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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Trap Sense
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.
Studied Strike
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.
Must be wielding a finesse or ranged weapon
Rope & Ruse
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).
Daring Escape (Reaction)
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.
Field Improvisation
Spend Ingenuity Points to craft temporary devices: rope launcher, sensor, or smoke/flash effect. Each device has field uses and lasts 1 hour.
Scout's Shadow
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.
You must be hidden from the target
Studied Mark (Utility)
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.
Tactical Recall
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.
Vault Breaker
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.
Adrenal Surge
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.
Ancient Lore (Recall)
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).
Tactical Terrain (Reaction)
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.
You must be in the terrain you chose for Tactical Terrain
Field Sensor (Utility)
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.
Silent Saboteur
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.
Relic Recovery
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.
Master of Ruins
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.
Transformations
Adrenal Surge
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.
+10 ft movement, Temporary HP = explorer level, Advantage on Dexterity checks, Spend Ingenuity Points as a bonus action to heal
Bonus-action healing by spending Ingenuity Points
Once per short rest (twice at 17th level), Does not grant magical flight or immunity to charm/fear
Companions
Scouting Hawk
Level 9A 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.
Perception + your proficiency
Passive Perception 14
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.
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)
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)
Ingenuity Pool (Level 1)
Trap Sense (Level 1)
Resource Cost: 1 Ingenuity Point
Tactical Terrain (Level 2)
Daring Escape (Level 3)
Resource Cost: 1 Ingenuity Point (reaction); once per short rest for bonus action
Tomb Raider's Training (Level 3)
Resource Cost: 1 Ingenuity Point (for decipher)
Studied Strike (Level 4)
Resource Cost: 1 Ingenuity Point
Ancient Lore (Level 5)
Resource Cost: 2 Ingenuity Points (once per long rest)
Fighting Smarter (Level 6)
Rope & Ruse (Level 7)
Resource Cost: 1 Ingenuity Point
Scout's Shadow (Level 9)
Resource Cost: 2 Ingenuity Points (optional)
Field Improvisation (Level 10)
Resource Cost: 1-3 Ingenuity Points
Adrenal Surge (Transformation) (Level 11)
Resource Cost: Uses per short rest (1 at 11, 2 at 17)
Master of Ruins (Level 13)
Resource Cost: 3 Ingenuity Points
Vault Breaker (Level 15)
Resource Cost: 1-2 Ingenuity Points
Tactical Recall (Level 17)
Resource Cost: 1 Ingenuity Point per use
Legendary Explorer's Flair (Level 18)
Master Explorer (Level 20)
Resource Cost: 3 Ingenuity Points
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