{"name":"Pioneer","overview":"As a Pioneer you explore the land while fighting to secure what treasure you have found. You specialize in exploring and fighting.","hitdice":"d10","hitpointsfirstlevel":"d10 + your Constitution modifier","hitpointsathigherlevels":"1d10 + your Constitution modifier per Pioneer Level after first","armorproficiencies":"Light Armor, Medium Armor","weaponproficiences":"Musket, Martial Weapons","tools":"Woodcarver\u2019s tools, Cartographer\u2019s tools","savingthrows":"Strength, Wisdom","skills":"Choose two skills from Athletics, Persuasion, History, Stealth, Perception, and Survival","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","spellcasting":"","features":"Knack for Exploration Level 1\r\nYou gain a +1 in passive perception and +1 in Wisdom modifier\r\n\r\nWilderness Survival\r\nWhen 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.\r\n\r\nFighting Style Level 2\r\nYou gain a Fighting Style of your choosing\r\n\r\nMartial Archetype Level 3\r\nYou choose one of the available sub classes as your subclass\r\n\r\nNatural Telling Level 3\r\nOnly 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.\r\n\r\nAbility Score Increase Level 4\r\nWhen you reach level 4 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20.\r\n\r\nExtra Action Level 5\r\nYou are able to attack twice a turn.\r\n\r\nLife or Death Level 6\r\nAt 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.\r\n\r\nMartial Archetype Feature Level 7\r\nCheck your subclass\r\n\r\nAbility Score Increase Level 8\r\nWhen you reach level 8 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20.\r\n\r\nKnack for Exploration Increase\r\nYou gain a +1 in passive perception and +1 in Wisdom modifier\r\n\r\nMartial Archetype Feature Level 10\r\nCheck your subclass\r\n\r\nPioneer's Trade Level 11\r\nYou gain expertise in either Athletics History, or Perception\r\n\r\nAbility Score Improvement Level 12\r\nWhen you reach level 12 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20\r\n\r\nExtra Attack Level 13\r\nYou gain an extra attack per turn\r\n\r\nAbility Score Improvement Level 14\r\nWhen you reach level 14 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20.\r\n\r\nMartial Archetype Level 15\r\nCheck your subclass\r\n\r\nAbility Score Improvement Level 16\r\nWhen you reach level 16 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20\r\n\r\nLife or Death Improvement Level 17\r\nAt 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.\r\n\r\nMartial Archetype Level 18\r\nYou gain advantage on all rolls that involve you using your element.\r\n\r\nAbility Score Improvement Level 19\r\nWhen you reach level 19 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20\r\n\r\nMaster of Exploration Level 20\r\nYou gain Expertise in Athletics, History, and Perception","subclasses":"[b]Inquisitor[\/b]\r\nYou are able to use magical abilities to help in your exploration and treasure hunting\r\n\r\nInquisitor Magic Level 3\r\nBelieving in a god you gain magical abilities to help you on your exploration and quests\r\nYou 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\r\n\r\nInquisitor Magic Level 7\r\nFurther improving your studies you gain Half-proficiency in Arcana Checks\r\nYou 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\r\n\r\nInquisitor Magic Level 10\r\nFurther improving your studies you gain proficiency in Arcana Checks\r\nYou 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.\r\n\r\nInquisitor Magic Level 15\r\nFurther improving your studies you gain Expertise in Arcana Checks\r\nYou 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.\r\n\r\nInquisitor Magic Level 18\r\nFurther improving your studies you gain Expertise in Arcana Checks\r\nYou 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.\r\n\r\n-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\r\n\r\n[b]Musketeer[\/b]\r\nYou are a master at using a musket and have serious luck\r\n\r\nSkilled CQC Fighter Level 3\r\nIf 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.\r\n\r\nLucky Shot Level 7\r\nYou 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.\r\n\r\nCharismatic Troubadour Level 10\r\nYou gain at your choosing expertise in either Persuasion or Performance. \r\n\r\nLucky Madman Level 15\r\nWhen 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.\r\n\r\nTrue Musketeer Level 18\r\nYou gain expertise in acrobatics and survival.\r\n\r\n-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\r\n\r\n[b]Guerrilla Fighter[\/b]\r\nYou have adapted to fighting in rough terrain and are a natural at ambushing.\r\n\r\nHiding Places Level 3\r\nYou have Proficiency in stealth. You also have Advantage when hiding in forests, deserts, and mountains.\r\n\r\nGuerrilla Ambush Level 5\r\nWhen 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\r\n\r\nThe Underdog Level 10\r\nWhen fighting against a larger creature than you you may add a extra 1d6 Damage with a ranged Weapon to your Guerrilla Ambush.\r\n\r\nBattle Hardened Level 15\r\nYou gain proficiency on Intimidation checks. You as well are a quick and nimble fighter making any opportunity attack against you have disadvantage\r\n\r\nFreedom Fighter Level 18\r\nWhen 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","tabledata":"","tags":"","isShared":"on","templateId":"25","blockId":"401167","world":"5c29c0ef-613d-4f5e-bc71-ae9e93025f0e","folder":""}