So I scraped the ideas I saw in this thread and through this together, using the Rogue's class description as a template, it is first stab at it, but is this the idea you were thinking of? Apologies for the log post, I am not sure how to hide it.
Adventurer
Core Adventurer Traits | |
Primary Ability |
Any |
Hit Point Die |
D8 per Adventurer level |
Saving Throw Proficiencies |
Pick two |
Skill Proficiencies |
Choose 2: |
Weapon Proficiencies |
Simple weapons |
Tool Proficiencies |
As per background |
Armor Training |
none |
Starting Equipment |
Choose A or B: (A) 2 Daggers, Adventurer’s pack, and 8 GP; or (B) 100 GP |
Adventurers rely on luck and determination to survive in any situation. They either stumble upon the solution or doggedly continue to a solution to any problem they encounter. A few even learn magical tricks to supplement their other abilities. Many Adventurers focus on teambuilding, while others refine random abilities, they have picked up that help them in a dungeon environment.
In combat, Adventurers to develop skills based on their strongest ability, Strength: brute force attack; Intelligence: cunning strategies, Wisdom: guidance and support, Dexterity: agile manoeuvres; Constitution: redoubtable defence, Charisma: inspired leadership. They are individuals and unique.
Some Adventurers began their careers after inviting a group of Dwarves to dinner and being inspired to aid in their quest. Or helping a stranger on the road to escape capture and slowly getting involved in the stranger’s adventure. In any case, they rely on luck and their innate ability to pick up random skills to survive constant dangers while adventuring.
Becoming a Adventure...
As a Level 1 Character
- Gain all the traits in the core Adventurer’s table
- Gain the Adventurer’s level 1 features, which are listed in the Adventurer’s Features table
As a Multiclass Character
- Gain the following traits from the Adventurer’s Features table: Hit Point Die, proficiency in one skill of your choice, proficiency with a set of Tools, and a saving throw proficiency.
- Gain the Adventurer’s level 1 features, which are listed in the Adventurer’s Features table.
Adventurer Class Features
As an Adventurer, you gain the following class features when you reach the specified Adventurer levels. These features are listed in the Adventurer Features table.
Adventurer Features
Level | Proficiency Bonus | Class Features |
Luck | 1 | +2 | Luck, Not Dying, Expertise |
1d6 | 2 | +2 | Combat training |
1d6 | 3 | +2 | Adventurer Subclass, Other Worldly Support |
2d6 | 4 | +2 | Ability Score Improvement Combat training |
2d6 | 5 | +3 | Cunning Strike, Uncanny Dodge |
3d6 | 6 | +3 | Expertise Combat training |
3d6 | 7 | +3 | Not dying |
4d6 | 8 | +3 | Ability Score Improvement, Combat training |
4d6 | 9 | +4 | Subclass feature |
5d6 | 10 | +4 | Ability Score Improvement, Combat training |
5d6 | 11 | +4 | Improved Adventurer’s Shine |
6d6 | 12 | +4 | Ability Score Improvement, Combat training |
6d6 | 13 | +5 | Subclass feature |
7d6 | 14 | +5 | Devious Strikes, Combat training |
7d6 | 15 | +5 | Determined mind |
8d6 | 16 | +5 | Ability Score Improvement, Combat training |
8d6 | 17 | +6 | Subclass feature |
9d6 | 18 | +6 | Destiny’s Favour Combat training |
9d6 | 19 | +6 | Epic Boon |
10d6 | 20 | +6 | Stroke of Luck, Combat training |
10d6 |
|
Level 1: Expertise
You gain
Expertise in two of your skill proficiencies of your choice.
At Adventurer level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Luck
You are extremely lucky. Once per turn, you can expend a luck point to re-roll any roll with
Advantage .
This is decided after the result of the initial role is determined. The result of the second role is binding.
Level 1: Not Dying
You are either blessed by the God’s or have a integral destiny such that the universe does not want you to die, once per short rest any event from spell, combat or accident that would kill you instead reduces you to 1 hit point through some incredible random event and saves your life.
At Adventurer level 7, you gain a second occurrence of not Dying per short rest.
Level 2: Combat Training
Your random training with fighting allows you to gain proficiency with one martial weapon or armour. This limited to one specific weapon or armour, if you choose a sword, it is one type of sword, a long sword or rapier, and if you choose an armour instead it is one specific armour, and you must choose a light armour first and then at later levels you can choose a heavier armour.
At Adventurer level 4, 6, 8 ,10, 12, 14 16, 18, 20, you add one weapon or armour to list of skills.
Level 3: Adventurer Subclass
You gain a Adventurer subclass of your choice. The
Thief subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Adventurer levels. For the rest of your career, you gain each of your subclass’s features that are of your Adventurer level or lower.
Level 3: Other Worldly Support
You are subject to the attention of an other wordly being who interested in your well fare. As a Bonus Action, once per day you can ask for a small favour, “ I wish there was fresh water nearby” and you stumble on a full canteen. “It would be nice to be in the shade” and a few clouds roll in to keep you constantly in the shade. This cannot materially improve your life, but may provide particular benefit, I really hope that snake that bit me wasn’t venomous
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “
Feats”) or another feat of your choice for which you qualify. You gain this feature again at Adventurer levels 8, 10, 12, and 16.
Level 5: Adventurer’s Shine
You’ve developed an Adventurer’s ability based on your Primary ability score, once per day you may this ability, it functions either with you attack or instead of your attack. You gain one and only one of these abilities
Strength: brute force attack; you focus on doing damage and for each point of attack bonus you give up you add one bonus point of damage. If you had +3 to hit a target you give up the whole or part of the bonus to deliver more damage if you hit.
Intelligence: cunning strategies, you are able to discern the weaknesses of your opponents and can communicate it to your companions, even if there is no open verbal or other communications, your companions understand clearly what you have discerned
Wisdom: guidance and support, you provide guidance and protection to your companions and any within 20’ of you gain +2 temporary hit points and protection from fear for 2 rounds
Dexterity: agile manoeuvres; you are able to move through and around enemies without provoking advantage or triggering reactions. You may move 15’ while doing so.
Constitution: redoubtable defence, you divert all your attention to defence and gain +2 AC and two Hit Die of temporary hit points. The hit points will last as long as you are defending.
Charisma: inspired leadership. You can inspire you comrades and move 2 of them two squares in any direction, except through solid object.
Level 5: Dogged Persistence
When you are immobilised, either by spell effect, of physical condition, you can roll a saving throw with advantage to throw off the effect and resume your normal condition. This work with magical effects such as charm, or physical effect as stunned or poisoned.
Level 7: Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the
Incapacitated condition. Though you can use your Dogged persistence to remove the incapacitated condition.
Level 7: Reliable Skills
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 11: Improved Adventurer Shine
You can use up to two Adventure Shine effects per day
Level 14: Diverse Adventurer Shine
You can now choose between the effects of your top ability scores
Level 15: Determined Mind
Your determined personality has become difficult to overwhelm and you gain proficiency bonus on all mind influencing effects.
Level 18: Destiny’s Favour
You are so close to your final destiny that no opponent can gain the upper hand against you. No attack roll can have
Advantage against you unless you have the
Incapacitated condition.
Level 19: Epic Boon
You gain an Epic Boon feat (see “
Feats”) or another feat of your choice for which you qualify.
Level 20: Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a
D20 Test, you can turn the roll into a 20.
Once you use this feature, you can’t use it again until you finish a
Short or
Long Rest.
Adventurer Subclass
A Adventurer subclass is a specialization that grants you features at certain Adventurer levels, as specified in the subclass. This section presents the
Thief subclass.
Ally of Note
Be the best ally as a Classic Adventurer
You are the best friend, determinedly standing by your friends learning form them and building skills
Level 3: Magical Pinache
You learn 3 cantrips that are available to any of the classes in your group. They do not need to have been chosen by one the other players.
Changing Your Cantrips. Whenever you gain an Adventurer level, you can replace one cantrip on your list with another cantrip chosen from the current classes in your group.
Spellcasting Ability. Your primary ability is your spellcasting ability for your cantrips
Level 3: Canny Friend
You’ve worked well and know your teammates so well., that you and any ally within 10 squares of you who can see and hear you gain advantage to
Insight checks and
Perception checks
.
Level 13: Coordinated Combat
Whenever any ally in combat with you both can see each other, you both gain advantage with your first attack.
Level 17: Companions’ Rush
You are steadfast in your support of the team, and when a member of the team is in jeopardy, you can move twice your movement rate at a rush to get to their side to render aid, either to attack those that threaten them or provide whatever assistance is require.