At 3rd level, you begin to develop a specialty. Choose a specialty from the choices detailed at the end of the class description. Your choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 17th level.

You may also instead choose an option from your original Skillset feature.

Choose one skill, tool or weapon proficiency. Whenever you make a roll on which you apply that proficiency, you can choose to apply your proficiency bonus to the roll an additional time.

If you have proficiency with medium armor, you gain proficiency in heavy armor, and if you don't you gain proficiency in medium armor. In addition, you learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier(your choice). You also gain one superiority die, which is a d6(this die is added to any superiority dice you have from other sources). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority die when you finish a short or long rest.

You study spellcasting even further, gaining access to 1st-level spells. Choose two 1st-level spells. You now know these spells, and can determine their spell save DC and spell attack bonus using Intelligence if they originate from the Wizard, Warlock, or Sorcerer spell lists, and using Wisdom if they originate from the Cleric, Druid, Paladin, Ranger, or Bard spell lists. Additionally, you gain two 1st-level spell slots. To cast spells you know of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Starting at 2nd level, you begin to delve a little further into your skillset. Choose from one of the following options that you have met the prerequisites for:

At 2nd level, you gain an additional option from this list. You can choose the same option twice.

Combat Skills. You gain either proficiency in two martial weapons of your choice, or proficiency with medium armor.

Limited Expertise. Choose one skill, tool, or weapon proficiency. Whenever you make a roll on which you can apply that proficiency, you can choose to apply your proficiency bonus to the roll twice. Once you use this ability, you cannot do so again until you complete a short or long rest.

Simple Magic. Choose two cantrips. You now know these cantrips, and must use Intelligence to determine the spell's save DC and spell attack bonus if they originate from the Wizard, Warlock, or Sorcerer spell lists, using Wisdom if they originate from the Cleric, Druid, or Bard spell lists.

You have acquired a few special skills over the course of your lifetime outside of adventuring. You gain one of the following:

You start with the following equipment, in addition to the equipment granted by your background:

Sometimes, the variety of classes available in Dungeons and Dragons can be daunting. Perhaps you feel bored with having those options, and would rather play a more customizable character. Or perhaps you would like to play in a campaign where the people feel more real, because their skills are not limited to these specific archetypes. These are all valid reasons to want a more generic character, and that's what the Adventurer is. The goal in the Adventurer's design is not to create a character who could be the best in anything--rather, a character that you can customize to your needs and wants, a character that you could reasonably create dozens of varied and balanced parties out of. This class is certainly untraditional, and that is for a reason. I present: The Adventurer.

Ability Score Improvement When you reach 4th level, and again at 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack or Extra Spell Points Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, if you have the Spellcasting feature, you can choose to gain one 3rd-level spell slot.

Defensive Technique Starting at 7th level, you begin to learn better how to defend yourself. Choose from one of the following features: Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Magical Armor. You learn the spell mage armor, and can cast it on yourself at will, without consuming spell slots. Defense and Protection. While you are wearing armor, you gain a +1 bonus to AC. Additionally, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Resilience Starting at 9th level, you begin to develop the ability to better cope with what's thrown at you. Whenever you make a saving throw, you may choose to have advantage on the roll. If you do so, you cannot do so again until you finish a long rest.

Reliable By 11th level, you become so consistent in your skills that you can recover from bad luck. Whenever you make an attack roll or ability check that lets you add your proficiency bonus, you can choose to treat a d20 roll of 9 or lower as a 10. If you do so, you cannot do so again until you finish a short or long rest.

Expert Skillset Starting at 13th level, you begin to dive even further into your skillset, gaining additional abilities. Choose from one of the following options that you have met the prerequisites for: Magical Secrets. Prerequisite: Spellcasting You learn two spells from any class' spell list(the two needn't be from the same list). The spells must be of a level you have spell slots for, and when you cast them, you may use your Intelligence or Wisdom to determine the spell save DC and spell attack bonus of each spell. Tactical Superiority. Prerequisite: Advanced Combat Skills You learn two additional manuevers from among those available to the Battle Master archetype in the fighter class. Additionally, you gain an additional superiority die, and all of your superiority die turn from d6s to d8s. Jack of All Trades. Prerequisite: Expertise You can add half your proficiency bonus, rounded up, to any ability check you make that doesn't already include your proficiency bonus. Additionally, you gain proficiency in four skills of your choice. You may also instead choose an option that you have met the prerequisites for from your original Skillset feature or from the Advanced Skillset feature.

Use Magic Device By 15th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.