---
# System prepended metadata

title: E5E Exploration Knacks
tags: [E5E, EXPLORATION]

---


# E5E Exploration Knacks 
###### tags: `E5E`, `EXPLORATION`
[TOC]

## CLASS LISTS OF EXPLORATION KNACKS

### FIghter

### Druid
### Paladin
### Ranger
### Rogue

When you gain access to a new exploration knack, choose one of the following. 

## **Exploration Knack** 

Over the course of your training and adventures you have picked up a variety of skills and tricks to help you make your way. At 1st level you gain an exploration knack of your choice. New exploration knacks you gain at 5th and 9th levels.

Druid gains additional exploration knack on 1st level.


### Amphibious Combatant 

You gain a swimming speed equal to your walking speed, and may spend 1 exertion to reroll a failed Strength (Athletics) check to swim and may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minute. 

### Burst of Strength 

You have moments of incredible strength. When you make a Strength check you may choose to add your Proficiency bonus to the roll. Once you use this feature, you must finish a short or long rest before you can use it again. 

distances. You add your proficiency bonus to your Strength score when determining your carrying capacity, the weight you can lift, push, or drag, and the number of hours you can march before you risk exhaustion from a forced march. 

### Extreme Leap 

When you take the Dash action, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your speed. 

### Mountaineer 

You gain a climbing speed equal to your walking speed, and may spend 1 exertion to reroll a failed Strength (Athletics) check to climb and may choose whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement. 

### Nightwatch 

You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest. 

### Campaigner 

You have the ability to go for the long haul, carrying heavy equipment across long


### Agile Athlete
You gain an expertise die on Athletics checks and a climb speed equal to your walking speed.

### Boobytrapper
You gain an expertise die on Sleight of Hand checks. You may make a Sleight of Hand check to conceal caltrops, ball bearings, a hunting trap, an alarm bell, or other Tiny traps. The result of your Sleight of Hand check is the DC for discovering these obstacles. They can be spotted without a check if they are not obscured.

### Delay Trap
You gain an expertise die on checks made with thieves' tools. When you would trigger a mechanical trap on your turn, your alert senses warn you of danger before you complete the action. You may immediately end your turn in order to delay the trap's effects until the start of your next turn.

### Expertise Training
You gain an expertise die on one of the following skill or tool checks: Acrobatics, Athletics, Investigation, Perception, Stealth, thieves' tools. You may choose this knack more than once.

### Extra Skill Training
You gain proficiency with one of the following skills or tools: Acrobatics, Athletics, Investigation, Perception, Stealth, thieves' tools. You may choose this knack more than once.

### Hide in the Shadows
You gain an expertise die on Stealth checks. You can attempt to hide while you are in an area of dim light.

#### Observer
You gain an expertise die on Perception checks and increase your passive Perception score by 3.

### Scout Leader
You gain an expertise die on Stealth checks. When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you can move stealthily at a normal pace.

### Sense for Secrets
You gain an expertise die on Investigation checks. You have a sense for finding hidden things. You can spend a minute observing an area. If there are tricks, traps, secret doors, or other unusual features of a nonmagical nature within 30 feet of you on an unobscured surface you can see, you know something nearby is worth investigating, but not what or where it is. You can't use this ability twice on the same area. 

### Tuck and Roll 
You gain an expertise die on Acrobatics checks. When you would take falling damage, make an Acrobatics check and reduce the damage by an amount equal to the result of the check.


### Aerial Surveyor
You are at home soaring at dizzying heights and peering towards the horizon. You have advantage on Perception checks made while flying or from great heights.
### Aquatic Delver
You are at home in the water. You gain a swimming speed equal to your walking speed. In addition, you gain an expertise die on any Athletics checks made to swim.
### Cavern Skulker
You've grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, you have advantage on Perception checks that rely on hearing that are made while in caverns or underground.
### Desert Dweller
Few choose to willingly live where the sun relentlessly burns the earth, but you find tranquility amongst the sands. You are naturally acclimatized to hot weather and extremely high temperatures. In addition, while in a desert or similar arid environment you can find enough water to sustain yourself for a day by spending 1 hour digging for water or extracting moisture from harsh desert flora.
### Eldritch Survivor
You've grown to know the lands twisted by the fey, distorted by magical pollution, or places otherwise warped in unnatural ways. You may make Survival checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.
### Mountain Climber
You gain a climbing speed equal to your walking speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet.
### Tundra Explorer
Snowbound tundra is inhospitable to most but you embrace the cold. You are naturally acclimatized to cold weather and extremely low temperatures. In addition, you ignore the disadvantage to Perception checks imposed by blizzards and automatically succeed on concentration checks imposed by blizzards.
### Herbal Apothecary
Forests and jungles are filled with natural medicines ripe for the picking. You have advantage on any checks made using an herbalism kit and for locating herbal ingredients while in a forest or jungle. In addition, you halve the time and gold costs when using an herbalism kit to create an antitoxin or potion of healing.
### Marshland Guide
Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands.
### Master Forager
No matter the brush you always know how to harvest nature's bounty. You have advantage on any check made to locate or harvest edible flora in the wild.
