I tried to create a new home-brewed Roguish Archetype based on an Indiana Jones/Lara Croft type character. I was looking to submit it for review (just to make sure it wasn't OP or anything), but the site says it too closely resembles the Circle of Spores subclass for Druids from Unearthed Arcana. I've read the Circle of Spores subclass and can't fathom in what way my subclass resembles it. Am I allowed to just post it here in a thread for the experts to look over and guide me? I'm relatively new to this site and the forum rules were a little too confusing, and I wouldn't want to inadvertently violate them.
Unfortunately, the name I chose (dungeon Delver) is already taken. My first choice was Tomb Raider, but that has obvious problems. Most of the abilities I made were alterations from the existing Roguish Archetypes in the PHB and XGE. I just want to make sure it's not OP before trying to use it:
Dungeon Delver (Roguish Archetype)
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. As I said, I had an Indiana Jones/Lara Croft theme in my head. Obviously, D&D isn't a solo game, so I tried to make someone who is the point-man leading a group on their excursion.
Quick Build – this archetype recommends putting your second highest ability score in Intelligence rather than Charisma
Dungeon Delver Features All the Roguish Archetypes had 2 abilities at 3rd level except the Inquisitive, which had 3 abilities but 2 were more like 1/2 abilities. So I took one of the 1/2 abilities and the beginning of another ability to make two 1/2 abilities (if that makes sense).
Rogue Level
Feature
3
Always Alert, Can't Get the Drop on Me, Legends and Lore
9
Cat's Mobility
13
Catalogued Artifacts
17
Lurking in the Deep
Always Alert This is the Inquisitive's Eye for Detail with "trap" thrown in
Starting at 3 level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature, trap, or object or to make an Intelligence (Investigation) check to uncover or decipher clues
Can’t Get the Drop on Me This is the Skirmisher's Rakish Audacity with Intelligence swapped in for Charisma and some rewording. I also removed the second part which had more to do with dueling.
At 3 level, your familiarity with combative circumstances guides you in battle. You gain a bonus on your initiative rolls equal to your Intelligence modifier.
Legends and Lore The is the Scout's Survivalist with different skills added.
When you choose this archetype at 3 level, 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.
Cat’s Mobility This is the Scout's Superior Mobility with the climbing and swimming speed removed, but the falling damage mitigation added.
At 9 level, your walking speed increases by 10 feet. When you fall 10 feet or more and are conscious, you can make Dexterity (Acrobatics) check (DC = ½ the height fallen) to tumble out of the fall for no damage.
Catalogued Artifacts This is a blatant ripoff of the Thief's Use Magic Device with thematically renamed title
By 13 level, you have learned enough about the workings of magic 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.
Lurking in the Deep This was the level I struggled with the most, but the best I could come up with was to rename the Assassin's Death Strike with a minor rewording.
Staring at 17 level, you become a master of neutralizing ancient guardians. 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.
I tried to create a new home-brewed Roguish Archetype based on an Indiana Jones/Lara Croft type character. I was looking to submit it for review (just to make sure it wasn't OP or anything), but the site says it too closely resembles the Circle of Spores subclass for Druids from Unearthed Arcana. I've read the Circle of Spores subclass and can't fathom in what way my subclass resembles it. Am I allowed to just post it here in a thread for the experts to look over and guide me? I'm relatively new to this site and the forum rules were a little too confusing, and I wouldn't want to inadvertently violate them.
You don’t have to publish it, just drag your mouse over the whole thing, copy it, and then paste it in the forum for feedback/reviews.
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If you're going for Indiana Jones, thief is pretty much that. But I would like to see this, especially to see your interpretation.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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Unfortunately, the name I chose (dungeon Delver) is already taken. My first choice was Tomb Raider, but that has obvious problems. Most of the abilities I made were alterations from the existing Roguish Archetypes in the PHB and XGE. I just want to make sure it's not OP before trying to use it:
Dungeon Delver (Roguish Archetype)
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. As I said, I had an Indiana Jones/Lara Croft theme in my head. Obviously, D&D isn't a solo game, so I tried to make someone who is the point-man leading a group on their excursion.
Quick Build – this archetype recommends putting your second highest ability score in Intelligence rather than Charisma
Dungeon Delver Features All the Roguish Archetypes had 2 abilities at 3rd level except the Inquisitive, which had 3 abilities but 2 were more like 1/2 abilities. So I took one of the 1/2 abilities and the beginning of another ability to make two 1/2 abilities (if that makes sense).
Rogue Level
Feature
3
Always Alert, Can't Get the Drop on Me, Legends and Lore
9
Cat's Mobility
13
Catalogued Artifacts
17
Lurking in the Deep
Always Alert This is the Inquisitive's Eye for Detail with "trap" thrown in
Starting at 3 level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature, trap, or object or to make an Intelligence (Investigation) check to uncover or decipher clues
Can’t Get the Drop on Me This is the Skirmisher's Rakish Audacity with Intelligence swapped in for Charisma and some rewording. I also removed the second part which had more to do with dueling.
At 3 level, your familiarity with combative circumstances guides you in battle. You gain a bonus on your initiative rolls equal to your Intelligence modifier.
Legends and Lore The is the Scout's Survivalist with different skills added.
When you choose this archetype at 3 level, 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.
Cat’s Mobility This is the Scout's Superior Mobility with the climbing and swimming speed removed, but the falling damage mitigation added.
At 9 level, your walking speed increases by 10 feet. When you fall 10 feet or more and are conscious, you can make Dexterity (Acrobatics) check (DC = ½ the height fallen) to tumble out of the fall for no damage.
Catalogued Artifacts This is a blatant ripoff of the Thief's Use Magic Device with thematically renamed title
By 13 level, you have learned enough about the workings of magic 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.
Lurking in the Deep This was the level I struggled with the most, but the best I could come up with was to rename the Assassin's Death Strike with a minor rewording.
Staring at 17 level, you become a master of neutralizing ancient guardians. 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.
I noticed that Dungeon Delver is the name of a Feat in the PHB. So I changed the name to Relic Hunter and I was able to publish it. Weird.