MadGrady
2015-05-13, 03:39 PM
So I am currently in process of desigining a new campaign for D&D 5e that will be a 1920s Pulp Adventure series (think Mummy/Indiana Jones).
Players will NOT have access to magic, and so I am currently building out 4-5 new classes to supplement those classes that are no longer available.
My first class is the Explorer class (your Laura Croft/Alan Quartermain/Indiana Jones) type character. The intention with this class was to fill the role normally filled by the Bard - a skill monkey with some various knowledge/defense/combat options dependent on Path chosen (yes I built out three sub-classes to choose from).
The biggest hurdle I had was obviously trying to replace Spell casting , as this is a major piece of the Bard's abilities - so my concern is that this class might be too weak.
This is why I have brought it to you - my fellow forum members, to have you guys see if this class is on par with the other classes.
---------------------------------------------------------------------------
With nervous anticipation, an American scrapes the dirt and cobwebs off an ancient inscription found on a stone in a steamy jungle,and silently mouths the translation. With a cry of excitement he now knows the location of the ancient city he has sought for so long. Armed to the teeth, an German ex-soldier crouches down behind the overturned table in some hot bar in the ghettos of Egypt, as the bullets fly overhead. He mutters a curse that they finally found him, tucks the ancient golden scepter he had stolen from them three days before, pulls back the hammers on his two pistols, and jumps up, both barrels blazing. Sitting down, his legs crossed, an old English gentlemen, his long rifle laying across his legs, takes the offered bowl with the strange brew, and gulps it down, fearful of offending the native chief. He is has heard that there is a tiger in this part of the jungle that has killed many hunters before him, and he wishes to test his own mettle against the great beast, but first he must obtain the permission of the chief.
The world is full of those seeking adventure, but not all who travel the world are true Explorers. A true Explorer seeks to further knowledge by uncovering relics of the past, or discovering new lands and untamed wildlife. Wealth can be a goal, but it is often secondary to the pursuit of the unknown. They come from a variety of backgrounds, and from all countries of the world. Often competative with each other, they are distrustful of others of their kind, but they can be fast friends and those of specific note are often sought out for their particular skills. Whether acting on their own, or as guides for a wealthy backer's expedition, they are seen as the ultimate authority for their domain, and foolish is the man who does not heed their advice. Branded as mavericks, thieves, foolhardy adventurers, or worse, one still cannot deny their skills and tenacity for getting out of the stickiest situations.
Whether they are a scholar searching the jungles for the answers to an ancient mystery, relic hunters delving into ancient tombs to abscond with the treasures found within, or a hunter wishing to simply pit their wits and skills against all that nature might throw at them, an Explorer is above all categorized as being a curious person. They have an innate knack for knowing the answers to many obscure questions due to their extensive studies and travels. They know many languages, and can blend into the cultures of the lands they explore. Knowledge and prestige are the true goals of an Explorer, but if they make some money as a result, that isn't such a bad thing.
Hit Dice: 1d8 per Explorer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Explorer level after 1st
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Theives' Tools plus 2 additional tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three skills from Acrobatics, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Religion, Stealth, Survival
****EDITED WITH SUGGESTED CHANGES MADE SO FAR
Level
Proficiency Bonus
Feature
1
+2
Explorer's Knack (d6), Intelligent Combat, Worldwide Traveler
2
+2
Disarming Expert, Advantageous Recall, Biting Wit (1d6)
3
+2
Explorer Archetype
4
+2
Ability Score Increase
5
+3
Biting Wit (2d6), Font of Knowledge, Explorer's Knack (d8)
6
+3
Explorer Archetype Feature
7
+3
Trap Evasion
8
+3
Ability Score Increase
9
+4
Uncanny Dodge, Advantageous Recall (+1)
10
+4
Explorer's Knack (d10)
11
+4
Biting Wit (3d6), Expertise
12
+4
Ability Score Increase
13
+5
Learned Defense, Advantageous Recall (+1)
14
+5
Explorer Archetype Feature
15
+5
Explorer's Knack (d12)
16
+5
Ability Score Increase
17
+6
Advantageous Recall (+1), Biting Wit (4d6)
18
+6
Learned Defense
19
+6
Ability Score Increase
20
+6
Superior Knack
CLASS FEATURE DESCRIPTIONS
Explorer's Knack As an Explorer, your travels have gifted you with a wealth of knowledge that you can use to your advantage. At 1st level, you can use your bonus action to recall a bit of knowledge useful to you or an ally within 60 feet of you. That creature gains one Knack die, a d6. Once, within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Knack die is rolled, it is lost. A creature can only have one Knack die at a time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Knack die changed when you reach certain levels in this class. This die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Intelligent Combat You are not proficient in any armor, but the locations you visit often make wearing armor more of a hinderance. As such, you have learned to use your wits to help you survive. When you are not wearing any armor, you AC is equal to 10 + your Dexterity modifier + your Intelligence modifier. In addition, you have learned to pinpoint the weak spots on an enemy, allowing you to exploit such weaknesses. You may add your Intelligence modifier to any damage dealt by a melee or ranged weapon, in addition to the regular modifiers.
Worldwide Traveler Over the course of their travels, an Explorer visits many places around the world and meets lots of new people. As such, they have learned to communicate with those cultures, and have built lasting friendships all over the globe. You know a number of languages, in addition to those granted by your race and background, equal to 1 + your Intelligence Modifier. If your Intelligence modifier increases, you may add additional languages. In addition, you also are able to locate one of your friends (a contact) in all major cities you visit. The DM has the final say if a location is large enough to house one of your contacts. Your contact may provide you with shelter, food and drink, small supplies, and can even act as a local translator if needed.
Disarming Expert At 2nd level, you may double your proficiency bonus when setting or disarming traps. You can also disarm magical traps. In addition, you may add your proficiency bonus to Wisdom (Perception) checks made to locate traps, even if you do not have proficiency in the Wisdom (Perception) skill. If you already have proficiency in Wisdom (Perception), you may double to bonus when attempting to locate traps.
Advantageous Recall At 2nd level, your obscure knowledge allows you to accomplish tasks others would fail. When making an attack roll, ability check, or saving throw, you may roll with advantage. This ability can combine with your Explorer's Knack ability. You can use this ability once per day. You gain additional uses of this ability at 9th, 13th, and 17th level.
Biting Wit As you observe your enemies, you gain a brief insight into something that might potentially rattle them. At 2nd level, as an action, you can observe an enemy within 60ft of you, and then make a biting insult directed at them. The target must be able to understand your speech for this effect to work. The target must succeed on a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Intelligence Modifier). On a success, the target suffers no ill effects. If the target fails their save, they take 1d6 psychic damage, and have disadvantage on any attack rolls or ability checks on their next turn. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Explorer Archetype At 3rd level, your path as an Explorer takes a specific turn, and you may choose to follow an archetype of your choice: Archaeologist, Tomb Raider, or Hunter. Your choice grants you features at 3rd level, and again at 6th and 14th level.
Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may select one feat of your choice in lieu of an ability score increase.
Font of Knowledge Beginning when you reach 5th level, you regain all uses of Explorer's Knack when you finish a short or long rest.
Trap Evasion At 7th level, if you are supposed to take half damage from a trap on a successful save, you instead take no damage on a successful save.
Uncanny Dodge At 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attacks damage against you
Expertise The saying was wrong, you can teach old dogs new tricks. Or at least to perform old tricks with more success. At 11th level, select three of your skill proficiencies. Your proficiency bonus is doubled for those skills. This ability does not stack with Expertise gained from other sources.
Learned Defense At 13th level, your journies have taken you through all the elements Nature, man or beast can throw at you. Select two elemental damage types, you gain resistance to those damage types. At 18th level, you may select an additional two elemental damage types.
Superior Knack At 20th level, whenever you roll a Knack die, you may roll it twice, and take the higher roll
SUBCLASS FEATURES
ARCHAEOLOGIST ARCHETYPE
Cultural Blend At 3rd level, your specialized training and experience with other cultures allows you to blend in with the locals. You can spend 1 minute to craft a disguise that will render you virtually indistinguishable from the local populace. You also gain one additional language of your choice
Increased Knowledge At 3rd level, choose two skills of your choice, you gain proficiency in those skills
Tool for Every Job At 6th level, you have accumulated a plethora of random items over the course of your travels. Your pack, or pockets, or whatever you use to carry your gear always seems to contain the right tool for the situation at hand. 3x per day, you can reach into your gear and pull out any single item found in the Adventuring Gear section of the Player's Handbook. The item must be non-damaging. This ability effectively allows you to carry gear not listed on your character, and you are not required to purchase these items. Once the situation has been resolved, the item is returned to your pack, and the use of that item expires. You may use the same item again, but it requires you to spend another one of your uses. Examples of items available include, but are not limited to: flashlights, pen, paper, bag of sand, rope, fishing gear, etc. You regain all uses of this ability when you complete a long rest.
Lucky Break At 14th level, you gain the Lucky feat
Tomb Raider Archetype
Knack for Combat Beginning at 3rd level, you can add your Knack die to the damage roll of a melee or ranged weapon.
Improvised Weapon User At 3rd level, you gain proficiency with improvised weapons
Extra Attack At 6th level, you may make an additional attack whenever you take the Attack action on your turn.
Clear the Room At 14th level, whenever you drop an enemy to 0 hit points, you may make a free attack against another enemy within 60 feet of you.
Hunter Archetype
Sharpshooter At 3rd level, you gain the Sharpshooter feet
Devastating Aim At 6th level, whenever you roll a natural 20 on an attack roll, you roll the damage dice 3x, instead of 2x.
Stopping Power At 14th level, whenever you hit a creature with an attack, it must make a Dexterity saving throw (DC 10 + your Intelligence modifier) or it's speed drops to 0, and it cannot make reaction attacks.
Players will NOT have access to magic, and so I am currently building out 4-5 new classes to supplement those classes that are no longer available.
My first class is the Explorer class (your Laura Croft/Alan Quartermain/Indiana Jones) type character. The intention with this class was to fill the role normally filled by the Bard - a skill monkey with some various knowledge/defense/combat options dependent on Path chosen (yes I built out three sub-classes to choose from).
The biggest hurdle I had was obviously trying to replace Spell casting , as this is a major piece of the Bard's abilities - so my concern is that this class might be too weak.
This is why I have brought it to you - my fellow forum members, to have you guys see if this class is on par with the other classes.
---------------------------------------------------------------------------
With nervous anticipation, an American scrapes the dirt and cobwebs off an ancient inscription found on a stone in a steamy jungle,and silently mouths the translation. With a cry of excitement he now knows the location of the ancient city he has sought for so long. Armed to the teeth, an German ex-soldier crouches down behind the overturned table in some hot bar in the ghettos of Egypt, as the bullets fly overhead. He mutters a curse that they finally found him, tucks the ancient golden scepter he had stolen from them three days before, pulls back the hammers on his two pistols, and jumps up, both barrels blazing. Sitting down, his legs crossed, an old English gentlemen, his long rifle laying across his legs, takes the offered bowl with the strange brew, and gulps it down, fearful of offending the native chief. He is has heard that there is a tiger in this part of the jungle that has killed many hunters before him, and he wishes to test his own mettle against the great beast, but first he must obtain the permission of the chief.
The world is full of those seeking adventure, but not all who travel the world are true Explorers. A true Explorer seeks to further knowledge by uncovering relics of the past, or discovering new lands and untamed wildlife. Wealth can be a goal, but it is often secondary to the pursuit of the unknown. They come from a variety of backgrounds, and from all countries of the world. Often competative with each other, they are distrustful of others of their kind, but they can be fast friends and those of specific note are often sought out for their particular skills. Whether acting on their own, or as guides for a wealthy backer's expedition, they are seen as the ultimate authority for their domain, and foolish is the man who does not heed their advice. Branded as mavericks, thieves, foolhardy adventurers, or worse, one still cannot deny their skills and tenacity for getting out of the stickiest situations.
Whether they are a scholar searching the jungles for the answers to an ancient mystery, relic hunters delving into ancient tombs to abscond with the treasures found within, or a hunter wishing to simply pit their wits and skills against all that nature might throw at them, an Explorer is above all categorized as being a curious person. They have an innate knack for knowing the answers to many obscure questions due to their extensive studies and travels. They know many languages, and can blend into the cultures of the lands they explore. Knowledge and prestige are the true goals of an Explorer, but if they make some money as a result, that isn't such a bad thing.
Hit Dice: 1d8 per Explorer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Explorer level after 1st
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Theives' Tools plus 2 additional tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three skills from Acrobatics, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Religion, Stealth, Survival
****EDITED WITH SUGGESTED CHANGES MADE SO FAR
Level
Proficiency Bonus
Feature
1
+2
Explorer's Knack (d6), Intelligent Combat, Worldwide Traveler
2
+2
Disarming Expert, Advantageous Recall, Biting Wit (1d6)
3
+2
Explorer Archetype
4
+2
Ability Score Increase
5
+3
Biting Wit (2d6), Font of Knowledge, Explorer's Knack (d8)
6
+3
Explorer Archetype Feature
7
+3
Trap Evasion
8
+3
Ability Score Increase
9
+4
Uncanny Dodge, Advantageous Recall (+1)
10
+4
Explorer's Knack (d10)
11
+4
Biting Wit (3d6), Expertise
12
+4
Ability Score Increase
13
+5
Learned Defense, Advantageous Recall (+1)
14
+5
Explorer Archetype Feature
15
+5
Explorer's Knack (d12)
16
+5
Ability Score Increase
17
+6
Advantageous Recall (+1), Biting Wit (4d6)
18
+6
Learned Defense
19
+6
Ability Score Increase
20
+6
Superior Knack
CLASS FEATURE DESCRIPTIONS
Explorer's Knack As an Explorer, your travels have gifted you with a wealth of knowledge that you can use to your advantage. At 1st level, you can use your bonus action to recall a bit of knowledge useful to you or an ally within 60 feet of you. That creature gains one Knack die, a d6. Once, within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Knack die is rolled, it is lost. A creature can only have one Knack die at a time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Knack die changed when you reach certain levels in this class. This die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Intelligent Combat You are not proficient in any armor, but the locations you visit often make wearing armor more of a hinderance. As such, you have learned to use your wits to help you survive. When you are not wearing any armor, you AC is equal to 10 + your Dexterity modifier + your Intelligence modifier. In addition, you have learned to pinpoint the weak spots on an enemy, allowing you to exploit such weaknesses. You may add your Intelligence modifier to any damage dealt by a melee or ranged weapon, in addition to the regular modifiers.
Worldwide Traveler Over the course of their travels, an Explorer visits many places around the world and meets lots of new people. As such, they have learned to communicate with those cultures, and have built lasting friendships all over the globe. You know a number of languages, in addition to those granted by your race and background, equal to 1 + your Intelligence Modifier. If your Intelligence modifier increases, you may add additional languages. In addition, you also are able to locate one of your friends (a contact) in all major cities you visit. The DM has the final say if a location is large enough to house one of your contacts. Your contact may provide you with shelter, food and drink, small supplies, and can even act as a local translator if needed.
Disarming Expert At 2nd level, you may double your proficiency bonus when setting or disarming traps. You can also disarm magical traps. In addition, you may add your proficiency bonus to Wisdom (Perception) checks made to locate traps, even if you do not have proficiency in the Wisdom (Perception) skill. If you already have proficiency in Wisdom (Perception), you may double to bonus when attempting to locate traps.
Advantageous Recall At 2nd level, your obscure knowledge allows you to accomplish tasks others would fail. When making an attack roll, ability check, or saving throw, you may roll with advantage. This ability can combine with your Explorer's Knack ability. You can use this ability once per day. You gain additional uses of this ability at 9th, 13th, and 17th level.
Biting Wit As you observe your enemies, you gain a brief insight into something that might potentially rattle them. At 2nd level, as an action, you can observe an enemy within 60ft of you, and then make a biting insult directed at them. The target must be able to understand your speech for this effect to work. The target must succeed on a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Intelligence Modifier). On a success, the target suffers no ill effects. If the target fails their save, they take 1d6 psychic damage, and have disadvantage on any attack rolls or ability checks on their next turn. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Explorer Archetype At 3rd level, your path as an Explorer takes a specific turn, and you may choose to follow an archetype of your choice: Archaeologist, Tomb Raider, or Hunter. Your choice grants you features at 3rd level, and again at 6th and 14th level.
Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may select one feat of your choice in lieu of an ability score increase.
Font of Knowledge Beginning when you reach 5th level, you regain all uses of Explorer's Knack when you finish a short or long rest.
Trap Evasion At 7th level, if you are supposed to take half damage from a trap on a successful save, you instead take no damage on a successful save.
Uncanny Dodge At 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attacks damage against you
Expertise The saying was wrong, you can teach old dogs new tricks. Or at least to perform old tricks with more success. At 11th level, select three of your skill proficiencies. Your proficiency bonus is doubled for those skills. This ability does not stack with Expertise gained from other sources.
Learned Defense At 13th level, your journies have taken you through all the elements Nature, man or beast can throw at you. Select two elemental damage types, you gain resistance to those damage types. At 18th level, you may select an additional two elemental damage types.
Superior Knack At 20th level, whenever you roll a Knack die, you may roll it twice, and take the higher roll
SUBCLASS FEATURES
ARCHAEOLOGIST ARCHETYPE
Cultural Blend At 3rd level, your specialized training and experience with other cultures allows you to blend in with the locals. You can spend 1 minute to craft a disguise that will render you virtually indistinguishable from the local populace. You also gain one additional language of your choice
Increased Knowledge At 3rd level, choose two skills of your choice, you gain proficiency in those skills
Tool for Every Job At 6th level, you have accumulated a plethora of random items over the course of your travels. Your pack, or pockets, or whatever you use to carry your gear always seems to contain the right tool for the situation at hand. 3x per day, you can reach into your gear and pull out any single item found in the Adventuring Gear section of the Player's Handbook. The item must be non-damaging. This ability effectively allows you to carry gear not listed on your character, and you are not required to purchase these items. Once the situation has been resolved, the item is returned to your pack, and the use of that item expires. You may use the same item again, but it requires you to spend another one of your uses. Examples of items available include, but are not limited to: flashlights, pen, paper, bag of sand, rope, fishing gear, etc. You regain all uses of this ability when you complete a long rest.
Lucky Break At 14th level, you gain the Lucky feat
Tomb Raider Archetype
Knack for Combat Beginning at 3rd level, you can add your Knack die to the damage roll of a melee or ranged weapon.
Improvised Weapon User At 3rd level, you gain proficiency with improvised weapons
Extra Attack At 6th level, you may make an additional attack whenever you take the Attack action on your turn.
Clear the Room At 14th level, whenever you drop an enemy to 0 hit points, you may make a free attack against another enemy within 60 feet of you.
Hunter Archetype
Sharpshooter At 3rd level, you gain the Sharpshooter feet
Devastating Aim At 6th level, whenever you roll a natural 20 on an attack roll, you roll the damage dice 3x, instead of 2x.
Stopping Power At 14th level, whenever you hit a creature with an attack, it must make a Dexterity saving throw (DC 10 + your Intelligence modifier) or it's speed drops to 0, and it cannot make reaction attacks.