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Pioneer


Hit Points

Hit Dice: d10 per Pioneer level
Hit Points at first Level: d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Pioneer Level after first

Proficiences

Armor: Light Armor, Medium Armor
Weapons: Musket, Martial Weapons
Tools: Woodcarver’s tools, Cartographer’s tools
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Athletics, Persuasion, History, Stealth, Perception, and Survival

Overview & Creation

As a Pioneer you explore the land while fighting to secure what treasure you have found. You specialize in exploring and fighting.


Class Features

Knack for Exploration Level 1 You gain a +1 in passive perception and +1 in Wisdom modifier   Wilderness Survival When fighting in the middle of nowhere for example a woods, desert, or mountainous terrain away from survival. You gain advantage on any Survival Checks made.   Fighting Style Level 2 You gain a Fighting Style of your choosing   Martial Archetype Level 3 You choose one of the available sub classes as your subclass   Natural Telling Level 3 Only can use once per long rest. When fighting against a beast you can make it have disadvantage on any attack roles against you for 1 hour.   Ability Score Increase Level 4 When you reach level 4 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20.   Extra Action Level 5 You are able to attack twice a turn.   Life or Death Level 6 At less than 10HP you can spend 2HP to attack with a Simple Weapon. You must roll to hit. You can do this twice per long rest.   Martial Archetype Feature Level 7 Check your subclass   Ability Score Increase Level 8 When you reach level 8 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20.   Knack for Exploration Increase You gain a +1 in passive perception and +1 in Wisdom modifier   Martial Archetype Feature Level 10 Check your subclass   Pioneer's Trade Level 11 You gain expertise in either Athletics History, or Perception   Ability Score Improvement Level 12 When you reach level 12 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   Extra Attack Level 13 You gain an extra attack per turn   Ability Score Improvement Level 14 When you reach level 14 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20.   Martial Archetype Level 15 Check your subclass   Ability Score Improvement Level 16 When you reach level 16 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   Life or Death Improvement Level 17 At less than 15HP you can spend 2HP to attack with a Simple Weapon. You must roll to hit. You can do this thrice per long rest.   Martial Archetype Level 18 You gain advantage on all rolls that involve you using your element.   Ability Score Improvement Level 19 When you reach level 19 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   Master of Exploration Level 20 You gain Expertise in Athletics, History, and Perception


Starting Equipment

(a) Chain Mail or (b) Leather Armor, simple weapon (a) a martial weapon and shield or (b) Musket and 10 Musketballs (a) a dungeoneers pack or (b) explorers pack


Subclass Options

Inquisitor You are able to use magical abilities to help in your exploration and treasure hunting   Inquisitor Magic Level 3 Believing in a god you gain magical abilities to help you on your exploration and quests You gain 2 Can trips of your choice and 2 spell from the sorcerers class. You have 1 1st Level Spell Slot you cast with Charisma   Inquisitor Magic Level 7 Further improving your studies you gain Half-proficiency in Arcana Checks You gain of your choice 2 new spells of either 1st level or 2nd level. You have 3 1st level spell slots and 1 2nd level spell slot   Inquisitor Magic Level 10 Further improving your studies you gain proficiency in Arcana Checks You gain of your choice 2 new spells of either 1st level, 2nd level or 3rd level. You have 5 1st level spell slots, 3 2nd level spell slots, and 1 3rd level spell slot.   Inquisitor Magic Level 15 Further improving your studies you gain Expertise in Arcana Checks You gain of your choice 2 new spells of either 1st level, 2nd level, 3rd level, or fourth level. You have 7 1st level spell slots, 5 2nd level spell slots, 3 3rd level spell slot, and 1 4th level spell slot.   Inquisitor Magic Level 18 Further improving your studies you gain Expertise in Arcana Checks You gain of your choice 2 new spells of either 1st level, 2nd level, 3rd level, or fourth level. You have 9 1st level spell slots, 7 2nd level spell slots, 5 3rd level spell slot, and 3 4th level spell slot.   -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------   Musketeer You are a master at using a musket and have serious luck   Skilled CQC Fighter Level 3 If you fire your musket at someone within 40 ft of you you have advantage on the hit. Also, if you attack someone with a rapier you can add a extra 1d4 to damage, twice per long rest.   Lucky Shot Level 7 You gain advantage on a shot from your musket that is 100 or farther ft away. If you roll a 18 - 20 you crit on the shot.   Charismatic Troubadour Level 10 You gain at your choosing expertise in either Persuasion or Performance.   Lucky Madman Level 15 When you are outnumbered you can make anyone that attacks you have disadvantage for one turn and increase you AC to 15 + your Constitution Modifier for one turn. You can use this twice per long rest.   True Musketeer Level 18 You gain expertise in acrobatics and survival.   -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------   Guerrilla Fighter You have adapted to fighting in rough terrain and are a natural at ambushing.   Hiding Places Level 3 You have Proficiency in stealth. You also have Advantage when hiding in forests, deserts, and mountains.   Guerrilla Ambush Level 5 When hiding you are able to do a extra 2d6 damage with a ranged weapon. After doing a ambush you are able to do x2 your base speed to a new area to ambush opponents from. You are able to use this 3 times per long rest   The Underdog Level 10 When fighting against a larger creature than you you may add a extra 1d6 Damage with a ranged Weapon to your Guerrilla Ambush.   Battle Hardened Level 15 You gain proficiency on Intimidation checks. You as well are a quick and nimble fighter making any opportunity attack against you have disadvantage   Freedom Fighter Level 18 When hiding you are able to do a extra 4d6 damage with a ranged weapon. After doing a ambush you are able to do x2 your base speed to a new area to ambush opponents from. You are able to use this 5 times per long rest


Created by

Italius.

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