Base Class: Ranger
Treasure Hunters delve into some of the most inhospitable places to find the fortunes that have been lost to time. They thirst for the clink of gold and marvel at the constructs of ancient civilizations. Treasure Hunters can be found far and wide; they explore the sunken ruins of unlucky sailors, unseal crypts of long-dead kings, and climb the highest peaks in search of fabled treasure. These rangers are willing to risk life and limb in pursuit of something greater: gold, artifacts, and long-kept secrets.
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 Magic 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 | comprehend languages |
| 5th | knock |
| 9th | dispel magic |
| 13th | secret chest |
| 17th | passwall |
Intrepid Adventurer
Where most are daunted by the dangers of the natural world, you are not. Your affinity for the natural world and the exploration of its most dangerous locales has attuned your body to adapt to the harsh environments you are most likely to encounter. You gain the following traits:
- You can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a short rest.
- You gain darkvision out to 60 ft., if you already have darkvision your range increases by 30 ft.
- Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Unerring Eye
When you choose this archetype at 3rd level, you gain proficiency in the Perception and Investigation skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Trust Your Gut
By 7th level, you have grown your source of knowledge not from study but from experience. You can add your WIS modifier to any Intelligence Ability Check. Additionally, your body has become so accustomed to danger that it can react before your mind even perceives it, you have advantage on all Saving Throws to avoid/resist traps and natural dangers (e.g. falling rocks, pitfalls, quicksand).
Finders Keepers
At 11th level, you have learned that quick wits and quick hands are paramount to survival. As an action you can make a weapon attack against a target wielding a weapon or holding an item, on a hit the target drops the item. You can use your reaction to move up to 30 ft towards the target, if you end this movement within melee range of this target you can pick up the item. You can do this a number of times equal to half of your proficiency bonus (rounded down). You regain all uses of this ability after you complete a Long Rest.
Additionally, your carrying capacity is doubled and you can attune to any magical item, regardless of its prerequisites, and can do so as an action.
Cursebreaker
Starting at 15th level, you have gained a natural resilience to the harrowing effects of dark magic. You are no longer affected by any curses or detrimental effects associated with magical items, including items you are attuned to. You have advantage on all Saving Throws against spells and magical effects. You are immune to the Frightened, Petrified, and Paralyzed conditions.
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