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Explorer

by BoBguyjoe Proficiencies
Armor: None
"tHaT bEloNgS iN a mUseuM!" Weapons: Simple weapons, hand crossbows, whips, nets,
─ Indiana Jones and shortswords
Tools: Cartographer's Tools, Navigator's Tools, vehicles (land)
or vehicles (water)
The Explorer
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Acrobatics, Animal Handling,
Proficiency Arcana, Athletics, History, Insight, Investigation, Medicine,
Level Bonus Features Discoveries Nature, Perception, Religion, and Survival
1st +2 Experienced Explorer, ─ Equipment
Bookworm, Unarmored You start with the following equipment, in addition to the
Defense equipment granted by your background:
2nd +2 Dungeoneer, Discoveries, 2
Appraiser (a) a quarter staff, or (c) a shortsword, or (d) a whip
(a) a hand crossbow with 20 bolts, or (b) two nets
3rd +2 Expert Learner, Relic 2 (a) an explorer's pack or (b) a dungeoneer's pack
4th +2 Ability Score Improvement 2 Any two of: (a) navigator's tools, or (b) cartographer's
5th +3 Quick Action, Dungeoneer 3 tools, or (c) thieves' tools
Improvement A dagger, a climber's kit, and a grappling hook
6th +3 Expert Learner, 3 Alternatively, you can start with 4d4 x 10 gp to buy your
Experienced Explorer own equipment.
improvement
7th +3 Relic Feature 4 Experienced Explorer
8th +3 Ability Score Improvement 4 Your time exploring has made you particularly familiar with
9th +4 Strider, Experienced 5 one type of natural environment and are adept at traveling
Explorer improvement and surviving in such regions. Choose one type of favored
terrain: arctic, coast, desert, forest, grassland, mountain,
10th +4 Expert Learner 5 swamp, or underground. When you make an Intelligence or
11th +4 Relic Feature 5 Wisdom check related to your favored terrain, your
12th +4 Ability Score Improvement 6
proficiency bonus is doubled if you are using a skill that
you're proficient in. You can also use your Intelligence
13th +5 Slippery 6 modifier instead of your Wisdom modifier when you make a
14th +5 Expert Learner 6 Nature or Survival check in your favored terrain.
While traveling for an hour or more in your favored terrain,
15th +5 Relic Feature 7 you gain the following benefits:
16th +5 Ability Score Improvement 7
Difficult terrain doesn't slow your group's travel.
17th +6 ─ 7 Your group can't become lost except by magical means.
18th +6 Uncanny Luck 8 Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
19th +6 Ability Score Improvement 8 remain alert to danger.
20th +6 Master Explorer 8 If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
While tracking other creatures, you also learn their exact
Class Features number, their sizes, and how long ago they passed through
the area.
As an Explorer, you gain the following class features You choose additional favored terrain types at 6th and 9th
Hit Points level.
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
Bookworm Expert Learner
Your study of ancient relics and long-lost artifacts has made At 3rd level, your keen eye for detail and knack for learning
you a highly experienced researcher. The time and cost it has allowed you to pick up extra skills along the course of
takes you to perform research are both halved, so long as the your adventure. Choose one skill you're proficient in, or a set
subject you're researching isn't magically shrouded. of tools you're proficient in, your proficiency bonus for that
Additionally, your constant research of ancient texts and skill or set of tools is doubled. Alternatively, you can choose to
manuscripts also grants you the ability to read an additional gain proficiency in one skill or set of tools that one of your
language of your choice. group members is proficient in.
When you reach 6th level, 10th, and 14th level, you can
Unarmored Defense double your proficiency in another skill or set of tools you're
You rely on your brains, rather than your agility or brawn, to proficient in, or learn one additional skill or set of tools that
get you through a fight. While you're not wearing armor and one of your group memebers is proficienct in.
not wielding a shield, your AC equals 10 + your Dexterity Relic
modifier + your Intelligence modifier.
At 3rd level, you find an ancient and powerful relic, or learn
Dungeoneer something great about a relic that you've already found.
At 2nd level, your time exploring dungeons of all kinds grants Either way, this relic is revealed to be a powerful artifact of an
you the uncanny sense and knowledge of where to go, how to ancient religion, cult, or civilization. Choose the type of relic
find what you're looking for, and how to get out alive. you posses: Arcane, Divine, or Eldritch, all detailed at the end
You gain proficiency in thieves' tools. When using them to of this class description. Your relic choice grants you
disarm a trap, you may use your Intelligence modifier instead freatures at 3rd level, and again at 7th, 11th, and 15th level.
of your Dexterity modifier on the ability check, and your Ability Score Improvement
proficiency bonus is doubled.
Additionally, you have advantage on Wisdom (Perception) When you reach 4th level, and again at 8th, 12th, 16th and
and Intelligence (Investigation) checks you make to spot 19th level, you can increase one ability score of your choice
hidden traps, treasures, doors, passageways, and to identify by 2, or you can increase two ability scores of your choice by
mimics' true nature. 1. As normal, you can’t increase an ability score above 20
When you reach 5th level, you can't get lost or be surprised using this feature.
while in a dungeon, and you have advantage on Dexterity
saving throws against effects, like traps and spells, that you Quick Action
can see. To gain this benefit, you can't be both blinded and At 5th level, your quick thinking and fast reflexes allow you to
deafened, or incapacitated. act quickly. You can take a bonus action on each of your turns
Appraiser in combat. This bonus action can only be used to take the
Dash, Disengage, or Use an Item actions, or to disarm a trap
At 2nd level, you become adept at identifying the value and or open a lock.
use of treasures you find. You can spend 10 minutes
appraising an item. Your appraisal reveals the value of the Strider
item. If it is a nonmagical item, you learn what it does and At 9th level, your walking speed increases by 10 feet. If you
how it does it. If you're appraising a magical item, if it is not have a climbing or swimming speed, this increase applies to
an artifact, you learn its properties and how to use them, if it that speed as well.
requires Attunement, and how many charges it has, if any. Additionally, nonmagical difficult terrain doesn't inhibit
Discoveries your movement. You also have advantage on Constitution
saving throws to prevent gaining levels of exhaustion when
When you reach 2nd level, your exploration has allowed you travelling for a long time or at a fast pace.
to discover new ways to optimize and apply your skills.
Choose two discoveries from the list at the end of this class Slippery
description. When you gain certain explorer levels, you gain Upon reaching 13th level, you become extremely hard to pin
additional discoveries of your choice, as shown in the down in combat. Whenever a hostile creature moves within 5
Discoveries column of the Explorer table. feet of you, you can use your reaction to move up to half your
When you gain a level in this class, you may switch a speed, rounded down. This movement doesn't provoke
Discovery you know with another one of your choice. You opportunity attacks.
must still meet the prerequisites to do so. Additionally, you have advantage on ability checks and
saving throws to prevent from being grappled or restrained,
as well as to free yourself from grapples and restraints.
Uncanny Luck Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn and master
At 18th level, you have an uncanny, but favorable relationship spells through the study of your Relic. You use your
with luck. When you fail an attack roll, saving throw, or ability Intelligence whenever a spell refers to your spellcasting
check, you can choose to reroll it. If you do, you must take the ability. In addition, you use your Intelligence midifier when
new result. setting the saving throw DC for a wizard spell you cast and
Once you use this feature, you can't use it again until you when making an attack roll with one.
finish a short or long rest.
Spell Save DC = 8 + your proficiency bonus + your
Master Explorer Intelligence modifier
At 20th level, you have completely mastered your craft. Each Spell attack modifier = your profiency bonus + your
type of terrain listed in the Experienced Explorer feature Intelligence modifer
becomes your favored terrain.
Additionally, you automatically identify mimics, as well as Spellcasting Focus
spot nonmagically hidden doors, traps, passageways, and You use your Relic as your arcane focus for casting wizard
treasure without needing to make a roll. spells.
Arcane Relic Spellcasting
Explorer Relics Explorer
Level
Cantrips
Known
Spells
Known 1st 2nd 3rd 4th
Arcane 3rd 2 3 2 ─ ─ ─
Your Relic is of arcane nature. Perhaps it was a special focus 4th 2 4 3 ─ ─ ─
for a powerful wizard, or maybe it's the very manifestation of
a god of magic. You can use your Relic to channel magics, 5th 2 4 3 ─ ─ ─
and as you learn more about it, you'll gain access to more
powerfull spells. But take caution, for magic is chaotic and
6th 2 4 3 ─ ─ ─
can be utterly unpredictable. 7th 2 5 4 2 ─ ─
8th 2 6 4 2 ─ ─
Spellcasting
When you reach 3rd level, the power from your Relic grants 9th 2 6 4 2 ─ ─
you the ability to cast spells from two schools of magic of 10th 3 7 4 3 ─ ─
your choice. See Chapter 10 of the Player's Handbook for the
general rules of spellcasting and Chapter 11 of the same
11th 3 8 4 3 ─ ─
book for the wizard spell list. 12th 3 8 4 3 ─ ─
Cantrips. You learn two cantrips of your choice from the 13th 3 9 4 3 2 ─
wizard spell list. You learn an additional cantrip of your 14th 3 10 4 3 2 ─
choice at 10th level. Additionally, whenever you can a level in
this class, you can replace one these cantrips with another 15th 3 10 4 3 2 ─
from the Explorer spell list.
Spell Slots. The Arcane Relic Spellcasting table shows
16th 3 11 4 3 3 ─
how many spell slots you have to cast your spells of 1st-level 17th 3 11 4 3 3 ─
and higher. To cast one of these spells, you must expend a 18th 3 11 4 3 3 ─
slot of the spell's level or higher. You regain all expended spell 19th 3 12 4 3 3 1
slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 20th 3 13 4 3 3 1
1st-level wizard spells of your choice, two of which must each
be from either of the schools of magic you chose. Borrowed Magic
The Spells Known column of the Arcane Relic Spellcasting The power to cast spells you gain at 3rd level comes from
table shows when you earn more wizard spells of 1st-level your Relic; you are simply activating and borrowing that
and higher. Each of these spells must be of a level for which power. As such, it is easier to hold concentration when
you have spell slots, and must be from a school that your casting these spells. You gain proficiency in Constitution
chose. saving throws to hold concentration on a wizard spell from
The spells you learn at 8th, 14th, and 20th level can come your Arcane Relic Spellcasting feature. Your proficiency
from any school of magic. bonus for these saves is doubled.
Whenever you gain a level in this class, you can replace one But this magic is hard to tame precesely because it's not
of the wizard spells you know with another spell of your your own. Whenever you cast a wizard spell from your Relic,
choice from the wizard spell list. Of course, the new spell your GM may call you to roll a d20. On a 1, you must roll on
must be of a level for which you have spell slots. It must also the Sorcer's Wild Magic Surge table from the Player's
come from one of the schools of magic you chose, unless Handbook to create a random magical effect. If the magical
you're replacing the spell you gained at 3rd, 8th, 14th, or 20th effect normally requires concentration, it doesn't require
level from any school of magic. concentration in this case; the spell lasts for its full duration.
Channeled Recovery At 7th level, you gain access to a new Channel Divinity:
Upon reaching 7th level, you learn how to channel the innate Martyr's Wrath.
magical energy of your environment to recharge our Relic.
When you take a short rest in familiar terrain, you can choose Channel Divinity: Rays of Providence
expended spells slots to recover. The spell slots can have a As an action, you raise your Relic up high and avert your eyes.
combined level that is less than or equal to a third of your All magical darkness within 40 feet of you is dispelled until
explorer level, rounded down. These slots cannot be of 3rd the beginning of the next round. Additionally, each hostile
level or higher. creature within 40 feet of you must make a Constitution
saving throw or becomes blinded. Undead have disadvantage
Magic Core on this save.
At 11th level, you learn how to access the magical core of
your Relic. As an action on your turn, you can expend a Channel Divinity: Nurture the Meek
wizard spell slot to shoot out a large charge of magical energy Whenever you take a short or long rest, you may use your
from your Relic, sending a force wave out that fries the magic Channel Divinity to nurture a willing creature that's also
circuits of nearby magic users. When you do this, each other resting. That creature regains one hit die, and regains a
creature within 25 feet of you must make a Constitution number of hit points equal to your Wisdom modifier. You may
saving throw or take 1d10 force damage and be moved 10 use this Channel Divinity as many times as you can during a
feet away from you and knocked prone. On a successful save, single rest, but a creature can only benefit from it once per
they take half damage and aren't moved or knocked prone. rest.
Magic users that fail this save also have their circuits fried.
For 30 seconds, whenever they cast a spell of 1st level or Channel Divinity: Martyr's Wrath
higher, they must make an ability check with their At 7th level, you can use your Channel Divinity to exert the
spellcasting ability. If they fail this check, the spell fails and wrath of your Relic's god upon your foes. As an action, you
has no effect, but they don't lose a spell slot. may use your Channel Divinity. When you do, thick, noxious
If you expend a spell slot with a level greater than 1 when fumes start to spill out of your Relic, these fumes cover an
using this feature, for each level beyond the 1st, the range area around you of 60 feet last 1d6 rounds, and moves with
increases by 10 feet, the damage increases by 1d10, and the the Relic. The area covered by the fumes is heavily obscured.
DC of each magic user's ability check to cast a spell increases Additionally, whenever a creature other than you moves into
by 2. the fumes or starts their turn within them, they must make a
You can only use this ability a number of times equal to Constitution saving throw or take 1d6 poison damage and
your Intelligence modifier, with a minimum of one. You regain become poisoned for 1 hour. On a successful save, the
all uses of this feature when you finish a long rest. creature takes half damage and isn't poisoned. For each
round a creature spends in the fumes, the DC of this throw
Controlled Chaos increases by 2.
Upon reaching 15th level, you've learned to gain a large
amount of control over the chaotic nature of your Relic. When Merciful Interference
you're called to roll a d20 by your GM for casting a spell to At 11th level, you have successfuly made a connection with
possibly trigger a roll on the Wild Magic Surge table, you can the god of your Relic. You gain a bonus equal to your Wisdom
choose to trigger such a roll on a 1, 2, or 3. Additionally, modifier to death saving throws.
whenever you roll on the Wild Magic Surge table, you can roll Additionally, when you would be killed outright, roll a d20,
twice, and choose the result you want. and subtract your Wisdom modifier from the result. If the
result is less than your Explorer level, you instead drop to 1
Divine hit point. When this happens, your Relic breaks, and you can't
use your Channel Divinity ability until your repair it. To repair
Your Relic is a divine artifact of an ancient religion. The Relic it, you must spend a long rest and a number of gp equal to ten
may depict a forgotten god, or perhaps it was an implement times your Explorer level. During this long rest while you are
used in ancient rituals. This divine relic can be used to fixing your relic, you cannot do anything else (such as
channel divine energy from this ancient god, both merciful Downtime Activities), but you still regain hit points and hit
and wrathful. Be careful with where you use it, for some dice as usual.
hidden cult may be looking for what you posses.
Guidance of an Old God
Channel Divinity At 15th level, your Relic extends a constant aura of guidance
When you choose this Relic at 3rd level, you learn how to upon you. Whenever you make an ability check or attack roll,
channel divine energy through it. You start with two such roll an additional 1d4 and add it to the result of the roll.
effects: Flash of Providence and Nurture the Meek. When you
use your Channel Divinity, you choose which effect to create.
You have two uses of your Channel Divnity. You regain one
use of your Channel Divinity when you complete a short rest,
and all of them when you complete a long rest. These uses do
not stack with other Channel Divinity features.
Some of your Channel Divinities will require a creature to
make a saving throw. The DC of this roll is 8 + your
proficiency bonus + your Wisdom modifier.
Eldritch Improved Mutations
Your Relic depicts the blasphemous abnormality of a great At 7th level, you gain better control over the mutations caused
eldritch horror. This Relic oozes a powerful dark power that by your Relic. You can switch mutations as a bonus action,
is laid bare for all to see when you harness it. But this and you can switch up to two times per short or long rest.
darkness is insidious; and soon you shall see that bottomless Mystic Arcanum
chasm of chaos and evil that lies within. At 11th level, your Relic grants you a magical secret called an
Eldritch Mutation
arcanum. Choose a 5th or 6th level spell from the warlock
At 3rd level, the power of your Relic shapes and mutates your spell list as this arcanum.
body. Each time you finish a short or long rest, choose a You can cast your arcanum spell once, and must finish a
mutation from the list below. You gain the effects of that long rest before you can do so again. Charisma is your
mutation until your finish another short or long rest. spellcasting ability for this spell.
Chitinous Carapace Gaze of the Red Eye
Your skin hardens, granting you some amount of protection. Upon reaching 15th level, you learn of the world-ending, all-
Your AC increases by 1. seeing entity that is the Red Eye. As an action, you may use
your Relic to project an image of the Red Eye, which basks
Tendrils the surrounding area in a deep red light. Each creature
Your arms, legs, and fingers morph to be able to stretch and within 60 feet that is invisible or disguised has themselves
twist like tendrils. Your reach increases by 5 feet, and moving revealed. Each creature within 60 feet of you must make a
in difficult terrain doesn't inhibit your movement. Charisma saving throw with DC equal to 8 + your proficiency
bonus + your Charisma modifier. If a creature fails, they take
Gills 2d8 psychic damage, and must spend their next turn doing
A webbed fingers and a pair of gills allow you better their upmost to kill the creature closest to them, friend of foe.
movement underwater. You can hold your breath 5 times Each creature that passes this save instead only takes half
longer than you normally would, and you gain a swimming damage.
speed that is equal to your walking speed. When you use this ability, you can't do so again until you
finish a long rest.
Adrenal Pump
A gland is grown that continuously pumps adrenaline into Discoveries
your body. Your Strength goes by 1, and your maximum hit
points increases by an amount equal to your Charisma Archery
modifier. You gain a +2 bonus to attack rolls you make with ranged
Baneblood weapons.
Your blood turns a deep black and turns acidic. Whenever a Net Fighting
creature within 5 feet of you deals slashing, piercing, or You don't get disadvantage for using a net at long range. In
bludgeoning damage to you, that creature takes 1d4 necrotic addition, the DC to escape from nets you throw is 8 + your
damage. Dexterity modifier + your proficiency bonus.
Eldritch Sight
The color of your eyes turns to a bright purple, and your Adept Attunement
pupils morph to look like narrow slits. For 60 feet, you can Prerequisites: Arcane Relic
see in dim light as if it were bright light, and in darkness as if You can be attuned to four magical items instead of three.
it were dim light. If you already have darkvision, it is instead Quick Wits
extended by 30 feet. You gain a bonus to your Initiative equal to your Intelligence
Claws modifier.
You grow a set of jagged claws that can be used to help you
climb or kill. Your unarmed strikes now deal 1d6 + your Field Medicine
Strength modifier slashing damage, and you gain a climbing Prerequisites: Proficiency in Medicine
speed equal to your walking speed. You gain proficiency in the Healer's Kit. Whenever you use
a Healer's Kit to stabalize a creature, that creature regains 1
You can also temporarily change your mutation to better hit point.
accommodate your circumstances. As an action on your turn,
you can replace your current mutation with another one of Linguist
your choice. This change lasts for 1 minute, after which it You learn two new languages.
returns to your normal mutation. The sudden change in You can take this Discovery any number of times, learning
physiology is taxing on your body, causing you to gain a level two more languages each time you do.
of exhaustion, and allowing you to only do it once per short or
long rest.
Cross-Species Communication Trusty Notebook
Prerequisites: Proficiency in Animal Handling Prerequisites: 11th Level
You can communicate simple ideas to any creature that has When you make an Arcana, History, Nature, or Religion
in Intelligence of 6 or more by way to simple gestures. check that lets you add your proficiency bonus, you can treat
a d20 roll of 9 or lower as a 10. If the roll doesn't let you add
Haggling your proficiency bonus, you can treat a d20 roll of a 4 or
You gain proficiency in the Persuasion skill. You can use your lower as a 5.
Intelligence modifier for checks you make with this skill to
barter prices. Extra Learning
You gain proficiency in one skill or set of tools of your choice.
Magic Novice You can take this Discovery any number of times, gaining
Prerequisites: Proficiency in Arcana proficiency in one more skill or set of tools of your choice.
You learn one 1st level spell of your choice from the wizard
spell list. You can cast this spell at its lowest level. Once you Lassoing
do, you must complete a long rest before you may do so When you make an attack using a whip against a medium or
again. Intelligence is your spellcasting ability for this spell. smaller creature, instead of dealing damage, you may attempt
Alternatively, you can learn the Prestidigitation cantrip. to lasso them. If you do, contest your proficiency with the
whip with the target's choice of either Strength (Athletics) or
Weapons Novice Dexterity (Acrobatics). If you succeed, the target gets
You gain proficiency in two weapons of your choice. disadvantage on all attack rolls, and all attack rolls against
You can take this Discovery multiple times, gaining them are made with advantage. Additionally, the target can't
proficiency in two new weapons each time you do. move more than 10 feet away from you, and when you move,
you drag the target with you. You can only move at half your
Rugged Conditioning speed, rounded down, this way.
Prerequisites: Proficiency in Athletics A creature can use an action on their turn to make a
You gain 1 maximum hit point for each of your explorer Strength (Athletics) check with DC equal to 10 + your
levels. Each time you take an explorer level, your maximum proficiency bonus to release themselves or another creature
hit points increases by an additional 1. within 5 feet of them of the lasso. If that creature scores a
critical on this check, the whip breaks.
Blessed Health
Prerequisites: 5th Level, Divine Relic Wayfarer's Advice
You are immune to nonmagical disease. You also gain Prerequisites: 5th Level
proficiency on Constitution saving throws you make against As an action, you can give one willing creature within 10
being poisoned. feet of you helpful advice. Choose one skill or set of tools
you're proficient in. The next time that creature makes an
Twisted Soul ability check with that skill or set of tools within the next
Prerequisites: 12th Level, Eldritch Relic minute, they can add 1d4 to the result of that roll.
You gain resistance to necrotic damage. A creature can only benefit from your advice once per
skill/tool per short or long rest.
Abnormal Vitality
Prerequisites: Eldritch Relic Keen Eye
You can cast false life on yourself at will as a 1st level spell Prerequisites: 5th Level, Proficiency in Investigation
without expending material components. You have advantage on ability checks to discern an illusion
from reality, as well as to see if a creature is disquised,
Quick Appraisal magically or nonmagically.
Prerequisites: 9th Level
You can use your Appraisal feature as an action during Mutated Wings
combat, appraising an object held or worn by an enemy you Prerequisites: 7th Level, Eldritch Relic
can see within 30 feet. Make an Intelligence (Investigation) You gain access to the Wings mutation as a part of your
check, contested by the target's Charisma (Deception) check. Eldritch Mutation feature.
If you succeed, you successfully appraise the item in question.
Wings
Hidden in Familiarity A pair to wings grows from your upper back. You gain a flying
You can attempt to hide even when you are only lightly speed equal to your walking speed, minus 5 feet. You can't
obscured by natural phenomena, so long as you are in your grow wings while wearing armor that isn't made to
favored terrain. accommodate them, and clothes you're wearing that aren't
made to accommodate wings may be torn or destroyed.
Campfire Cuisine
Prerequisites: Proficiency in Cook's Utensils
When you take a short rest, you may spend an hour
cooking tasty warm meals for you and your companions.
Choose up to 6 creatures and spend 1gp worth of ingredients
for each chosen creature cooking a meal. Each person who
eats your meal gains 1d6 + your Intelligence modifier
temporary hit points.
Seasoned Veteran
Prerequisites: 12th Level
You are proficient in Wisdom saving throws.
Knowledge of the Deep Truth
Prerequisites: 12th Level, Eldritch Relic
You have advantage on Wisdom (Insight) ability checks you
make, as well as on saving throws against being charmed.
Rituals
Prerequisites: 7th Level, Arcane Relic
You know and can cast a number of spells in the wizard
spell list that has the ritual tag as a ritual equal to your
Intelligence modifier. These spells must be a level for which
you have spell slots.
Healing Magic
Prerequisites: Divine Artifact
You know the Cure Wounds spell, and can cast it as a 1st
level spell. Wisdom is your spellcasting ability for this spell.
You must finish a short or long rest before you can cast it
again.
Hidden Magic
Prerequisites: 5th Level, Arcane Relic
Choose a school of magic. You can now learn an cast spells
in that school using your Relic normally. When you gain this
Discovery, you can switch one spell you know of 1st level or
higher to another of your choice.
You can take this Discovery any number of times.
Evasion
Prerequisites: 9th Level, Proficiency in Acrobatics
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
Trap Strider
Prerequisites: 5th Level
You are resistant to damage dealt by traps.

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