Base Class: Barbarian
Some explorers search for mystical secrets,
delving into the crumbling ruins of Xen’drik or
climbing to the highest towers of Sharn. Some
explorers venture into the frigid depths of the
Frostfell or face the sandstorms of the Blade
Desert in search of forgotten civilizations and
ancient treasure. Whether driven by a thirst for
gold, knowledge, or a love of a good challenge,
the extreme explorer is an archetypal action hero,
ready to face any challenge that Eberron can offer.
Rather than being driven by rage, an extreme
explorer is guided by remarkable luck and fueled
by pure adrenaline. Every extreme explorer is a
unique individual, and background helps to define
their story. The adventurous Morgrave scholar
could be a sage, who’s equally comfortable in a
library or a jungle. A bold crypt raider might take
the criminal background, reflecting a knack for
dealing with traps and useful contacts when it
comes to fencing recovered artifacts. An urchin
born in Sharn has no interest in gold or glory, but
has never met a tower that couldn’t be climbed.
Most of all, an extreme explorer is an adventurer,
ever ready for the next challenge.
Adrenaline Rush
Starting when you choose this path at 3rd level,
a rush of adrenaline by the thrill of inherent
danger fuels your rage. While raging, you can
push your body and mind, each time sacrificing
your own vitality to rise to the occasion.
Whenever you make an ability check, attack
roll, or saving throw while raging, you can spend
one of your Hit Dice to push your normal limits.
Roll the Hit Die, and add the number rolled to
the total. You can choose to do so after you roll
your d20, but before the DM tells you whether
you succeed or fail.
Immediately after, you take damage equal to the
number rolled minus your proficiency bonus, and
you can’t reduce this damage by any other means.
Cunning Artisan
Also at 3rd level, as part of a short rest, you
can harvest bone and hide from a slain beast,
construct, dragon, monstrosity, or plant creature
of size Small or larger to create one of the
following items: a shield, a club, a javelin, or 1d4
darts or blowgun needles. To use this trait, you
need a blade, such as a dagger, or appropriate
artisan’s tools, such as leatherworker’s tools.
Adaptive Elements
Starting at 6th level, as part of a short rest, you
can spend 10 minutes insulating you or your
equipment against the elements. You must have
access to cloth, furs, paper, plants, and other
naturally occurring materials to create your
insulation.
Once you are insulated in this way, you gain
resistance to cold or fire damage, and the choice
you make allows you to tolerate temperatures
as low as −50, or as high as 150, degrees
Fahrenheit without any additional protection.
You choose when you complete the short rest.
Extreme Rush
At 6th level, you can focus your adrenaline to
greater effect. You gain the following benefits.
Instinctual Focus. When you use your
Adrenaline Rush feature to make an Intelligence,
Wisdom, or Charisma ability check, you can add
half your proficiency bonus, rounded down, to
the ability check if it doesn’t already include your
proficiency bonus.
Overwhelming Dominance. When you use
your Adrenaline Rush feature to succeed a
saving throw against a creature you can see
within range, you can immediately use your
reaction to make a melee or thrown weapon
attack against that creature. If you hit, you add
the number rolled to the weapon’s damage.
Unbridled Aggression. When you use your
Adrenaline Rush feature to hit with a melee
or thrown weapon attack that targets only
one creature that you can see, you can use the
weapon to deal extra damage to the target equal
to the number you roll on the Hit Die.
Elevated Exploration
At 10th level, your enthusiasm for reaching
untrod ground emboldens your ability to traverse
gaps and untoward obstacles with uncanny ease.
Climbing and swimming no longer costs you
extra movement, and your speed increases by 10
feet while you are not wearing heavy armor.
At 14th level, while you have both hands
open, you gain the ability to move along vertical
surfaces on your turn without falling during the
move.
Conditioned Endurance
At 14th level, when you roll a Hit Die to fuel
one of your Extreme Explorer features, and the
number is less than your proficiency bonus,
you don’t expend the Hit Die after you add the
number to your roll.
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