Base Class: Rogue
Whether learning from the ways of ancient dragons or greedy kings, you have a habit of taking everything in sight. A Hoard Collector uses their stealth and swiftness to accrue a menagerie of items. They hide them in their hoard, a place of fortified wealth. The Hoarder collects any form of magic and riches they can get their hands on, even if unusable by them. They use traps and magics to find more treasure and will do nearly anything for shiny loot. They protect their collection with an irritable paranoia, slashing at anyone who dares to get close.
Paranoid Pockets
3rd-level Hoard Collector feature
You are skilled in keeping what you have gained. Through paranoia and sheer will you can hide many items nearly invisibly on your person. When wearing your everyday outfit, you have the ability to hide 1 cubic feet of items out of sight. You can stow an item on your person this way as a bonus action. These items have a Passive Stealth score of 20 plus your proficiency bonus and cannot weigh over 40 lbs.
In addition, when anyone would attempt to steal an item from your person, you instantly are made aware. If the item leaves its hidden position, you may make a reaction attack against that individual as a suprise attack.
Hoard Protector
3rd-level Hoard Collector feature
When you take this subclass you lord over a hidden, secret, and protected Hoard. This land should generally be about the size of a large room. For example, your hoard may be a secret room in a local building, a wide opening at the end of a cavern deep within the mountains, or a constructed sanctuary underground in sewers or abandoned dungeon. Work with your Dungeon Master to figure out the exact location and size of your hoard.
DM Note: Be sure to try your best to accomodate for this feature. Your rogue should have a hidden safe place that can be easily trapped and protected. Attempts to raid the Hoard should be difficult for the intruder.
When planning out the layout of your hoard be sure to include the traps that lay within as well as any loot you would store within (this feature does not give you free loot). As part of this feature you gain the ability to lay precise and powerful traps within and outside of your hoard. Each trap has a variety of items used to make them, some allow for improvised materials. Be sure the improvised materials are plausible to the function of the trap. After the trap is activated, the trap must be rearmed or recovered to be activated again.
Hidden Spike Trap (Required: Caltrops, or Improvised Spike)
This trap is an action to place. This trap takes up 5 sq. ft. of ground. When this trap is placed out of view of an individual the Stealth DC of this trap is 15 + your sleight of hand modifier. If the trap is placed in combat or in the view of an individual roll a sleight of hand check and the roll is the DC. When any creature steps onto this trap they take 1d4 + Sneak Attack piercing damage.
Barbed Snare (Required: Rope, or Other Improvised Snare)
This trap is an action to place. This trap takes up 5 sq. ft. of ground. When this trap is placed out of view of an individual the Stealth DC of this trap is 12 + your sleight of hand modifier. This trap is seen when placed in combat or in front of an individual. When any creature steps onto this trap they must make a Dexterity Saving Throw DC (8 + your dexterity modifier). On a success the target takes no damage or ill effects. On a failure the target takes Sneak Attack piercing damage and is pulled upside down. Their speed is 0 and attacks against them have advantage. The target can use their action to attempt to escape with a Dexterity Check DC (8 + your dexterity modifier).
Hunting/Bear Trap (Required: Hunting Trap)
This trap is an action to place. This trap takes up 5 sq. ft. of ground. When this trap is placed out of view of an individual the Stealth DC of this trap is 12 + your sleight of hand modifier. This trap is seen when placed in combat or in front of an individual. When any creature steps onto this trap they must make a Dexterity Saving Throw DC (8 + your dexterity modifier). On a success the target takes no damage or ill effects. On a failure the target takes a critical strike of 1d4 + Sneak Attack piercing damage and is stopped. Their speed is 0. The target can use their action to attempt to escape with a Strength Check DC (8 + your dexterity modifier). On each failed escape the creature takes 1d4 piercing damage.
Weapon Swing Trap (Required: Any Weapon)
This trap is an action to place. This trap takes up 5 sq. ft. of space and is able to be placed on ceilings, floors, and walls. When this trap is placed out of view of an individual the Stealth DC of this trap is 12 + your sleight of hand modifier. This trap is seen when placed in combat or in front of an individual. When any creature steps into the space of this trap they must make a Dexterity Saving Throw DC (8 + your dexterity modifier). On a success the target takes no damage or ill effects. On a failure the target takes damage equal to the damage dealt from a strike of the weapon + Sneak Attack piercing damage.
Sliding Trap (Required: Blanket/Net, Improvised blades/spikes)
This trap is a reaction to place. This trap takes up 5 sq. ft. of ground. This trap is built to be slid out during combat. When any creature moves within a 30ft. radius of you, you may attempt to slide this trap under their feet. When any creature steps into the space of this trap they must make a Dexterity Saving Throw DC (8 + your dexterity modifier). On a success the target takes no damage or ill effects. On a failure the target takes 1d6 piercing damage.
At 17th level, these traps deal magical piercing damage.
Sense for Shiny Secrets
9th-level Hoard Collector feature
Your innate psychic sense for treasure has now been heightened to a magical state. You can cast Detect Magic 3 times per short rest. Each time you do so you gain the rarity of each magical source or item you encounter alongside the school.
In addition, you also gain the ability to Detect Artifacts. Once per week, you can state that you will begin the intense ritual. Once stated, the ritual begins and lasts until the end of a long rest. The ritual must last the entire length of your rest. At the end of the ritual, you gain the direction, approximate distance, and name of the closest Legendary Magical Item or Artifact. If this Legendary Magical Item or Artifact is within 1 mile of your current location, you gain a view of the item similar to a scry spell for 1 minute.
Violent Will of Greed
13th-level Hoard Collector feature
The violent will of your greediness allows your intense perspective to shift the force of reality. Once per day when you find a magical item or roll on the magical item table, you may choose to activate your Violent Will of Greed (purchasing an item does not activate this ability). When activated you can roll 1d6 and resolve the event on the table.
|
Roll |
Event |
|
1 |
You also find 2d20 gold pieces. |
|
2 |
You also find a random potion or scroll with a lesser rarity (to a minimum of common). |
|
3 |
You can roll again on the same table of magic items and pick which one you want. |
|
4 |
You find a second item of one lesser rarity (to a minmum of uncommon). |
|
5 |
You can roll again on the next up table of magic items and pick which one you want. |
|
6 |
You find a second item of equal rarity. |
Fortified Hoard
17th-level Hoard Collector feature
After ages of collection your Hoard becomes a place of ultimate fortification. You must set the exact boundaries of your hoard. If any creature enters your Hoard you are telepathically notified of their entrance, and are able to see them as if effected by the Scry spell for 1 minute.
Your suspicious mind summons an elemental protector to help you keep your treasures safe. You gain control of an Invisible Stalker who cannot leave the boundaries of your Hoard. The Invisible Stalker follows your commands to the best of its ability provided it does not leave your hoard. If given no command, the Invisible Stalker will protect your hoard from all creatures besides you. It will not follow commands to harm itself in any way. If the Invisible Stalker dies, you may perform an hour long ritual to resummon it.
In addition, your trapping nature affords you more power. Once per long rest you may cast a 9th Level Glyph of Warding.
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