Base Class: Ranger
You hunt arcane artifacts, delving into ancient ruins and deadly dungeons. You use your agility, wits, and magical abilities to disarm traps, slay monsters, and retrieve lost relics. Some Treasure Hunters seek arcane knowledge or power, some seek riches, and some simply seek the thrill of hunting treasure.
Treasure Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Treasure Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Treasure Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Identify |
| 5th | knock |
| 9th | dispel magic |
| 13th | stone shape |
| 17th | passwall |
Tomb Raider
At 3rd level, you are a master of raiding tombs and dungeons. You gain the following benefits:
You have advantage on Perception checks to detect traps, and you have advantage on saving throws caused by traps.
You have advantage on History checks when attempting to recall information related to ruins, tombs, dungeons, and other ancient structures, as well as when attempting to recall information related to magical objects or treasures from the past.
Whenever you take a short rest while inside an ancient structure that contains magic or arcane lore, you can attempt to meditate and draw out power from your surroundings. When you do so, you can regain a number of spell slots equal to your wisdom modifier. The spell slots regained this way cannot be higher than 2nd level.
Dungeon Magic
Starting at 9th level, you can cast Locate Object or Find Traps without using a spell slot. You can use this ability three times per long rest.
Trap Master
At 13th level, you gain the ability to control traps. After you successfully disarm a trap, you can use a bonus action to magically reactivate the trap. You can use this ability up to 300 feet away from the trap.
Lair Infiltrator
At 17th level, you gain the ability to break residual magic in a monster's lair.
As a bonus action, you can disable all lair abilities of all enemies that you can see until the start of your next turn.
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