once per turn, when allies and you always seem to know the right time to make
you hit a creature with a melee attack you may choose to your move. Immediately after you roll Initiative, you can swap
create a breach in their defenses called an Opening. The next your Initiative with the Initiative of one willing ally in the
weapon attack, spell attack, or unarmed strike that hits the same combat. You can't make this swap if you or the ally is
creature takes advantage of the Opening and deals an Incapacitated.
additional 1d8 damage. The Opening lasts until the
beginning of your next turn or until an attack is made against Field of Study
the target. Regardless of if the next attack hits or misses, the At 3rd level, you choose a field of study that fits your interests
Opening ends. as an Explorer: Archaeologist, Zoologist, or Cartographer, all
The amount of extra damage increases as you gain levels in detailed at the end of the class description. Your field choice
this class, as shown in the Create Opening column of the grants you features at 3rd level and then again at 7th level,
Explorer table. 11th level, and 15th level.
Adrenaline Ability Score Improvement
By 2nd level, you thrive off of the rush of narrowly avoiding When you reach 4th level, and again at 8th, 12th, 16th and
danger. When you are in a situation that causes your 19th level, you can increase one ability score of your choice
adrenaline to spike you gain an Adrenaline Point. The by 2, or you can increase two ability scores of your choice by
maximum number of Adrenaline Points you can have at one 1. As normal, you can't increase an ability score above 20
time is equal to your proficiency bonus. You gain Adrenaline using this feature. Alternatively, you can choose a feat instead.
Points in the following ways.
Entering Battle. Gain 1 Adrenaline Point when you roll Adrenaline Fueled Attack
initiative. At 5th level, you have learned to harness the rush of
Dodging Attacks. If a hostile creature misses you with an adrenaline you get from evading danger and can now turn it
attack roll gain 1 Adrenaline Point. You can only gain against your enemies.
Adrenaline Points in this way once per hostile creature
per round. Incisive Strike. When you hit a target with a melee attack
Avoiding Danger. If you succeed on a saving throw you can spend 2 Adrenaline Points to create an Opening
against an effect that would cause you to take damage, and capitalize on it all in one strike, dealing the additional
gain 1 Adrenaline Point. Create Opening damage yourself.
You can use your Adrenaline Points to fuel various features. Restraining Strike. When you create an Opening, you
You start knowing 3 adrenaline features: Numb the Pain, can spend 1 Adrenaline Point to attempt to maneuver the
Heighten Reflexes, and Adrenaline Rush. You learn more as target into such a compromised position that they cannot
you gain levels in this class. move. The target must make a Strength or Dexterity
Adrenaline is short lived, and if a minute passes without saving throw (their choice) against a DC equal to 8 + your
gaining or using an Adrenaline Point all points fade away. You Dexterity modifier + your proficiency bonus. If the target
also lose all Adrenaline Points if you become incapacitated or fails they become restrained. The target is restrained as
fall unconscious. long as the Opening remains or they can use their action
to make a Dexterity or Strength check against the DC to
Numb the Pain. As a reaction to taking damage, you can free themselves.
spend 1 Adrenaline Point to reduce the damage by 1d8 +
your Constitution modifier + your Explorer level. Cavern Crawler
Heighten Reflexes. Using a bonus action, you can spend
1 Adrenaline Point to add +2 to your AC and Dexterity By 6th level you have learned to get around in even the most
saving throws until the start of your next turn. inaccessible places. You gain climbing speed equal to half of
Adrenaline Rush. You can spend 1 Adrenaline Point to your movement speed and you are no longer slowed down by
take the Dash action as a bonus action. non-magical difficult terrain.
Evasion
Tracking Adrenaline Points
At 7th level, your instinctive agility lets you dodge out of the
Unlike many class resources, Adrenaline Points are way of certain area effects, such as a blue dragon's lightning
gained and consumed frequently during combat. If breath or a fireball spell. When you are subjected to an effect
you use a paper character sheet, consider tracking
Adrenaline Points with physical tokens rather than
that allows you to make a Dexterity saving throw to take only
writing on your sheet to avoid constant erasing.
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
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Fight and Flight Battle Rush
At 9th level you no longer provoke opportunity attacks when At 18th level, the excitement of the start of a battle is enough
you take the dash action, unless you wish to. Additionally, to get your blood pumping. When you roll initiative, you gain
your movement speed increases by 5 ft for every Adrenaline 2 Adrenaline Points instead of 1.
Point you have.
Field Research Surging Adrenaline
By 10th level, you are renowned for your ability to pick up At 20th level, nothing can stop the adrenaline surging
new information and commit yourself to study. When you are through your veins. As long as you have at least one point of
in an unfamiliar region or city, you can spend 8 hours of adrenaline, no spell or magical effect can slow your
studying to grant yourself advantage on any Intelligence movement or cause you to become paralyzed or restrained,
(history) checks about the region for one week. and you have advantage to escape any non-magical restraint
or grapple. Additionally, while you have at least one
Daredevil Adrenaline Point you ignore any adverse effects of
exhaustion.
Starting at 13th level, as long as you have at least one
Adrenaline Point you cannot be frightened. If you are Fields of Study
frightened when you gain a point of Adrenaline, the effect
ends for you. All explorers have one thing in common: a desire to see all
that the world has to offer and the secrets that it keeps.
The Razor's Edge However, most explorers will hone in on a specific facet of
At 14th level, you throw yourself headfirst into peril, trusting the world that fascinates them the most. At 3rd level you
your reflexes to bring you through unscathed. If you are choose a field of study that you focus your mind on to uncover
reduced to 0 hitpoints you can spend all your current what secrets you may find. Choose from either the
Adrenaline Points (minimum 1) to keep fighting. Roll a Archaeologist, the Botanist, the Cartographer, the
number of d8's equal to the number of Adrenaline Points Psychonaut, or the Zoologist below.
expended and add your Constitution modifier, your remaining
hitpoints becomes this number instead of 0. Once you use
this feature you can not use it again until you take a long rest.
Hysterical Strength
At 17th level, you can push your body to the limits in critical
situations. You can spend 3 Adrenaline Points to treat any
Strength, Constitution, or Dexterity check or saving throw as
if you rolled a 20 on the die. You can use this feature once per
long rest without any adverse effects, but each additional
time you use it without resting results in you gaining one
point of exhaustion.
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Archaeologist Arcane Artifact Spellcasting
As an archaeologist, you spend your time searching for lore
and artifacts in long-forgotten tombs and dusty ruins. Level Spells Stored Artifact Charges Spell Level
Archaeologists are obsessed with the ancient world and lost 3rd 3 2 1st
civilizations and will travel to the most remote locations if it 4th 3 2 1st
means scrounging up some new treasure or relic.
5th 4 3 1st
Arcane Artifact
At 3rd level you unlock the secrets of an ancient artifact 6th 4 3 1st
you've acquired at some point throughout your adventures. 7th 5 3 2nd
You choose the form and the history of your arcane artifact,
and it is considered an arcane focus for the purpose of 8th 5 3 2nd
casting spells. This artifact allows you to harness the arcane 9th 6 4 2nd
energies around you and bend them to your will. 10th 6 4 2nd
Spellcasting Ability. This artifact allows you to cast spells.
Your spellcasting ability with the artifact is Intelligence as it 11th 7 4 2nd
comes from your knowledge and study of the artifact and its 12th 7 4 2nd
history.
13th 8 5 3rd
Spell Save DC = 8 + your proficiency bonus + 14th 8 5 3rd
your intelligence modifier 15th 9 5 3rd
Spell attack modifier = your proficiency bonus + 16th 9 5 3rd
your intelligence modifier 17th 10 6 3rd
18th 10 6 3rd
Arcane Grasp. The artifact buzzes with energy whenever
spells are cast nearby. Any time a spell is cast around you that 19th 11 6 4th
you can see, you may use your reaction to attune your artifact 20th 11 6 4th
to the energy of that spell and store it in the artifact. The spell
must be of a level equal to or lower than you can cast, or the
reaction fails. If you attempt to store a new spell and the
maximum number of spells the artifact can hold has already
been reached, one of the existing spells must be replaced. Arcane Opening
Artifact Charges. You can use an Action and consume 1 At 7th level, when you create an Opening on a creature, that
artifact charge to cast any spell stored in the artifact without creature has disadvantage on the next saving throw it makes
any components. Your artifact has a number of charges as against a spell you cast before the end of your next turn.
shown in the Arcane Artifact Spellcasting table and
recharges all spent charges at dawn. I Know A Guy
Spell Levels. The Arcane Artifact Spellcasting table shows By 7th level you have a wide range of knowledge and contacts
how many spells the artifact can hold at one time and at what regarding the trade of rare and expensive items. When you
level. Cantrips also count towards the total spells stored in attempt to find a buyer or seller for a magic item you do so in
the artifact. half the time and half the expended gold cost. Additionally,
Leveled spells are always cast as if using the highest level you have advantage on attempts to haggle the prices of non-
spell slot the artifact can learn. Cantrips can be cast without magical treasure such as gems, jewelry or art objects.
consuming a charge.
When you first get this feature, choose a combination of 3 Archaeological Intuition
cantrips or 1st level spells from the Wizard spell list that are By 11th level, you have gained extreme sensitivity to magical
already stored in the artifact. energy through the use of your artifact. You gain the ability to
cast the Detect Magic and Identify spells at will, requiring no
History Buff components. Additionally, you gain the spell Dispel Magic
When you choose this Field of Study at 3rd level, you gain and can cast it for free once per long rest. These spells do not
proficiency in the following skills: Arcana or History. Your count towards the spells stored in your Arcane Artifact.
proficiency bonus is doubled for any ability check you make
that uses your chosen proficiency. Additionally, you learn an Artifact Collector
additional language of your choice. At 15th level, you have grown so knowledgeable about rare
artifacts that you can now be attuned to 4 magic items at one
time.
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Botanist
Botanists are naturally drawn to the myriad plants of the
world. They can sit for hours in a field of grass, carefully
inspecting and cataloging each type of plant they find.
However, their careful analysis and collection of various
plants has given them a collection of incredible specimens
that they can use in their travels to find even more exotic
species.
Botany Study
When you choose this Field of Study at 3rd level, you gain
proficiency with Herbalism kits and in the Nature skill. Your
proficiency bonus is doubled for any ability check you make
that uses either of these proficiencies.
Seed Pouch
During your travels you have collected a wide range of seeds
from magical and wondrous plants. By 3rd level you have 4
different Seed Varietals, and you gain 2 more each at 7th,
11th and 15th level. The list of varietals is listed at the end of
this subclass description.
During a long rest you can cultivate a number of seeds
equal to twice your Intelligence modifier (minimum 2 seeds
cultivated), turning them into seedlings. You may choose to
cultivate as many or as few of each varietal up to your
maximum as you see fit (for example, you could choose to
cultivate one of each type you have or 4 of a single type). Increase Size. If the plant specifies a size or an area of
Each Seed Varietal has a unique effect and growing time, effect, the plant grows to be one size larger, or the area of
but in every case the seedling is consumed once you plant it, effect is doubled.
until you cultivate more on a long rest. Once a seed has been Increase Yield. If the plant specifies a number of things
cultivated into a seedling, it only lasts until the next long rest grow on it, the number is doubled.
before it withers away.
Planting a seed. If the Seed Varietal does not specify it Increase Potency. If the plant deals damage or provides
can be planted from a distance it is assumed that you must healing, the number of dice rolled for the healing or damage
plant it in a location on the ground within your reach. The is doubled.
look of each plant is up to you. Irritating Spores. One of the creatures that suffers an
Due to the magical nature of these plants, the seedlings effect from this plant also gains an Opening.
can be grown in nearly any conditions or material, but the Practiced Planter
plants, and any effects they cause, only last up to one minute At 15th level, you can plant seedlings at blinding speeds.
after planting unless otherwise stated, before withering away. When you plant a seedling as an action, you may plant
Destroying a plant. Each plant is an object with an AC of another as a bonus action.
10 and hitpoints equal to your explorer level. The plants have
vulnerability to fire and immunity to psychic damage. Seed Varietals
Saving Throws. Some of the seeds require your target to The varietals are listed in alphabetical order.
make a saving throw to resist the seed's effects. The saving Blackfruit tree. As an action you plant this seedling in the
throw DC is calculated as follows: ground and one minute later a sapling appears containing
Seed save DC = 8 + your proficiency bonus + your one juicy blackfruit. A creature can use its action to eat the
Intelligence modifier fruit. Eating the fruit restores 2d4+2 hitpoints, and the fruit
provides enough nourishment to sustain a creature for one
Improved Cultivation day. Once picked, the fruit loses potency after 24 hours.
At 7th level, you can cultivate seeds quickly in a pinch. You Bramblethorns. As an action you can throw this seed to a
can cultivate one seedling during a short rest, up to your point you can see within 60 ft. At the end of your turn the
maximum. seed sprouts into a dense patch of thorns and brambles 20
Additionally, if one of your plant effects deals damage you feet in radius. The region becomes non-magical difficult
can add your Intelligence modifier to the damage roll. terrain and any creature who is slowed down by the
bramblethorns also takes 2d4 slashing damage for every 5
Horticulture Expert feet it moves within.
By 11th level, you have mastered the art of splicing and
modifying plants to achieve a specific purpose. Each time you
use one of your seedlings, you can choose to give it an
additional effect, choosing from one of the options below.
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Carnivorous leafjaw. As an action you plant this seed in an Lovely rose. As an action you plant this seedling in the
unoccupied space and at the end of your turn a medium sized ground and 1 minute later a single magnificent rose
hook-toothed carnivorous plant sprouts and grows a single blossoms. The rose gives off an alluring aroma and as an
head. Immediately after growing, and at the end of each of action you may allow a creature within 5 feet of you to smell
your turns, the leafjaw makes an attack against an enemy the rose, forcing that creature to succeed on a Wisdom
within 5 feet of it (using your proficiency and Intelligence saving throw or be charmed by you for the next hour. When
modifier for the roll) dealing 1d6 piercing damage on a hit. If the rose is picked it retains its potency for 24 hours, or until
the leafjaw hits with the attack, the creature becomes you use your action to attempt to charm a creature.
grappled and takes 2d6 acid damage at the end of each of its Nightshade flower. You plant this seedling in the ground
turns. A leafjaw head can only grapple one creature at a time. or a pot and 24 hours later a plant grows with a single black
Corpse flower. As an action you plant this seed in an flower. If a creature ingests the flower they must succeed on a
unoccupied space in the ground and at the end of your turn a Constitution saving throw or take 6d6 poison damage and
medium sized plant grows. The flower stinks of death and all become paralyzed for 1 hour. If they succeed on the saving
creatures, other than you, who are within 30 feet of the throw they take half damage and are not paralyzed.
flower must succeed on a Constitution saving throw or Possumwood burstpod. As an action you throw this
become poisoned until they move outside of the area. seedling at a point within 60 ft. All creatures within 15 ft of
Creeping vines. As an action you plant this seed in the the point must succeed on a saving throw or take 3d8
ground or at the base of an object and the vines immediately bludgeoning damage as the seedling explodes, shooting hard
spring upward. If planted in the ground, the vines grow seedpods in every direction.
upwards 30 feet and spread outwards 15 feet wide, forming a Springleaf clover. As an action you plant this seedling in
wall of tough vines. If planted at the base of an object, the an unoccupied or occupied space in the ground and at the
vines can grow as tall as 120 feet and are sturdy enough for a end of your turn a medium sized plant sprouts on the ground.
Large or smaller creature to climb them as if they had a A creature can share the same space as the plant and if a
climbing speed. The vines are more sturdy than most plants creature starts its turn on the springleaf clover or moves into
and have an AC of 15 and each 5 foot by 5 foot section of the space during its turn is is launched into the air. A medium
vines has hitpoints equal to twice your explorer level, though or smaller creature is launched 60 ft, a large creature is
they are still vulnerable to fire damage. launched 30 ft, and a huge or large creature is unaffected. If
Devil's ivy. As a bonus action, you place the seedling at the the springleaf is large sized, it can launch a huge creature 30
base of a weapon you are holding, so thats its sap oozes down ft as well. An unwilling creature can make a Dexterity saving
the weapon. For the next minute, all attacks made with that throw to avoid the effect.
weapon deal an additional 1d4 poison damage. This plant is Tanglefoot vines. When you restrain a creature use your
not affected by Improved Cultivation's increased damage. Restraining Strike feature, as a bonus action you can use this
Flying lily. As an action you plant this seedling in the seedling to cause grasping vines to wind their way around the
ground and at the end of your turn 3 lily pads grow and begin foe. The creature remains restrained until they are able to
to float in the air. Each lily pad is a circle 5 feet in diameter break free, regardless of if the Opening has been used or not.
and they can be moved around with a simple push either The vines shrivel and die when the creature successfully
horizontally or vertically upwards. However, the pads can't be escapes from them.
pushed lower as they resist falling towards the ground. A Trapdoor pitcher. As an action you plant this seedling in
single lily pad can support up to 500 pounds before it an unoccupied space on a surface that extends at least 6 feet
collapses to the ground and loses its ability to float. deep. At the end of your turn, the seedling sprouts downward
Goodberry bush. As an action you plant this seedling in into a medium sized pitcher plant with the top of the plant
the ground and one minute later a bush with 10 berries flush with the surface it grew on. The plant camouflages itself
appear. A creature can use its action to eat one berry. Eating into the surface so that a creature will not see it unless it
a berry restores 1 hit point, and the berry provides enough succeeds on a Perception check equal to your Seed DC. If a
nourishment to sustain a creature for one day. Once picked, medium or smaller creature enters the same space as the
the berries lose potency after 24 hours. pitcher plant they must succeed on a Dexterity saving throw
Grasping sundew. As an action you plant this seedling in or be swallowed by the plant. A swallowed creature is
an unoccupied space in the ground and at the end of your Blinded and Restrained, and it has total cover from attacks
turn a medium sized plant sprouts that grows 3 sticky, and effects while within the plant and it takes 3d6 acid
grasping tentacles. The tentacles each have a reach of 15 ft damage at the start of each of its turns. The creature can
and reach out towards the 3 nearest creatures, other than attempt to free themselves from the plant by making an
you, and those creatures must succeed on a Dexterity saving Athletics or Acrobatics check with their action. The trapdoor
throw or become grappled. At the end of a creatures turn who pitcher can only have one creature swallowed at a time.
does not free themselves from the grapple, they are pulled 5
ft closer towards the plant.
7
Cartographer Navigating by map. As long as a creature can read the map,
they automatically succeed on any Wisdom (Survival) check
A cartographer loves to explore for the sake of exploring. to navigate while traveling along roads shown on the map,
They will excitedly board a ship destined for the edge of the and they gain a bonus to all other Wisdom (Survival) checks
world if it means seeing some new undiscovered place. Due to navigate using the map equal to the map quality modifier.
to their navigational skills, cartographers are often hired to All creatures navigating using the map can travel at a fast
lead expeditions into the unknown, and often make their pace with no penalties.
living journeying to uncharted lands to draft maps and charts Selling maps. Maps are valuable items. The selling price
that they bring back for future expeditions. of a map increases with the map quality modifier, with a base
gold value equal to the map quality modifier multiplied by 25.
Expert Navigator However, the true value is whatever someone is willing to pay
When you choose this Field of Study at 3rd level, you gain for it and the price can go up or down depending on where
proficiency with Cartographer's tools, Navigator's tools, and the map leads.
your choice of Vehicles (land) or Vehicles (water). Your
proficiency bonus is doubled for any ability check you make Cartographer's Intuition
that uses any of these proficiencies. At 11th level, you can perform a special investigation of a map
to determine the location of a specific place somewhere on it.
War Map Tactician You can spend 1 hour studying a map to determine the
By 3rd level, your study of maps allows you to view the location of a plant, creature, building, or object of your choice
battlefield from a bird's eye view and make tactical decisions that you are familiar with.
to turn the battle to your favour. Always the opportunist, you By studying the geographic features of the region and
strike when the enemy is most vulnerable. You gain the applying your deep knowledge of cartography you are able to
following features. determine the likely location of many places such as where
Feign Retreat. When you provoke an opportunity attack an encampment of bandits is hidden, the lair of a creature,
from an enemy on your turn you can spend 1 Adrenaline where a specific herb might grow, or the headquarters of a
Point to impose disadvantage on the roll and make an attack cultist group in a city.
against them as a bonus action with a weapon you are At the end of the hour you make an Intelligence
wielding. (Cartographer's tools) check to determine how accurately you
Pincer Maneuver. If you attack a creature while one of are able to pinpoint the location based on the table below. If
your allies is within 5 feet of that creature and is not the map you are using is one of your own, you add the map
incapacitated, you add your proficiency bonus to the damage quality modifier to the check.
roll. Once you use this feature, you can not use it again until you
Reposition. When you create an Opening on a creature, take a long rest.
you can use the opportunity to allow one willing creature who
can hear or see you to use their reaction to immediately move Cartography Check Location Accuracy
up to half its movement speed without provoking opportunity 1-14 Undetermined
attacks as long as it is not incapacitated.
15-19 Within 10 Miles
Bird's Eye View 20-24 Within 1 Mile
At 7th level, through clever positioning and tactics you have
learned how to create openings in a foe's defenses from afar. 25-29 Within 500 Feet
You gain the ability to create an Opening using ranged 30+ Exact Location
weapons.
Map Maker Coordinated Attack
At 7th level, you can spend your downtime drafting maps. As At 15th level, you have honed your ability to see the whole of
long as you have access to cartographer's tools, you can the battlefield and work together with your allies to achieve
spend up to 8 hours per day during travel or downtime victory. When you take the Attack action against a target, you
drafting a map of a region you are familiar with or are can use a free action to allow an ally who can see or hear you
currently exploring. Every 8 hours you spend on the map to immediately make a single weapon attack against the
increases its map quality modifier by +1 up to a maximum of same target using their reaction if they can do so.
+10.
8
While a creature suffers this effect, their soul floats in the
Psychonaut Ethereal Plane, connected to their material body by a silver
While many explorers push outwards into the unknown, cord. The creature's soul can move anywhere within 30 feet
psychonauts turn inward, choosing instead to explore the of their body and can see and hear things around them, but
corners of their own minds. Whether through substance, they cannot interact in any way and are invisible except to
meditation, or other means, psychonauts end up taking those with Truesight or who can see the Ethereal Plane.
numerous journeys through the expanses of their Mind's Eye
consciousness and in the process end up waking dormant Also at 7th level you gain the ability to cast the Clairvoyance
psionic abilities. spell without requiring components. You can't do so again
Adrenaline-Fueled Psionics until you finish a long rest.
Starting at 3rd level, the adrenaline you thrive off of powers Mind Fortress
your psionic abilities as well. You gain the features listed At 11th level your mastery over your mind give you protection
below. If a feature requires a saving throw, the DC is equal to against mental attacks. You gain resistance to psychic
8 + your proficiency bonus + your intelligence modifier. damage and you can expend 1 Adrenaline Point to give
Harrowing Vision. You create a terrible vision in the yourself advantage on a Wisdom, Intelligence, or Charisma
mind of a creature. As an action you can spend 1 saving throw.
Adrenaline Point to force a creature within 30 ft of you to Ego Death
succeed on Wisdom saving throw or become Frightened
of you for 1 minute. The creature can repeat the saving At 15th level, you can sever the link between body and soul.
throw at the start of each of its turns to end the effect on When a creature's soul is separated from their body due to
itself. your Forced Projection feature, you may use an action to
Mind Reader. You gain advantage on Insight checks psionically sever the silver cord connecting them. The
against creatures that are within 30 ft of you. Additionally, creature must make a Constitution saving throw. If they fail
you can spend 1 Adrenaline Point and target a creature their soul is separated from their body and they die instantly.
within 30 ft of you. That creature has disadvantage on any If they succeed they take psychic damage equal to twice your
attack rolls against you until the start of your next turn. Create Opening damage and are returned to their body.
Telekinesis. You can target a loose Tiny object within 30
ft of you and move it up to 30 ft in any direction, both
horizontally, vertically, or both. Additionally, you can spend
1 Adrenaline Point to increase the size of object you can
move up to Large, including willing creatures, but not
yourself.
Psionic Opening
Also at 3rd level, when you create an Opening on a creature
you can choose to create a break in their mental defenses
rather than their physical ones and create a Psionic Opening
instead. The Psionic Opening lasts until the start of your next
turn, or until the next spell is cast against the creature. While
the Psionic Opening remains, the creature has disadvantage
on Wisdom, Intelligence or Charisma saving throws and if it
fails a saving throw against an effect that deals damage, it
takes additional damage equal to your Create Opening
damage. You can use this feature a number of times equal to
your proficiency bonus, and you regain all uses after a long
rest.
Forced Projection
By 7th level, you gain the ability to psionically force a
creature's soul out of their body. When you touch or hit a
creature with a melee attack you can spend 2 Adrenaline
Points to force them to make a Wisdom saving throw against
your Psionics DC. On a failure, the creature's soul is
separated from their body and the creature falls unconscious
for up to 1 minute, or until it takes damage. The creature can
repeat the saving throw at the end of each of its turns to end
the effect.
You cannot create an Opening and use Forced Projection
with the same attack.
Once you successfully use this feature, you cannot use it
again until you take a short or long rest.
9
Zoologist
As a zoologist, your passion is the infinite variety of creatures
that call this world home. Wherever you travel you go out of
your way to look for new creatures to discover, document,
and bring back stories to eager listeners at home.
Bonus Proficiency
When you choose this Field of Study at 3rd level, you gain
proficiency in the following skills: Animal Handling and
Nature. Your proficiency bonus is doubled for any ability
check you make that uses either of those proficiencies.
Animal Friend
At 3rd level, you can perform a 1 hour ritual, which can be
done during a short rest, to attract and bond with a creature
that isn't hostile to you. When you complete the ritual you
gain an animal companion who is friendly to you and obeys
your commands.
Your animal friend can be any beast that is no larger than
Small and has a challenge rating of 1/4 or lower, or one of
following Special forms: Pseudodragon, Archeopteryx (stat
block at the end), Myconid Sprout, or Tressym. Your animal
friend gains additional hitpoints equal to your Explorer level.
In combat, the animal friend shares your initiative, but goes
immediately after you do. You can verbally command it to
move or take any action on its turn (no action required by
you) but it cannot take the Attack action unless you use your
action to command it to do so. If your animal friend hits a
creature with a melee attack, you can also have it create an
Opening against that target. The check can also be made against the corpse of a creature,
Combat Training assuming enough of it remains to gather information from, in
Starting at 7th level, when you take a long rest you can select which case the check automatically succeeds.
a number of nearby beasts who are friendly to you up to your Beastial Bond
Intelligence modifier (minimum 1) and those creatures all By 11th level, your knowledge of beasts has given you an
gain increased maximum hitpoints equal to twice your uncanny ability to commune with wild animals. You gain the
explorer level. This replaces the additional hitpoints gained ability to cast the Animal Friendship and Speak with Animals
by your Animal Friend. spells at will, requiring no components. You can also cast
This feature has no effect on creatures temporarily Dominate Beast once per long rest (spell save DC = 8 + your
assuming the form of a beast due to a spell or other effect. proficiency bonus + your intelligence modifier).
Anatomy Study Pack Leader
At 7th level, you have gained a near encyclopedic knowledge At 15th level, your excitement is infectious to the animal
of creatures of all kinds. When you see a creature that is companions around you, and the bond you have with animals
either a Beast or a Monstrosity you may use your Action to bolsters you as much as it does them. While you have at least
make an Intelligence (Nature) check contested by the 1 Adrenaline Point all beasts within 30 feet of you who are
creature's Charisma (Deception). If you succeed, you recall friendly to you gain temporary hitpoints equal to 1d8 + your
your choice of of the following information about the proficiency bonus at the start of each of their turns.
creature: If any beast within the same area is subjected to an effect
One of the creature's damage vulnerabilities, resistances that allows it to make a Dexterity saving throw to take only
or immunities half damage, it instead takes no damage if it succeeds on the
One of the creature's condition immunities saving throw, and only half damage if it fails. It can't use this
The ability of its highest or lowest saving throws. If there trait if it's incapacitated.
is a tie between saving throws the DM chooses which to Additionally, at any time, as long as there is one beast
reveal. within 30 feet of you that is friendly to you and not
incapacitated, you gain a +1 bonus to all ability checks, attack
Once you use this feature, you cannot attempt it again on a rolls, damage rolls and saving throws.
creature of the same species for 24 hours. This feature has no effect on creatures temporarily
assuming the form of a beast due to a spell or other effect.
10
Archeopteryx
Tiny Beast (Dinosaur) , Unaligned
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 6 (1d6 +2) piercing damage
11
Change log Removed Incisive strike. Allows for all the damage to be in Co
the one hit by an ally. If it feels bad that all your damage Ca
V2 happens off your turn, consider rolling the extra Create
Dungeon Delver changed to any skill checks. Opening damage instead of your ally.
Trap Sense passive perception changed from double Changed intelligent Defense to half of Intelligence
proficiency to add Intelligence modifier. Changed to modifier.
advantage on any skill checks. Added Restraining Strike, as Create Opening
Create Opening damage changed from double damage to Improvement no longer exists
1 additional damage die to reduce sneak attack V6
shenanigans. Changed Animal Friend to not use the Find Familiar spell
Added Painful Opening at lvl 5 to increase damage of to not allow weird interactions that the familiars allow
class. that weren't intended for Animal Friend. Now gain some
Lvl 6 Create Opening removed. Replaced with lvl 9. extra HP for your friend.
Improvement changed to extra damage dice instead of Added Combat Training at level 7 to allow the animal
additional attacks. friend to trigger Create Openings.
Removed lvl 6 Trap Sense Improvement.
Elemental strike is now passive ability to change damage V7
types. Major Revision!
Hero's Spirit is now passive ability to drop you to 1hp Completely reworked all adrenaline focused abilities to
instead of going down. use Adrenaline Points instead of temporary HP
Removed lvl 9 Expertise. Added Adrenaline Fueled Attack at lvl 5 to give an
Added Crypt Crawler at lvl 6. opportunity for Explorers to do damage on their own
Removed Perfect Vulnerability. Create Opening no longer requires a bonus action, dual
Moved artifact collector from lvl 20 to lvl 18. wielding can allow Explorers a second change and
Added Adrenaline Surge capstone ability. creating an Opening as well as reaction openings
V3 Made "Opening" a keyword to make some text easier to
So much... understand
Both previous subclasses removed and remade into the Restraining strike now restrains and requires a save
Archaeologist subclass. instead of contested roll
Added Zoologist subclass. Subclass bonus proficiencies now get expertise
Added Cartographer subclass. Razor's Edge is a stay-alive mechanic rather than
Added Coordinated Offense as lvl 2 ability teammate support
Changed subclasses from Artifacts to Fields of Study Cavern crawler only gives 1/2 movement climbing speed
Moved Dungeon Delver, I Know A guy and Artifact V8
Collector into subclass features for Archaeologist Big update! Updated all the art, design style and added 2
Removed most other previous subclass features new subclasses!!!
Crypt Crawler now called Cavern Crawler to better fit new Restraining Strike moved to level 5 feature, replaced with
vibe Daredevil
Painful Opening now called Incisive Strike Incisive Strike AP cost upped to 2 - Openings should
Added Razor's Edge at lvl 14 primarily be used by teammates to promote teamwork
Added Battle Rush at lvl 18 Removed the ability to gain AP from taking damage -
V4 offered too many opportunities to gain AP
Removed advantage on Create Opening Razor's Edge can only be used once per long rest instead
Create Opening low lasts until the beginning of your next of on a long or short rest
turn Adrenaline Rush (9th level feature) renamed Fight and
Added spell table to Archaeologist subclass Flight to avoid overlap with Adrenaline ability of the same
Added Multiclass requirements name
Removed image on Archaeologist page to fit :'( Intelligence Defense removed and replaced by Hysterical
Strength
V5 Prep Time renamed Field Research and the 2nd part of it
Swapped Create Opening and Adrenaline Rush to avoid 1 removed since it would be unfun for DMs <3
lvl multiclass dips for a very good defensive ability. Also Adrenaline Surge renamed Surging Adrenaline and now
gives a unique combat option at level 1. gives essentially the freedom of movement spell while you
Changed scaling of Create Opening to use a number of have adrenaline and you ignore exhaustion
d8s rather than extra damage dice. This keeps damage Archaeologist removed Dungeon Delver and added
more predictable between allies, even though it now feels History Buff which is bonus proficiencies and a language.
more like a sneak attack clone. The average damage per Dungeon Delver was awkward since it make PP very
round now follows much more closely with Fighters and strong and gaining advantage on a check when you dont
Rogues through all levels know if its there is weird.
Added Arcane Opening to Archaeologist to mirror
Eldritch Knight and Arcane Trickster features
12
V8 Continued
War Map Tactician Updated to give more "tactical"
abilities
Added Bird's Eye View to Cartographer to make level 7
have some combat abilities to match the other subclasses.
Changed order of Zoologist to be alphabetical
Anatomy study buffed to be more useful. Now gives more
info
Combat Training changed to give extra hitpoints to pets
and mounts, making them less likely to die at higher level
play.
Removed Flying Mount and replaced it with Pack Leader.
Forcing a flying mount into the party might not be good for
all tables. Pack Leader further adds survivability to the
party's pets and gives a small buff to everything if the
explorer is near a beast.
Added Botanist subclass
Added Psychonaut subclass
Art Credits
Written and designed by gregolopogus
All art generated using Midjourney AI with a
paid subscription.