Base Class: Fighter
Scholars, historians, archeologists, or simply those whose call to adventure supersedes all- Explorers are archetypal Fighters who challenge the world with just their charm- and maybe a deft swing of sword where it's needed. Rolling through the fray, dodging between arrows shot out of a cave wall in the entryway to ancient tomb: wherever adventure awaits, an Explorer will be there!
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Starting at 15th level, you gain an additional attunement slot.
Archaeological Studies
Starting when you choose this archetype at 3rd level, your studies of ages past and unearthed history has made you a shrewd adventurer. You gain proficiency with Cartographer's Tools, and one of your choice from either Investigation, Religion, Stealth, or Sleight of Hand. Your Proficiency Bonus is doubled for the use of these skills.
Action Move!
At 3rd level, you've become a supreme master of flashy techniques. You have a number of uses of Action Moves! equal to double your Charisma modifier, and you regain all uses on a short or long rest. Each Action Move! costs one Attack Action, and you may use one only once per Action. If an Action Move! requires a Saving Throw, the Save DC is equal to 8 + Charisma Modifier + Proficiency Bonus. The list of known Action Moves! is detailed at the end of this section.
Action Move! Options
You have a number of uses of Action Moves! equal to double your Charisma modifier, and you regain all uses on a short or long rest. Each Action Move! costs one Attack Action, and you may use one only once per Action. If an Action Move! requires a Saving Throw, the Save DC is equal to 8 + Charisma Modifier + Proficiency Bonus.
Dodge Roll! You take the Dodge action. If an enemy attacks you, whether they hit or miss, you can use your reaction to move up to 10ft in any direction after their attack.
Leaping Slash! You can jump up to 10ft + Charisma Modifier, vertically or horizontally, without needing to move before. When you do this, if there are enemies in the air or at the end of the jump you can attack them once, adding your Charisma modifier to the damage of the attack.
Observant Gaze! You take the Search action, gaining a bonus to the roll equal to your Charisma modifier.
Charming Regale! You recall a harrowing story of your past in a few words, forcing an enemy to make a Charisma Saving throw or be Charmed by you for one minute. (DC= 8+Proficiency+Charisma).
Frightening Tale! You conjure a terrifying and daring moment from your past in a few words, forcing an enemy to make a Charisma Saving throw or be Frightened of you until the end of your next turn (DC= 8+Proficiency+Charisma).
C'mon, Move It! You allow up to Six of your allies to move up to half their movement. Their movement ignores Opportunity Attacks.
A Little Extra Pep! You empower your attacks with your wit and precise knowledge. Your next two attacks gain a bonus to their damage rolls equal to 1d8 + Charisma modifier.
Slice and Dice! Your attacks this turn can target an extra enemy.
Run!! You and up to Six of your allies (on their turn) gain the benefit of the Dash action.
Distracting Taunt! You Taunt an enemy, giving them disadvantage to attack anyone but you until the end of their turn.
Dynamic Movement!
At 7th Level, your dynamo across the battlefield allows you to quickly readjust according to an enemy's movements. When an enemy lands an attack on you, you can use your Reaction to gain the benefit of the Disengage action and may move up to half your movement speed.
Additionally at 7th level, you gain a climbing speed of 30ft if you do not already have one, otherwise your climbing speed is increased by 10ft.
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Also at 7th level, you have gained arcane knowledge, hidden away in esoteric places across the world you've explored. You gain an additional attunement slot. You gain another additional attunement slot at 15th level.
Dashing Aura!
Your charm? Beguiling. Your wit? Undeniable. Your sense of danger? Getting there! Starting at 10th level, you emanate an aura in a 15ft radius around you that extends around corners. You and any ally within your aura have advantage against effects that charm or frighten. Additionally, your self preservation has become infectious to those around you. When you use your Second Wind feature, you can choose to heal your allies within your Dashing Aura! an amount of HP equal to half of what you heal. You may use this feature once per long rest.
Action Move Deluxe!
By 15th level, your quick-wit, panache, and adventurous feats beget your talent for intelligent thinking on the battlefield. You can use your Action Move! feature as a Bonus Action on your turn rather than replacing one of your attacks.
Adventurer Extraordinaire!
You are a paradigm of the spirit of adventure, embracing the wild soul of the natural world- seen and unseen. At 18th level, you gain the following benefits:
- Your movement ignores Difficult Terrain.
- You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks.
- Your weapon attacks deal additional damage equal to your Charisma modifier.
- You have unlimited uses of your Action Move! feature.
Previous Versions
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