Age of Orion
HB Class BF Explorer
Light on their feet, Explorers can find their way through any environment. In combat they focus on disabling or disadvantaging enemies as opposed to dealing damage.
|1||+2||0||Flow, Expertise, Runner (10)|
|4||+2||1||Ability Score Improvement|
|5||+3||2||Exploration Style Feature, Runner (15)|
As a Explorer, you gain the following class features.
Hit Dice: 1d8 per Explorer level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Explorer level after 1st.
Armor: Light Armor.
Weapons: Simple weapons.
Tools: Climbers Kit.
Saving Throws: Strength, Dexterity
Skills: Choose Two from Acrobatics, Athletics, Medicine, Perception, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
* Climbers Kit, Athletic Clothing, Messenger Bag, 10 Rations.
The Explorer has a pool of reserve energy they can expend on special class features. Flow is the building and maintenance of motion.
Flow Limit = Proficiency Bonus.
Move (1): The first time you move 30 feet each turn.
Dash (1): Anytime you use the dash action, gain 1 Flow.
Disengage (1): Anytime you use the disengage action, gain 1 Flow.
Special Attacks (1): Anytime you perform a Trip or Disarm, Gain 1 Flow.
(1) Sprint: Dash as a Bonus Action.
(2) Careful Step: Disengage as a Bonus Action.
(3) Acrobatic Dodge: Dodge as a Bonus Action.
: An Explorer who doesn’t end up more than 10 feet away from the square they started their turn in, loses 2 Flow at the end of their turn.
: An Explorer who has their speed reduced to 0, through a status or magical effect immediately lose all their Flow.
: An Explorer who’s speed is reduced or slowed by difficult terrain, loses 2 Flow at the end of their turn.
At 1st level, choose two skill proficiencies, or one of your skill proficiencies from the list below and your proficiency with a Climbers Kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Skills: Acrobatics, Athletics, Perception.
The Explorer’s increases by 10 feet, then 5 feet every time they gain the Runner Class Feature at 5th 9th, 13th, and 17th level. This bonus only applies while the Explorer isn’t wielding a shield or wearing medium or heavy armor.
At 2nd level, the Explorer focuses on a specific type of exploration found at the bottom of the class. Urban Explorer, Tracker, Witch Hunter.
At 3rd level, the Explorer gains the following Free Running Techniques. Each requires a set amount of Flow to use.
Free Running Techniques:
(1) Slide Kick: As an action perform a sliding kick to quickly and safely pass by an opponent. You must move at least 5 feet towards your target, make a trip attack against the target with advantage, if the target is knocked prone they also lose their Reaction.
(2) Wall Running: You gain a Climb Speed equal to your Speed when moving horizontally along a wall. You can not end a turn attached to a wall, if you do so you fall.
(1) Tuck and Roll: After a fall, if you move 5 feet, you gain Resistance to that fall damage.
(2) Force of Momentum: Gain Advantage on an Attack or Grapple check.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Urban explorers excel in large cities and urban environments. They’re use to the verticality and systems of society, they learn to defend themselves by disabling and slowing enemies instead of killing them.
Urban Free Running
At 2nd level, the Explorer gains access to Urban Free Running techniques.
(1) Cat Pass: Ignore non-magical Difficult Terrain caused by Medium and Large sized obstacles.
(2) Climb up: Convert up to 15 speed into vertical movement up walls, a maximum of 15 feet of movement at a time.
(1) Arm Jump: After a long jump, grab onto a ledge without an Athletics check.
(2) Wall Kick: Kick off of a wall to triple your jump height
(1) Underbar: You can use a bar or pole to extend your movement. Move your long jump distance after moving into the tile with the pole, the long jump distance does not count as part of your speed.
Shot on the Run (1): Take disadvantage on an attack you have advantage on to gain one flow.
Risk Taker (1): Succeed on an Acrobatics or Athletics check at disadvantage, gain one flow.
At 2nd level, the Explorer gains proficiency in two of the following skills of their choice: Medicine, Slight of Hand, and Stealth. Gain proficiency in Personal Firearms.
Redirection of Force
At 5th level, as an action the Explorer can make a Slight of Hand against a target within 5 feet, the target defends with Athletics or Acrobatics. Defenders gain advantage on the check if they’re holding their weapon with two hands. Spend a point of Flow to gain advantage on the Slight of Hand check. If the attacker has a free hand, they may equip the disarmed weapon.
At 8th level, the Explorer can never drop below one Flow in an Urban environment.
Trackers spend their time in the wilds following their target for days, weeks, or months at a time. They defend themselves by setting up quick traps that blend into their environment.
At 2nd level, the Explorer gains the ability mark a target as your quarry. Quarry within reach of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. Deal 1d6 extra damage when you strike your quarry.
Flow of the Chase
At 2nd level, the Explorer gains the ability to Track at normal travel speed.
(1) Blood Hound: As a bonus action, use Investigate.
(2) Tighten the Net: As a Reaction, make a Grapple attack.
(1) Follow Through: Add 1d6 extra damage to a melee attack you made.
(2) Lights Out: Declare before rolling a melee attack, if the attack hits, the target must make a DC 8 + Explorer’s Strength + Explorer’s Proficiency or be rendered unconscious until they succeed the check at the end of their turn.
The Chase (1): Gain a point of flow as long as your quarry is willingly moving away from the Explorer.
The Thrill (1): When you attack and miss your quarry with a reaction, gain a point of Flow.
At 2nd level, the Explorer gains proficiency in two of the following skills of their choice: Handle Animal, Nature, Survival. Gain proficiency for Martial Weapons.
At 5th level, the Explorer’s Runner ability now works as long as they’re not in heavy armor. Gain proficiency in Shields and Medium Armor.
Witch Hunters have a strong connection to the Weave which they use to track down spell casters. They explore new environments with the assistance of spells and have even been known to travel to other planes.
Arcane Spell Casting
At 2nd level, the Explorer gains access to arcane magic to help in their cause.
They pick spells from their list in the Bright Future Spells. Witch Hunters recharge their spells on a short rest.
|Level||Cantrips||Known Spells||Caster Level||Spell Slots|
Spell Saving Throw: 8 + Proficiency Bonus + Intelligence Modifier
Spell Attack: Proficiency Bonus + Intelligence Modifier
At 2nd level, the Explorer gains proficiency in two of the following skills of their choice: Arcana, History, Religion. Gain proficiency in a single weapon.
At 2nd level, the Explorer gains the following uses of flow.
(2) Counter Spell: When a spell is cast, as a reaction, roll an Arcana check DC 10 + Spell level (0 for cantrips).
(1) Slayer: When you damage a creature that is concentrating on a spell, that character has disadvantage on the saving throw it makes to maintain its concentrations.
(2) Concentrated Weave: Impose disadvantage against one target making a save against a spell you cast.
(1) Threaded: Gain advantage with a spell that requires an attack roll against a single target.
Spell Casting (1): When you cast a spell, gain one flow.
At 5th level, the Explorer selects one 1st-level spell from any spell list, you can cast this spell once per short rest, at your caster level.