Base Class: Ranger
You know the ins and outs of adventuring. Your particular set of skills allows you to make the most out of limited resources in your quest for riches, power, or whatever end drives you to lead such a dangerous lifestyle.
Adventurers are fast-learning jacks-of-all-trades that value preparation above all else. The most experienced ones adapt to the world around them by developing their own adventuring styles. Colorful and versatile, these heroes are a force to be reckoned with when gold and artifacts are on the table.
Upon selecting the Adventurer subclass, you gain three features: Novice Adventurer, Potion Chugger, and Improvised Spellcasting.
If a feature has prerequisites, you must meet them to learn it. You can take the feature at the same time that you meet its prerequisites. A level prerequisite refers to your minimum level in this subclass. A class feature that is a prerequisite doesn't have to be from this class, it can be from levels attained through multiclassing. You can choose the subclass only once, even if you multiclass.
Adventurer Features
Ranger Level | Feature |
---|---|
3rd | Martial Spells, Novice Adventurer, Potion Chugger |
7th | Journeyman Adventurer |
11th | Expertise |
15th | Master Adventurer |
Martial Spells
Level 1+ Adventurer feature, which replaces the Improvised Spellcasting feature (Artificer, Paladin, or Ranger)
You learn the 1st-level spells find familiar and Tenser's floating disk. You learn additional spells when you reach certain levels in this class, as shown on the Martial Adventurer Spells table.
Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are an artificer or paladin, you always have the spells prepared, and they don’t count against the number of spells you can prepare each day.
Martial Adventurer Spells
Class Level | Spells |
---|---|
3rd | find familiar, Tenser's floating disk |
5th | enhance ability, Nystul's magic aura |
9th | counterspell, Leomund's tiny hut |
13th | Mordenkainen’s faithful hound, Otiluke's resilient sphere |
17th | Bigby’s hand, Rary’s telepathic bond |
Novice Adventurer
Level 1+ Adventurer feature
You excel at the fundamentals of adventuring. You gain proficiency in the Arcana and Survival skills if you don’t already have it.
You also learn one Adventuring Style, which is detailed under "Adventuring Styles" below. You can’t take an option more than once, even if you later get to choose again.
Potion Chugger
Level 1+ Adventurer feature
You chug potions in battle as effortlessly as you chug ale in a tavern. You can use a bonus action to drink a potion, such as a potion of healing or a potion of hill giant strength.
Journeyman Adventurer
Level 5+ Adventurer feature
Your experience in the field has allowed you to develop your style of adventuring further. You learn two additional Adventuring Styles.
Expertise
Level 9+ Adventurer feature
Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with a tool. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Master Adventurer
Level 14+ Adventurer feature
You master the art of adventuring. You learn two Advanced Adventuring Styles, which are detailed under "Advanced Adventuring Styles" below. You can’t take an option more than once, even if you later get to choose again.
If an Advanced Adventuring Style has prerequisites, you must meet them to learn it. You can learn the Advanced Adventuring Style at the same time that you meet its prerequisites.
Adventuring Styles
The Adventuring Styles are presented in alphabetical order.
Aficionado
You gain proficiency in two skills of your choice.
Aggressive
You can use a bonus action to move up to your speed toward a hostile creature you can see.
Beast Tongue
Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
Cannon
Objects you throw have double the range.
Crafty
The time and gold you spend to craft items and copy spells is halved. Moreover, you don't need to know the spell or have it prepared to scribe a spell scroll if you have a copy of the spell available.
Dabbling Magician
You learn two cantrips of your choice from the wizard spell list.
Dawnheart
If a magic item you are attuned to would regain expended charges at dawn, it regains all of its expended charges at dawn instead.
Dungeoneer
You gain proficiency with thieves' tools and learn the mage hand cantrip.
Expert
Choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.
Helping Hand
You can use a bonus action to take the Help action.
Improviser
You are proficient with improvised weapons.
Keen Sight
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Knowledgeable
You gain proficiency in the History, Nature, and Religion skills.
Lookout
You can use a bonus action to take the Search action.
Magic Sense
You can cast detect magic and identify at will, requiring no material components.
Manipulative
Whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
Potion Sensitivity
The effects of potions you drink last twice as long, and you regain twice as many hit points from them.
Quick Hands
You can use a bonus action to take the [Tooltip Not Found] action.
Ritual Scroll Caster
You can cast a spell with the ritual tag from a spell scroll as a ritual if its level is no higher than your proficiency bonus. If you do so, the spell scroll remains intact for future use instead of getting destroyed.
Roughouser
You can use a bonus action to grapple a creature.
Soft Step
Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
Strider
Your walking speed increases by 10 feet.
Swimmer
You have a swimming speed equal to your walking speed.
Virtuoso
You gain proficiency with four tools of your choice.
Well-Rounded
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Advanced Adventuring Styles
The Advanced Adventuring Styles are presented in alphabetical order.
Adept Attuner
You can attune to up to four magic items at once.
Channel Divinity: Divine Will
Prerequisite: Divine Intervention cleric feature
You can use your Channel Divinity to manifest a magical divine intervention. As an action, you present your holy symbol and expend a spell slot of 6th-level or lower. You can duplicate any cleric spell with a level lower than the spell slot you expended.
Consistent Talent
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 7 or lower as an 8.
Cunning Artificer
Prerequisite: Cunning Action rogue feature
You ignore all class requirements on the use of magic items.
Enchanting Visage
Whenever you cast a spell that causes any of its targets to be charmed on a failed saving throw, creatures that can see you have disadvantage on the save.
Evasive
You have advantage on Dexterity saving throws against effects that you can see while you aren't blinded, deafened, or incapacitated.
Force of Will
When you make a death saving throw and roll a 10 or higher on the d20, you regain 1 hit point.
Furious Focus
Prerequisite: Rage barbarian feature
You can cast spells and concentrate on them while raging. Your rage can't end early while you're concentrating on a spell.
Gentle Soul
Nonhostile beasts are friendly to you.
Golden Voice
Prerequisite: Song of Rest bard feature
Whenever you or a friendly creature hears the performance from your Song of Rest feature, its exhaustion level, if any, is decreased by 1 at the end of the short rest.
Hair-Triggered
You can add your proficiency bonus to your initiative rolls.
Herculean Strength
You double your carrying capacity and the weight you can push, drag, or lift.
Innate Magic
You don't require somatic or material components to cast spells without an indicated cost.
Legendary Sleeper
Whenever you finish a short or long rest, you gain temporary hit points equal to your class level.
Limited Telepathy
You can telepathically communicate with creatures you can see out to a range of 30 feet.
Omniglot
You can speak and understand all spoken languages.
Philosopher's Insight
You don’t consume material components that cost 500 gp or less while casting a spell.
Poison Tolerance
You have advantage on saving throws against poison, and you have resistance against poison damage.
Resilient Endurance
Prerequisite: Second Wind fighter feature
Whenever you use your Second Wind feature, your exhaustion level, if any, is decreased by 1.
Shielded Mind
You have resistance against psychic damage, and your mind can’t be read unless you allow it.
Skyrunner
Prerequisite: Slow Fall monk feature
During your turn, you have a flying speed equal to your walking speed. You fall if you end your turn in the air and nothing else is holding you aloft.
Swift Heal
Prerequisite: Lay on Hands paladin feature
You can use your Lay on Hands feature as a bonus action. If you do so, you can't restore more hit points at once than your class level.
Truthseer
You have truesight out to a range of 10 feet.
Unwavering Courage
You can’t be frightened.
Wisened Warrior
You gain proficiency in Wisdom saving throws.
DnDBeyond Links (Features fully integrated)
Adventurer Subclass: Artificer, Barbarian, Bard, Blood Hunter, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Feats: Adventurer, Adventuring Initiate
Magic Items: Excalibur, Holy Grail, Horn of Heimdall, Philosopher's Stone
The Adventurer is a universal subclass, which means that any class (official or homebrewed) can take it as long as the class follows conventional leveling. It was inspired by the Strixhaven UA, which included shared subclasses, too, but not to the same extent here. The features and 50+ adventuring styles aim to support less conventional playstyles and add utility to characters. It was built upon the first iteration of this subclass, the Adventurer fighter subclass, which was built upon the initial Adventurer feature. Oh how it has grown!
In the compendium, there are feats included to allow a player to dip into the Adventurer's flavor in addition to classic magic items that players can quest for.
Everything created here is available on DnDBeyond with fully integrated (and quality assured!) features. Well, it's more like 99% integrated, since there are limits to DDB's capabilities. On DDB, I made it so that spellcasters have access to the spell lists by default and they can choose to take Improvised Spellcasting if they want to by utilizing the optional features function of the character builder.
I'm happy with how this compendium turned out. I've taken a lot of time to polish it and translate it into DDB. A lot of time. Too much time. Hopefully someone finds good use of it. Enjoy!