Rogue
Base Class: Rogue

Graverobbers are rogues who have found their calling in the solemn stillness of tombs, the forgotten depths of crypts, and the dust-laden halls of ancient ruins. They are masters of bypassing defenses, discerning hidden dangers, and extracting valuable secrets or treasures from places best left undisturbed. Their skills are honed by dealing with both mundane traps and the lingering, often hostile, spirits of the dead. They are not merely thieves; they are archaeological opportunists, necromantic nuisances, and experts in the art of taking what the dead no longer need.

Tomb Raider's Kit

When you choose this archetype at 3rd level, your experience with forgotten places grants you specialized knowledge. You gain proficiency with Mason's tools and the History skill. If you are already proficient with Thieves' tools, you gain expertise with them.

Grave's Insight

Also at 3rd level, your intimate knowledge of death and decay allows you to quickly assess vulnerabilities. As a bonus action, you can choose one creature you can see within 30 feet of you. Until the end of your next turn, your weapon attacks against that creature deal an additional necrotic damage. If the creature is an Undead or a Construct, this additional damage increases to 1d6. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Desecrator's Touch

Starting at 9th level, your presence is anathema to the sanctity of death. When you deal Sneak Attack damage to a creature, you can choose to also deal an additional 1d6 necrotic damage. If the target is an Undead, Fiend, or Celestial, this additional damage becomes 2d6 necrotic damage and ignores any resistance the target might have to necrotic damage.

Ethereal Passage

At 13th level, you learn to exploit the thin veil between worlds. You can cast the Passwall spell once without expending a spell slot or material components. The wall you create appears to be made of disturbed earth, rusted metal, or crumbling stone. You regain the ability to cast it in this way when you finish a long rest.

Additionally, you have advantage on saving throws against spells and effects that would magically restrain, paralyze, or hold you.

Master of the Crypt

At 17th level, you become a true connoisseur of the grave. You gain truesight out to a range of 30 feet.

Furthermore, when you reduce a creature to 0 hit points with a weapon attack, you can use your reaction to absorb a fragment of its lingering essence. You regain hit points equal to your rogue level, and you gain a bonus to your next attack roll or saving throw equal to your Intelligence modifier. You can use this feature once per short or long rest.

Level 3: Tomb Raider's Kit

When you choose this archetype at 3rd level, your experience with forgotten places grants you specialized knowledge. You gain proficiency with Mason's tools and the History skill. If you are already proficient with Thieves' tools, you gain expertise with them.

Level 3: Grave's Insight

Also at 3rd level, your intimate knowledge of death and decay allows you to quickly assess vulnerabilities. As a bonus action, you can choose one creature you can see within 30 feet of you. Until the end of your next turn, your weapon attacks against that creature deal an additional 1d4 necrotic damage. If the creature is an Undead or a Construct, this additional damage increases to 1d6. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Level 9: Desecrator's Touch

Starting at 9th level, your presence is anathema to the sanctity of death. When you deal Sneak Attack damage to a creature, you can choose to also deal an additional 1d6 necrotic damage. If the target is an Undead, Fiend, or Celestial, this additional damage becomes 2d6 necrotic damage and ignores any resistance the target might have to necrotic damage.

Level 13: Ethereal Passage

At 13th level, you learn to exploit the thin veil between worlds. You can cast the Passwall spell once without expending a spell slot or material components. The wall you create appears to be made of disturbed earth, rusted metal, or crumbling stone. You regain the ability to cast it in this way when you finish a long rest.

Level 17: Master of the Crypt

At 17th level, you become a true connoisseur of the grave. You gain truesight out to a range of 30 feet.

Furthermore, when you reduce a creature to 0 hit points with a weapon attack, you can use your reaction to absorb a fragment of its lingering essence. You regain hit points equal to your rogue level, and you gain a bonus to your next attack roll or saving throw equal to your Intelligence modifier. You can use this feature once per short or long rest.

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