Archetype - Explorer

## The Wandering Explorer

The Explorer Archetype represents those Characters who are most at home when they are not at home. They are in touch with the environment around them, and to a great extent become a part of that environment. They use this connection to guide others, gain the upper hand against their enemies and even draw magical power from it.

### Features

As they progress through this Archetype, they are able to expend Stamina to Focus their senses and Attack against a single Mark, allowing them to pursue them over great distances and inflict severe damage against them. At higher levels, they gain a gift from their Explorations in the form of either an ability to better adapt to their environments, a loyal animal companion or a vastly improved knowledge of the world.

### Recommended Ability Bonuses

* High Dexterity
* Good Endurance
* Good Focus

### Alternate Names

* High Fantasy Settings: Rangers
* Historic and Modern Settings: Explorers
* Futuristic Setting: Travelers

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Explorer.

### Skill

* You gain either the Survival or Lore Skill.
	+ If you already have one of these Skills, you may gain any Skill of your choice.

### Weapon and Armor Training

* Trained in all Simple, Advanced Weapons and Complex Weapons.
* Trained in Light Armor, Medium Armor and Shields.

### Saving Throw Skills

* Trained in Dexterity Saving Throws
* Trained in Strength Saving Throws

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 6 for each level of this Archetype you have.

### Additional Languages and Tool Skill

* You learn two Languages of your choice
* You become Skilled with one set of Tools of your choice.

### Expertise

* You gain Expertise in one Skill and one set of Tools in which you are Skilled
* Whenever you make a Skill Check using a Skill or a Tool you have Expertise in, you may add one roll of your Expertise Die (See Below) to the result.
	+ If a Skill Check benefits from multiple instances of Expertise, such from using both a Tool and Skill with expertise as part of a Skill Check, roll the Expertise Die with Advantage.

### Expert Die

* At Level 1 your Expertise Die is a d4. This die represents your Character's ability to provide help and guidance to those around them.
* At levels 5, 9, 13 and 17 of Explorer, the Improved Expertise Die feature increases the size of your Expert Die to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Expertise Die feature from another source (such as the Trickster or Muse Archetypes), increase the Expert Die by one size category, upto a maximum size of a d12.

### Spellcasting: Natural

You have learned to channel Natural Power through your understanding of and connection to the Natural world.

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Explorer Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may use with the Cast a Spell Action without expending Mana.
* You learn one Cantrip of your choice from the Natural Spell List.
* You learn additional Cantrips from this list you gain level in this Archetype, as shown in the Cantrips Known column of the Explorer Archetype features Table.
* You may change any number of Cantrips gained through this Archetype for other Cantrips on the Natural Spell List when you Level Up.

#### Mana

* Mana is a resource which Characters may expend to Cast levelled spells of between 1st and 5th Level.
* When you gain the Spellcasting feature, you have one Mana point.
	+ When you gain the Additional Mana feature from this Archetype, another Archetype or another Feature, your Mana increases by one. You cannot have more than 10 Mana.
* When you Cast a Spell of between 1st and 5th Level, you must expend an amount of Mana equal to the Spells level. The Spell fails if you are unable to provide sufficient Mana.
* You regain all expended Mana when you complete a Long Rest, or when you use the Recharge Action.
* You are able to use the Recharge Action twice. You regain the ability to use the Recharge Action twice after you complete a Long Rest.

#### Upcasting

* Some Spells grant additional benefits when additional Mana is spent during their Casting. This is referred to as Upcasting.
* The Maximum Mana you can spend on a Spell is equal to the Highest Spell Level you may learn (see Max Spell Level in the Archetype features Table)

#### Spells Known of 1st Level and Higher

* You may know up to two Spells at a time, and you may choose these Spells from the Natural Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Natural Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Explorers).

#### Spellcasting Ability

* Focus is your Spellcasting Ability for your Explorer Spells. The effects of these Spells are caused by your Focus of and connection to the forces of the Natural world.
* You use your Focus whenever a spell refers to your Spellcasting Ability.
* In addition, you use your Focus Bonus when setting the saving throw DC for a Explorer Spell you cast and when making an Attack roll for such a Spell.
	+ Spell Save DC = 8 + your Skill Bonus + your Focus Bonus
	+ Spell Attack Bonus = your Skill Bonus + your Focus Bonus

#### Ritual Casting

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The Duration to Cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Mana.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Explorers

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to quarter your Spellcasting level rounded up, up to a maximum of 5th level.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Natural Spell List.
* These Natural Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

##### Daily Spell Preparation

* In addition to changing your learned Spells when they Level Up, when you complete a Long Rest you may change one Natural Spell you know for another you could learn at their current Level.

##### Spellcasting Focus: Tools of Exploration

* You may use a Spellcasting Focus whenever a costless material component is required to perform an Explorer Spell.
* Explorers may use any objects which represents their connection to the Natural World.
	+ For example, it could be an intricate woodcarving, a set of survivalist tools such as Cartographer's Tools, a field journal or writing implements.
* Choose a physical object which may be easily held in one hand which would act as a Spellcasting focus for your Explorer Spells.
	+ You may not choose a Weapon or an object you may wear such as a Shield or item as a Spellcasting Focus unless a feature specifically grants you that ability.
* You may have only one Spellcasting Foci, and you may change the objects representing your Spellcasting Foci at the end of a Long Rest.
* If you lose a Spellcasting Foci, you may replace it by performing a 10 minute Ritual in which you prepare another suitable object for the task.
	+ Whether an object is deemed suitable or not as a Spellcasting Focus is at the GM's discretion.

## Level 2

### Minor Improvement

* You may Train one Ability or choose one Basic Feat from the Basic Feats Section.
	+ You may not increase an Ability Bonus above +3 with this feature.
	+ If choosing a Basic Feat, we recommend choosing a Basic Martial Feat such as Weapon Techniques.

### Stamina

* You gain a resource called Stamina Points, which you can spend in order to use powerful physical abilities, such as the Explorer's Favored Foe feature.
* When you gain this feature, you have two Stamina Points
* You regain all your Stamina Points when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum number of Stamina Points you may have increases whenever you gain the Additional Stamina feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Favored Foe

* At level 2, you focus your senses on pursuing a single target.
* When you Hit a Target with a Weapon Attack or Unarmed Strike, you may expend a Stamina Point to Mark it as your Favored Foe.
	+ Maintaining this effect requires your Character's Concentration.
	+ Damage and Environmental effects do not provoke Concentration Checks to maintain this effect however effects which would otherwise end your Concentration, such as the Incapacitated Condition or Casting a Spell which requires Concentration, will end your Concentration and this effect.
* For 1 Hour or until you Mark a different Target or you lose Concentration on this effect, you deal Additional Damage on Weapon Attacks and Unarmed Strikes against that Target (including the Triggering Attack), equal to 1 roll of your Expertise Die.
	+ If the Attack was a Critical Hit, double the total number of Expertise Dice rolled.
* Additionally, you have Advantage on any Focus Skill Checks against a Marked Character.
	+ You gain additional improvements to your Favored Foe when you reach Level 9 and Level 17 of this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Prodigy Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 5

### Improved Expertise Die

* Your Expertise Die increases from a d4 to a d6.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your Stamina Point maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Improved Attack

* When you take the Attack Action, you may make up to two separate Attacks during your Turn*.*

### Gift

* Your experiences as an Explorer have granted you a Gift. Choose one of the following Gift Options: Favored Companion, Favored Terrain or Favored Subject.
	+ You may change your chosen Explorer's Gift whenever you Level Up, losing the benefits of the previous gift.

#### Favored Companion

* You gain the Animal Companion Feat.
	+ If you already have the Animal Companion Feat , you instead gain the benefits of the Minor Improvement feature.
* You and your Animal Companion have a unique Bond. This Bond grants you and the Animal Companion a number of additional benefits:
	+ Your Animal Companion gains the benefits of the Favored Foe feature against Targets Marked by the feature.
	+ If the Animal Companion's Intelligence Bonus is less than -2, it increases to -2.
	+ It gains the ability to understand a language of your choice which you can speak.
	+ You can speak telepathically to your Animal Companion while it is within a mile of you.
	+ As an Action, while your Animal Companion is within a mile of you, you can see through it's eyes and hear what it hears until the Start of your next Turn, gaining the benefits of any special senses that the Animal Companion has. During this time, you are deaf and blind with regard to your own senses.

#### Favored Terrain

* You are particularly adapted to travelling within certain Terrains
* Choose two environments to become your Favored Terrains. We suggest a number of example environments below, however some settings may feature unique environments. Discuss with your GM options for environments you may adapt to:
	+ Arctic, Forest, Jungle, Desert, Open Ocean, Underwater, Cities, Cave Systems, Coast, Swamps, Open Space, Low Gravity Satellites (Moons and Asteroids)
* While within a Favored Environment you are Adapted to you gain the following benefits.
	+ You have Advantage on Focus Skill Checks to sense things within that Environment
	+ You ignore the effects of Difficult Terrain
	+ You have Advantage on any Checks relating to Moving through that Environment (including Travelling, Hiking, Sprinting, Climbing and Swimming)
* At the end of a Long Rest you can change one of your Favored Terrains. You must have spent the Long Rest within the new choice of Environment for it to become your new Favored Terrain.

#### Favored Subject

* Your travels have gifted you a wide breadth of knowledge, which you may use to your Advantage both in and out of combat.
* You gain the Lore Skill.
	+ If you already have this Skill, you gain another Skill of your Choice.
* You learn one additional language of your choice
* Choose one of the following Subjects. Whenever you make a Lore Skill Check relating to that Subject, you have Advantage on the Check:
	+ World History
	+ Magic
	+ Nature
	+ Religion and Legends
	+ Monsters

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 7

### Energetic

* Whenever you fail a Strength, Dexterity or Endurance Saving Throw you may spend one Stamina Point to add one roll of your Expertise Die to the Result, potentially turning the failure into a Success (No Action Required).
	+ You may only use this Feature once on any given Saving Throw.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Natural Spell List.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Expertise Die

* Your Expertise Die increases from a d6 to a d8.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your maximum number of Stamina Points increases by one.
* The number of Spells you may know at a time increases by one.

### Improved Favored Foe

* You are immune to the Frightened Condition against Characters Marked by your Favored Foe feature.
	+ If you are Frightened of a Character before they are Marked by the Favored Foe feature, Marking them ends the Frightened condition.
* You may expend 3 Stamina Points when you use the Favored Foe feature. Doing so grants the following additional benefits to that feature.
	+ The Additional Damage caused by the Favored Foe feature increases to two rolls of your Expertise die.
	+ The Duration of the effects of the Favored Foe feature increases to 8 hours.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 11

### Additional Skill, Language and Tool Skill

* You gain one Skill of your choice
* You learn one additional Language of your choice
* You become Skilled with one set of Tools of your choice

### Expertise

* You gain Expertise in one Skill and one Set of Tools in which you are Skilled

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 12

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Expertise Die

* Your Expertise Die increases from a d8 to a d10.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your maximum number of Stamina Points increases by one.
* The number of Spells you may know at a time increases by one.

### Improved Gift

* Your Gift gains an additional improvement, as described below.

#### **Favored Companion**

* Your Animal Companion has Advantage on Attacks against Targets you have Marked with your Favored Foe feature.

#### **Favored Terrain**

* You gain one additional Favored Terrain or your choice.
* While you are within a Favored Terrain you gain the following benefits:
	+ You may take the Stealth Action as a Minor Action.
	+ When you use the Stealth Action you may expend a Stamina Point to become Invisible. This Invisibility lasts until the End of your next Turn.

#### Favored Subject

* You learn one additional language of your choice.
* Choose one of the following Subjects. Whenever you make a Lore Skill Check relating to that Subject, you have Advantage on the Check:
	+ World History
	+ Magic
	+ Nature
	+ Religion and Legends
	+ Monsters
* When you make a Lore Skill Check, you may expend one Stamina Point to add a roll of your Expertise Die to the Result of the Check.
	+ If you already add your Expertise Die to the Check due to the Expertise feature, roll the Expertise Die with Advantage.

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Improved Energetic

* You have Advantage on Checks to prevent or End the Exhausted Condition.
* Additionally, if you fail a Strength, Dexterity or Endurance Saving Throw, you may spend two Stamina Points to turn the failure into an automatic Success. (No Action Required)

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 16

### Legendary Abilities

* From Level 16 onwards, Ability Score Increases you gain from this Archetype may increase your Ability Score totals beyond 20, but not beyond 30.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Natural Spell List.
* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Expertise Die

* Your Expertise Die increases from a d8 to a d10.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your maximum number of Stamina Points increases by one.
* The number of Spells you may know at a time increases by one.

### Improved Favored Foe

* You always know the exact distance and direction to a Character Marked by your Favored Foe feature, provided they are on the same plane of existence as you.
* You may expend 5 Stamina Points when you use the Favored Foe feature. Doing so grants the following additional benefits to that feature.
	+ The Additional Damage caused by the Favored Foe feature increases to three rolls of your Expertise die.
	+ The Duration of the effects of the Favored Foe feature increases to 24 hours.

## Level 18

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Improved Gift

* Your Gift gains an additional improvement, as described below.

#### **Favored Companion**

* While you are within 120ft of your Animal Companion, you may choose to have any Spell you cast originate from your Animal Companion instead of yourself.
* Additionally, when you Cast a Spell which Targets only yourself, your Animal Companion also gains the benefits of that Spell.

#### Favored Terrain

* You gain one additional Favored Terrain or your choice.
* While you are within a Favored Terrain you have Blindsight of 30ft. You automatically detect hidden Characters, doors and other objects within this range.

#### Favored Subject

* You learn one additional language of your choice.
* Choose one of the following Subjects. Whenever you make a Lore Skill Check relating to that Subject, you have Advantage on the Check:
	+ World History
	+ Magic
	+ Nature
	+ Religion and Legends
	+ Monsters
* As an Action, you may expend 5 Stamina Points to Cast the Legend Lore Spell without expending Mana, Pact Power or providing Material Components.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 20

### Master Hunter

* You may use your Favored Foe feature without expending Stamina Points.
	+ When you use the Favored Foe feature in this way, treat it as having expended only one Stamina Point.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## **Navigation**

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode