Base Class: Rogue
You are the one trusted to retrieve lost treasures from the deepest caverns, the one called on to delve into decrepit ruins to bring back an ancient artifact. If something is buried in the darkest recesses underground, long ago last seeing the light of day, word on the streets says that you are the one that can find it . . . for a small price of course.
Quick Build – this archetype recommends putting your second highest ability score in Intelligence rather than Charisma.
ATLAS INSTINCTS
When you choose this archetype at 3 level, your years of poring over wrinkled and/or faded maps grants you uncanny knowledge in the layout of far-off places. You gain advantage on Wisdom (Survival) checks to find your way through underground environments and dense aboveground surroundings (eligibility at DM’s discretion).
ENEMY FAMILIARIARITY
Also at 3 level, your understanding of opponents’ habits and tendencies guides you in battle. You gain a bonus on your initiative rolls equal to your Intelligence modifier.
LEGENDS AND LORE
Also at 3 level, your scrutiny of dusty tomes for your diverse contracts has caused you to glean little bits of various and sundry knowledge. You gain proficiency with the Arcana, History, and Religion skills if you don’t already have them. Your proficiency bonus is doubled for any ability check you make that uses those skills.
DEFT MOBILITY
By 9 level, you’ve put your nimbleness to the test often enough that you’ve become adroitly graceful on your feet. Your walking speed increases by 10 feet. Additionally, when you fall 10 feet or more and are conscious, you can make a Dexterity (Acrobatics) check (DC = ½ the height fallen) to expertly tumble out of the fall for no damage.
CATALOGUED ARTIFACTS
At 13 level, your extensive research has taught you enough about the intricate workings of magic devices that you can improvise the use of items even when they are not intended for you. You ignore class, race, and level requirements on the use of magic items. You still need to become attuned to items that have such a requirement.
UNDETERRED HEADWAY
Staring at 17 level, you become a master of neutralizing mighty guardians that block access to your goals. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC=8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature (after all dice rolls and modifiers have been tallied).
Previous Versions
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9/27/2020 9:46:22 PM
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