
As a treasure hunter, you accept various contracts from numerous nobles to recover long lost heirlooms or other treasures lying forgotten at the bottom of dungeons.You generally have no desire for the treasure or artifacts aiming to get the paycheck at the end of the day. You generally work by yourself but can work in large groups of treasure hunters to recover more valuable items. Of course, once the item is in sight, the temporary alliance might break down as each treasure hunter strives to claim a singular item. Since dungeon navigation is your livelihood, you can better understand various dungeon components including, but not limited to, traps, monster hierarchies, and secret compartments. Your involvement with other treasure hunters and employers have given you the social skills needed to circumnavigate truths and restrictions.
- Skill Proficiencies: Choose one of Acrobatics, Deception, Stealth,Nature,Investigation,or Survival.
- Tool Proficiencies: You are proficient in crowbars and ropes getting a +2 to whatever checks involve one or both of these items.
- Languages: You don't get a single language but pick up on key words from several monster dungeon-inhabiting monsters. Whenever a monster is encountered in a dungeon, there is a 50% you pick up on key words. Among the key words are "attack", "boss", "scared", "graveyard", "help", and "bones". The rest of the key words are up to the DM in context of the speech.
- Equipment: 3 crowbars, 20 feet of rope, and a scimitar.
As a lifelong treasure hunter, you have an innate sense of direction in certain dungeons. As such, you are never lost and can generally follow the group's past movements to previous points in the dungeon.
You gain a +2 whenever attempting to detect traps or secret doors.
Suggested Characteristics
You have clear objectives in mind and have a general knowledge of local political movements as many in the upper class are potential customers. At the same time, you are willing to place yourself in dangerous positions as long as the reward is high enough bringing a unique set of skills to lead parties through dungeons.

May I ask what makes this background so appealing? I made it awhile ago and it has the most views and additions of all my homebrew creations. I just made a new background called "Pilot" and was wondering how it might compare to this background. Any constructive feedback would be appreciated.
The background idea is very compelling. I believe that as a rogue can double down at first level and have a very good detect traps and secret doors, and an ability to not get lost in any dungeon escape with the "Mental Map Maker" feature is maybe too compelling. Due to the fact that the feature is limited to dungeons it isn't technically overpowered, it has large potential for abuse though. All that and there is a unique possibility to know a few words from any creature in a dungeon. I believe the +2 bonuses are maybe niche but overly powerful, something like proficiency or expertise might be more in line with the 5e style. I like your background enough that I'm planning on creating my own variant.
For all of those people who want to be a fantasy version of Indiana Jones. I love this background!
I think it would be more fitting for you to choose 2 of the skills from the list instead of just 1.
Personally, I would love it if this was an official background, with a few additional refinements to it