Treasure Hunter Rogue Archetype

by Xpertranger

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Treasure Hunter

Treasure Hunters are only concerned with one thing:
Gold. They prefer to spend their days away from the
hustle and bustle of the cities and instead find
themselves deep in dungeons and tombs looting whatever valuables they can get their hands on. Say what you will about greedy folk like these but at the end of the day,
they're the ones with loot to spare.

Tomb Raider

At 3rd level, you gain the skills necessary to safely navigate the dungeons & dangerous places you call home. When you make a Perception or Investigation check to to locate
hidden passages or traps, your proficiency bonus is
doubled for the check.

Additionally, when you make tool check to disarm a
trap, you are considered proficient with the tools used.

Careful Now...

Also at 3rd level, when navigating dungeons one must be careful, even in the heat of battle. Whenever you move
you can choose to start or stop moving carefully at
will(no action required). While moving carefully you
must spend 2 feet of movement for every 1 foot you
move and you gain the following benefits:

  • You do not provoke opportunity attacks
  • You ignore difficult terrain
  • You have advantage on saving throws made to resist traps

Seeker of Lost Things

At 9th level, you have become an expert at hunting down legendary loot. You can spend 10 minutes concentrating to gain the benefits of the locate object spell while you remain concentrating.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Acquisitions Expert

Also at 9th level, you can spend 1 minute inspecting an object within 10 feet of you gain the benefit of casting the Identify spell on it.

The Great Escape

At 13th level, you've become an expert at getting out of sticky situations. You gain the following benefits:

  • You gain proficiency in the Acrobatics skill if you don't already have it. Your proficiency bonus is doubled for ability checks that use Acrobatics
  • When you fail a saving throw or ability check to prevent or end the Grappled, Paralyzed, Restrained, or Stunned conditions, you can immediately use your reaction to re-roll the saving throw or ability check. You must use the new roll.




























Finders Keepers

At 17th level, you gain an additional attunement slot. You ignore all class, race, and level requirements on magic items attuned in this slot.

Additionally, your understanding of magic items allows you to attune to items with ease, even if other creatures are already attuned to them. You can use your cunning action to attune to a magic item you are holding that is not being worn or carried by another creature. If another creature is already attuned to this item, they must make a Intelligence saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence or Charisma modifier(your choice). On a success, you fail to attune to the item and the target automatically succeeds on saving throws against this effect for the next 24 hours. On a failure, the target is no longer attuned to the item and you are attuned to it instead.

 

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