Explorer

Explorer — cunning field-operatives and scholar-adventurers who make their living in places others have forgotten. They balance bold action with careful study, thriving on danger, mystery, and the thrill of discovery.

Class Features

Hit Die d8
Primary Ability Dexterity, Intelligence
Saving Throws Dexterity, Intelligence

Proficiencies

Armor Light armor
Weapons Simple weapons, Shortsword, Longsword, Hand crossbow, Shortbow
Tools Thieves' tools, Cartographer's tools, Tinker's tools
Skills Choose 4 from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, Stealth, Survival

Starting Equipment

• A shortsword or a shortbow with 20 arrows
• Thieves' tools and a pack (Explorer's kit: rope, pitons, chalk, magnifying lens), or tinker's tools and cartographer's tools
• A set of traveler's clothes and a trinket from a past expedition

Class Resources

Ingenuity Points Max 6 (Regain all Ingenuity Points on a short or long rest)

Class Abilities

Martial Abilities

Trap Sense
Action 1 Ingenuity Point Level 1

You have advantage on checks to detect and disable traps. You can expend 1 Ingenuity Point to automatically succeed on a thieves' tools check to disarm a mechanical trap or to prevent a trap from making noise or visible signs.

Utility Effect
Conditions: auto-disarm or silent disarm
Duration: Instant
Studied Strike
Attack 1 Ingenuity Point Level 2

A precise strike exploiting a learned weakness. On hit you may spend 1 Ingenuity Point to deal extra 1d6 damage and mark the target as Studied; allies attacking the Studied target gain advantage on melee attacks against it until end of your next turn.

Prerequisites:

Must be wielding a finesse or ranged weapon

Damage Effect
Damage: 1d6 piercing (Increases to 2d6 at 11th level, 3d6 at 18th level)
Conditions: Studied
Duration: Until end of your next turn
Rope & Ruse
Attack 1 Ingenuity Point Level 3

Turn tools and rope into battlefield control. Make an improvised tool attack as an attack action; on a hit you can restrict movement or trip. Spend 1 Ingenuity Point to make the immobilization last 1 minute (victim can attempt a contested escape).

Control Effect
Conditions: restrained or prone (improvised)
Duration: 1 minute (escape contested check)
Daring Escape (Reaction)
Reaction 1 Ingenuity Point Level 3

Use your reaction and 1 Ingenuity Point to move up to half your speed without provoking opportunity attacks and end grapples or restraints applied this turn.

Mobility Effect
Conditions: ends grapple or restrain
Duration: Instant
Field Improvisation
Action 1-3 Ingenuity Points Level 10

Spend Ingenuity Points to craft temporary devices: rope launcher, sensor, or smoke/flash effect. Each device has field uses and lasts 1 hour.

Utility Effect
Saving Throw: Con save for flash
Conditions: obscure area or blind on failed save
Duration: 1 hour (device); flash 1 round
Scout's Shadow
Attack Level 9

Enhanced first-strike from stealth. Your first attack out of hiding deals +1d6 damage and you gain 10 extra feet when moving to flank the observed foe.

Prerequisites:

You must be hidden from the target

Damage Effect
Damage: 1d6 slashing or piercing
Duration: Instant
Studied Mark (Utility)
Bonus Action 1 Ingenuity Point (to extend) Level 4

You can mark a target you have observed; marking helps you recall vulnerabilities. For 1 minute the target is Studied (grants small tactical bonuses). Expend 1 Ingenuity Point to extend duration to 10 minutes.

Buff Effect
Conditions: Studied
Duration: 1 minute (or 10 minutes if extended)
Tactical Recall
Reaction 1 Ingenuity Point Level 17

Use your reaction and 1 Ingenuity Point to allow a reroll of a failed saving throw against a trap or environmental effect for you or an ally within 30 feet.

Utility Effect
Conditions: reroll saving throw
Duration: Instant
Vault Breaker
Action 1-2 Ingenuity Points Level 15

Apply specialized knowledge to force mechanical openings. Spend 1-2 Ingenuity Points to guarantee success on nonmagical locks or to reduce the DC of a complicated mechanism.

Utility Effect
Conditions: auto-success on nonmagical lock (2 IP)
Duration: Instant
Adrenal Surge
Bonus Action Once per short rest (increases to twice at 17th) Level 11

Enter a heightened state for 1 minute. You gain +10 ft movement, temporary HP equal to your level, advantage on Dexterity checks, and may spend Ingenuity Points as a bonus action to heal 1d4 per point.

Buff Effect
Conditions: temporary HP, advantage on Dex checks
Duration: 1 minute
Ancient Lore (Recall)
Action 2 Ingenuity Points Level 5

Spend 2 Ingenuity Points for a precise recall of a single short fact about an object, ritual, or ruin you have studied for at least 1 minute. The DM provides a useful piece of information (like a hidden door location, the meaning of a rune, or an artifact's likely side-effect).

Utility Effect
Duration: Instant
Tactical Terrain (Reaction)
Reaction Level 2

When an enemy moves through terrain you have mastery of, you may use your reaction to force them to make a Dexterity save (DC 8 + proficiency + Int mod) or suffer movement-halving and disadvantage on the next attack.

Prerequisites:

You must be in the terrain you chose for Tactical Terrain

Control Effect
Saving Throw: Dexterity
Conditions: movement halved, next attack disadvantage
Duration: 1 round
Field Sensor (Utility)
Action 2 Ingenuity Points Level 10

Create a temporary sensor that grants advantage on Perception checks in a 30-foot radius for 1 hour. Costs 2 Ingenuity Points to deploy quickly.

Utility Effect
Conditions: advantage on Perception checks
Duration: 1 hour
Silent Saboteur
Action 1 Ingenuity Point Level 4

When disabling a mechanical device or trap you make no noise and give no obvious sign if you expend 1 Ingenuity Point. Creatures relying on hearing to detect you have disadvantage.

Utility Effect
Conditions: silent action
Duration: Instant
Relic Recovery
Long Action 3 Ingenuity Points Level 9

Special procedure to extract artifacts without triggering latent effects: spend 3 Ingenuity Points and one hour to stabilize and remove a relic from its emplacement; risk of backlash determined by DM on failure.

Utility Effect
Conditions: object stabilized
Duration: Instant
Master of Ruins
Action 3 Ingenuity Points Level 13

Spend 3 Ingenuity Points and 10 minutes to find a weakness or secret in a ruin—safe climb, bypassed corridor, or silenced rune—that grants advantage on related checks to you and allies for 1 hour.

Utility Effect
Conditions: advantage on related checks
Duration: 1 hour

Transformations

Adrenal Surge
1 minute Uses per short rest (1; 2 at 17) Level 11

Enter a heightened state of focus and agility for 1 minute. Gain +10 ft movement, temporary HP equal to your level, advantage on Dexterity checks, and can spend Ingenuity Points to heal 1d4 hp per point as a bonus action.

Changes:

+10 ft movement, Temporary HP = explorer level, Advantage on Dexterity checks, Spend Ingenuity Points as a bonus action to heal

Special Actions:

Bonus-action healing by spending Ingenuity Points

Limitations:

Once per short rest (twice at 17th level), Does not grant magical flight or immunity to charm/fear

Companions

Scouting Hawk
Beast Companion
Level 9

A trained hawk that scouts ahead, marks targets, and grants tactical advantage. It is attuned to the Explorer's commands and can perform reconnaissance, deliver small items, or distract foes.

Statistics:
HP 2 + your level/2 (rounded down) + your Explorer level modifier
AC 13
STR 6
DEX 16
CON 10
INT 4
WIS 14
CHA 6
Speed:
Walk 10 ft.
Fly 60 ft.
Skills:

Perception + your proficiency

Senses:

Passive Perception 14

Features:

Mark Target: The hawk can dive and screech to mark a target; the marked target grants advantage to the Explorer and allies on the first attack if within 30 feet., Scout Ahead: The hawk can fly up to its fly speed during your turn to scout and return; it can report visually and drop small items.

Commands:

Scout (send to recon up to 120 ft), Mark (mark a target), Distract (distract a foe to impose disadvantage on one attack if the hawk succeeds on a Dexterity check)

Scaling:

Level 9: Hawk gains bonus HP and its Perception is tied to your proficiency

Level 13: Hawk can perform a Dive Mark to cause the target to make a DC 8 + your proficiency + Int mod Dex save or be stunned until end of its next turn (once per short rest)

Class Features

Explorer's Instinct (Level 1)

You gain proficiency in Perception and one of Investigation or Survival (choose at 1st level). You can add double proficiency (expertise) to two checks related to exploration (e.g., Investigation to examine ruins, Perception to notice hidden doors).

Ingenuity Pool (Level 1)

You gain a pool of Ingenuity Points equal to 4. You can spend Ingenuity Points to fuel many Explorer abilities. You regain all Ingenuity Points on a short or long rest.

Trap Sense (Level 1)

You have advantage on checks to detect and disable traps. When using thieves' tools to disarm a trap, you can expend 1 Ingenuity Point to automatically succeed on the tool check or to disable the trap without giving away your position (no sound or visual clue).

Resource Cost: 1 Ingenuity Point

Tactical Terrain (Level 2)

You learn to use environment to your benefit. Choose one terrain when you gain this feature (ruins, jungle, desert, underground, or urban). While in that terrain you gain a +2 bonus to Stealth or Survival checks (choose once). At 6th level you can switch your chosen terrain during a long rest.

Daring Escape (Level 3)

When an enemy makes a melee attack against you, you can use your reaction and expend 1 Ingenuity Point to move up to half your speed without provoking opportunity attacks and end any grapple or restraining condition caused this turn. Additionally, once per short rest you can use a bonus action to attempt a nimble escape: make a Dexterity (Acrobatics) check contested by the foe's Strength (Athletics). On success you teleport to an unoccupied space you can see within 10 feet (flavor: vaulting across ruins).

Resource Cost: 1 Ingenuity Point (reaction); once per short rest for bonus action

Tomb Raider's Training (Level 3)

You gain proficiency with heavy rope use, basic masonry tools, and ancient languages (choose two historically linked languages such as Goblin, Giant, Abyssal, Draconic, or Primordial). You add your Intelligence modifier to checks to read inscriptions and identify magical runes, and you can spend 1 Ingenuity Point to automatically decipher a single short inscription (a few sentences) you can study for 1 minute.

Resource Cost: 1 Ingenuity Point (for decipher)

Studied Strike (Level 4)

When you hit a creature with a finesse or ranged weapon attack, you can expend 1 Ingenuity Point to deal an extra 1d6 damage (piercing or slashing as appropriate) and to mark the target as Studied until the end of your next turn. While Studied, your allies have advantage on melee attack rolls against that target if they can see it. At 11th level the extra damage increases to 2d6.

Resource Cost: 1 Ingenuity Point

Ancient Lore (Level 5)

You have extensive training in the lore of fallen places. You gain proficiency in History if you don't already have it and advantage on Intelligence checks (History, Arcana) related to pre-ruin civilizations, artifacts, and ancient constructs. Once per long rest you can spend 2 Ingenuity Points to recall a piece of lore as if you had cast legend lore (targeted, limited to a single short fact about an item, place, or ritual).

Resource Cost: 2 Ingenuity Points (once per long rest)

Fighting Smarter (Level 6)

Your combat style emphasizes cunning. Beginning at 6th level, you can add your Intelligence modifier (if higher) instead of Dexterity to attack rolls made with weapons you are proficient with that are light or finesse, and to your initiative rolls. In addition, when you use Studied Strike you can choose to apply the extra damage as psychic damage instead of physical damage.

Rope & Ruse (Level 7)

Using tools as weapons and devices of distraction is your specialty. You can use thieves' tools, rope, grappling gear, or tinker's tools to make improvised special attacks (restrain, trip, tangle) as an attack action. You can expend 1 Ingenuity Point to turn a successful tool attack into a nonlethal immobilization that lasts for 1 minute (DC equal to your attack roll + your proficiency; victim can attempt a Strength or Dexterity check to escape).

Resource Cost: 1 Ingenuity Point

Scout's Shadow (Level 9)

When you are hidden from a creature, you gain an extra 10 feet of movement when moving to flank that creature and your first attack out of hiding deals additional 1d6 damage. If you spend 2 Ingenuity Points before entering hiding, you may hide even when lightly obscured or when creatures are not distracted (as though you had a Stealth bonus).

Resource Cost: 2 Ingenuity Points (optional)

Field Improvisation (Level 10)

You can jury-rig devices quickly. As an action you may spend 1 or more Ingenuity Points to assemble one of the following improvisations (duration 1 hour): 1 IP — a quiet rope launcher (range 60 ft. for a grappling hook), 2 IP — a sensor (grants Perception checks advantage in a 30-foot radius), 3 IP — a smoke burst or flash (creates a 10-foot sphere heavily obscured or blinds creatures who fail a Con save DC 8 + your proficiency + your Int mod).

Resource Cost: 1-3 Ingenuity Points

Adrenal Surge (Transformation) (Level 11)

As a bonus action you can enter an Adrenal Surge for 1 minute. You gain the following: +10 feet movement, temporary HP equal to your level, advantage on Dexterity checks, and you may spend Ingenuity Points as a bonus action to regain 1d4 HP per point spent. You can use Adrenal Surge once per short rest. At 17th level you can use it twice per short rest.

Resource Cost: Uses per short rest (1 at 11, 2 at 17)

Master of Ruins (Level 13)

At 13th level you can spend 3 Ingenuity Points and 10 minutes examining a ruin area to find a guaranteed weak point or secret: a collapsed wall to be climbed safely, a trap corridor that can be bypassed, or a rune that can be temporarily silenced for 1 hour. Allies who follow your plan gain advantage on checks related to the plan for 1 hour.

Resource Cost: 3 Ingenuity Points

Vault Breaker (Level 15)

You are an expert at cracking sealed caches. When trying to open a locked or sealed ancient mechanism you may make an Intelligence (Tinker's tools or Thieves' tools) check. You may spend Ingenuity Points to turn failed attempts into partial successes (1 IP restores one retry; 2 IPs force a success against a non-magical lock). Magical wards require checks and may impose consequences.

Resource Cost: 1-2 Ingenuity Points

Tactical Recall (Level 17)

When you or an ally within 30 feet fails a saving throw against a trap, environmental hazard, or non-spell effect, you can use your reaction and expend 1 Ingenuity Point to grant that creature a reroll (use the second result). You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining uses on a long rest.

Resource Cost: 1 Ingenuity Point per use

Legendary Explorer's Flair (Level 18)

At 18th level your Ingenuity Pool cap increases to 6, and when you spend Ingenuity Points on Studied Strike the extra damage increases another die (2d6 -> 3d6). You can also attempt to recall obscure lore (as Ancient Lore) twice between long rests.

Master Explorer (Level 20)

At 20th level you epitomize exploration. You gain the following benefits: you automatically find safe routes through complex natural hazards, you cannot be surprised while conscious, and when you spend 3 Ingenuity Points you can cast the equivalent of passwall on a ruined non-magical obstruction (creates a 5-foot-wide tunnel lasting 1 minute).

Resource Cost: 3 Ingenuity Points

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