Wilderness warriors, explorers specialize in hunting down monsters that threaten the edges of civilization – humanoid raiders, devastating beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their prey like a predator, sneaking through the wild and hiding in the undergrowth and debris. Scouts focus their combat training on techniques that are particularly useful against specific enemies. Thanks to their familiarity with the wild, explorers gain the ability to cast spells that harness the power of nature, just as a druid would. Her spells, like her combat skills, emphasize speed, stealth, and hunting zombie 5e.
Hit Dice: 1d10 per Scout level.
Hitpoints at first level: 10 + your Constitution modifier.
Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier for each Explorer level after the first level.
Armor: Light Armor, Intermediate Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Salvation Rolls: Strength, Dexterity
Skills: Choose three from Athletics, Research, Nature, Perception, Insight, Stealth, Survival, and Animal Treatment
You start with the following equipment, in addition to the equipment granted by your background:
– a) Scalemail or b) Leather armor.
– a) Two short swords or b) Two simple melee weapons.
– a) a dungeon team or b) an explorer team.
– Longbow and a quiver of 20 arrows.
Starting at level 1, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favorite enemy: Aberrations, beasts, celestials, builders, dragons, elementals, Faeries, demons, giants, monstrosities, hundreds, plants, or undead.
Alternatively, you can choose two races of humanoids (like gnolls or orcs for example) as your favorite enemies.
You have an advantage in the Wisdom (Survival) rolls to track favorite enemies, as well as in the Intelligence rolls to gather information about them.
When you gain this trait, you also learn the language of your choice spoken by your favorite enemies, if they speak any of those languages.
You choose an additional favorite enemy, as well as an associated language, at level 6 and then at level 14. As you gain levels, the options should reflect the type of monsters you may have encountered during the adventure.
You are particularly familiar with a type of natural environment and are adept at traveling and surviving in those regions. Choose a favorite terrain type: arctic, shoreline, desert, forest, grassland, mountain, swamp, or Underdark. When you make an Intelligence or Wisdom test related to your favorite terrain, your competition bonus is doubled if you are using an ability in which you are competent.
While traveling for an hour or more on your favorite terrain, you gain the following benefits:
• Difficult terrain does not reduce your group’s travel speed.
• Your group cannot be lost unless it is by magical means.
• Even when you are engaged in other activities while traveling (such as foraging, browsing, or tracking), you remain alert to danger.
• If you travel alone, you can sneak around at a normal pace.
• When you forage, you get twice as much food as you would normally.
• While tracking other creatures, you also know their exact number, their sizes, and how long they passed through the area.
You choose additional preferred terrain types at level 6 and then level 10.
At 2nd level, you adopt a combat style as your specialty. Choose one of the following options. You cannot choose a Combat Style more than once, even if you have a chance to choose again later.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While wearing armor, you gain +1 AC.
When you are holding a melee weapon in one hand and are not brandishing any other weapons, you gain a +2 damage bonus with that weapon.
Great Weapon Combat
When you roll a 1 or 2 on a damage die in an attack you make with a two-handed melee weapon, you can roll the die again and keep the new result. The weapon must have two-handed or versatile ownership in order for you to gain this benefit.
At the 2nd level, you have learned to use the magic essence of nature to cast spells, just as a druid would.
The Explorer table shows how many spell spaces you have to cast your spells. To cast one of these spells, you must spend a space of the same level or higher than the spell’s level. You recover all your spent spell spaces when you finish a long rest.
For example, if you know the level 1 animal empathy spell and you have a level 1 and a level 2 spell slot, you could cast that spell with any of those slots.
Spells learned level 1 or higher
You know two levels 1 spells you choose from the explorer’s spell list.
The Known Spells column in the explorer table shows when you learn more explorer spells of your choice. Each of these spells must be of a level for which you have spell spaces, as shown in the table. For example, when you reach level 5 in this class, you can learn a new level 1 or 2 spells.
Also, when you gain a level in this class, you can choose an explorer spell you already know, and replace it with another one from the list of spells of the explorer, which must be of a level for which you have spell spaces.
Wisdom is the spellcasting feature for your Scout spells, as your magic is based on your attunement to nature. You use your Wisdom each time a spell references your spellcasting characteristic. In addition, you use your Wisdom to determine the DC of the saving throw of your Scout spells and when you make an attack roll with one of them.
Spell save CD = 8 + your proficiency bonus + your Wisdom
modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 3rd level, you choose an archetype which you strive to imitate: Hunter or Master of the Beasts, both of which are detailed at the end of the class description. Your choice grants you traits at level 3 and then at 7, 11, and 15.
Starting at level 3, you can use your action and spend a scout spell slot to focus your attention on the region around you. For 1 minute for each level of spell space spent, you can detect the following creature types that are present within 1 mile of you (or within 6 miles if you are on favorite terrain): aberrations, celestials, dragons, elementals, faeries, demons or undead. This trait does not reveal the exact location or number of creatures.
When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase a characteristic score of your choice by 2, or you can increase two characteristic scores of your choice by 1. As a general rule, you cannot increase a characteristic score above 20 using this trait.
Starting at level 5, you can attack twice, instead of once, when you use the Attack action on your turn.
Starting at level 8, moving through difficult non-magical terrain does not cost you any additional movement. You can also pass through non-magical plants without being stopped by them and without taking damage if they have thorns, spikes, or similar risk. Additionally, you have an advantage in saving throws against plants that are created to manipulate or impede movement, such as those generated by the entangle spell.
Hide in plain sight
Starting at level 10, you can spend 1 minute creating a personal camouflage. You must have access to fresh mud, earth, plants, soot, and other materials of natural origin with which to create your camouflage.
Once you camouflage yourself in this way, you can try to hide by leaning on a solid surface, such as a tree or wall that is at least as tall or wide as you are. You gain a +10 bonus to Dexterity (Stealth) rolls as long as you remain motionless and do nothing. Once you move or do some action or reaction, you must camouflage yourself again to reap the benefit.
Starting at level 14, you can use your hide action (Hide in Plain Sight) as a bonus action during your turn. Also, you can’t be tracked by non-magical methods, unless you intentionally decide to leave a trail.
At level 18, you gain preternatural senses that help you fight off creatures you can’t see. When you attack a creature you can’t see, your inability to see it does not place a disadvantage on your attack rolls against it. You are also aware of the location of any invisible creatures within 30 feet of you, as long as the creature is not hidden or blind or deaf.
At level 20, you become the unforgiving hunter of your enemies. Once per turn, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make on one of your favorite enemies. You can choose to use this trait before or after the roll, but before any effect, the roll may apply Read More.