Base Class: Rogue
Most rogues love treasure, but their opportunistic sense is generally too high to focus so exclusively on finding these treasures that they only pursue them when the signs pointing the way are very clear. However, there are those that go out of the way to find the largest, most hidden, most dangerous hoards and attempt to gain access to those, in particular. These capable explorers are often simply called Treasure Hunters, but the name is a misnomer for the degree of skill, dedication, and even mysticism that one must wield on their journeys throughout the realms in order to successfully find their payday. Capable cartographers, expert trap handlers, seekers of all that's hidden from prying eyes, the Treasure Hunter is not only willing and able to locate vast treasures, but also quite adept at navigating the dungeons, temples, caverns, and lands in which the best treasures lie waiting. They exhibit knowledge over many fields, and most use that knowledge to go into business for themselves, only bringing along allies when the going gets extra tough.
Seeker of Stashes
At 3rd level when you choose this class, you learn to exhibit the best properties of the novice treasure hunter. You gain the Dungeon Delver feat. If you already have this feat, you may choose another feat instead. Furthermore, you become proficient in Cartographer's Tools, and you are so adept at map-reading and interpreting landscapes that you may double your proficiency bonus with those tools.
Hunter of Hoards
At 9th level, you begin to learn exactly how to use every tool you can to seek your wealth, even utilizing magical knowledge to obtain results. You gain the Ritual Caster feat for the Wizard spell list and you know these additional spells in your ritual book: Comprehend Languages, Identify, Augury, Locate Object, and Divination. Intelligence is you spellcasting ability for these rituals. If you already have the Ritual Caster feat for the Wizard spell list you may choose a different feat, and you gain the additional spells in your ritual book.
Additionally, you become capable of offering brilliant tactical advice on how to navigate dungeons and circumvent the worst effects of traps. Whenever you would be subject to the effect of a trap, you may have allies who can hear you within 30 feet gain advantage on saving throws to avoid or resist traps for the next 10 seconds or 3 rounds (whichever passes first).
Finder of Fortunes
At 13th level, you're so adept at finding the hidden nuances of maps and charts and the penetration points of structures and tunnels that you are able to translate your ability into finding weak points in an enemy's defenses. You may spend one action observing a target, and if you do, all weapon attack rolls you make against that target roll a critical attack on 19-20. This benefit ends when you can no longer see that opponent, but you may spend another action observing the same target later at any time to regain this benefit.
Additionally, you possess a categorical knowledge of treasures you have stumbled upon before. If you encounter a copy of a magic item that you have ever identified with your Identify ritual, you have no need to cast Identify to know what that item is. For example, if you have ever identified a Necklace of Fireballs before and you encounter another at a later time, you have no need to cast Identify to know that the one you've just encountered is a Necklace of Fireballs, as you recognize it right away.
Dragon-Hoard Delver
At 17th level, you become well-versed in the realms and lairs of the many monsters that are likely to keep a hoard, which enables you to be best aware and prepared for what these creatures have in store. You have advantage on all saving throws against Lair actions and Legendary actions.
Additionally, if you are the target of a volley of attacks, you are expert at evading the onslaught of aggression. If an enemy would target you with an attack after having already made you the target of a previous attack on its turn, you gain a +1 dodge bonus to your Armor Class against that attack. If additional attacks target you, you gain another +1 bonus to your armor class for each new attack. For example, if a creature attacks you with each attack of its Multiattack, which would be a flurry of bite, claw, claw, and tail whip attacks, you have your normal Armor Class against the first attack, +1 to Armor Class against the first claw, +2 against the second claw, and +3 against the tail whip attack.
Previous Versions
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12/8/2020 3:38:39 PM
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1.0
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Coming Soon
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