Base Class: Rogue
Rouges that specialize in the art of treasure hunting are able to utilize their intellect and dexterous skills to manipulate and contort their bodies and minds for the sake of uncovering long lost relics. They specialize in the use of whips for a variety of uses and displays.
Archeological Expertise
Starting at 3rd level, you gain proficiency in 2 of the following skills: arcana, history, religion, or nature. When you make a check using one of these skills about the discovery of new information lost to society or rumored to be extinct, you may add double your proficiency bonus to the check.
Archeological Arcana
You gain proficiency in arcana.
Archeological History
You gain proficiency in history.
Archeological Nature
Gain proficiency in nature.
Archeological Religion
You gain proficiency in religion.
Calculated Cartographer
Starting at 3rd level, you gain proficiency with the cartographer’s tools. You have advantage on survival checks made to guide or locate your location on a map you have seen or created. You can also create maps that utilize thieves’ cant in such a way that others cannot read it. You also gain access to the illusionary script spell and may cast it with your intelligence modifier once per long rest.
Whip Connoisseur
Starting at 3rd level, you become proficient in all types of whips and are able to manipulate them with dexterous tenacity. You may attack with any whip using your dexterity. While using your whip you may use a bonus action to perform a number flourishing tricks.
Whip Flourish DC = 8 + proficiency bonus + dexterity modifier
Whip Flourish Damage = 1d6 + half your rouge level
Crack: You crack the whip with such force as you attack that the target must make a charisma saving throw against your whip flourish DC or be frightened by you.
Overhand Flick: You may add your Whip Flourish Damage to your next attack that hits.
Sidearm Flick: Your next attack with the whip is made at advantage.
Lasso Flick: You being to spin the whip like a lasso. If your next attack hits you may grapple or cause your whip to latch onto whatever it strikes. The saving throw to escape the grapple is equal to your whip flourish.
Underhand Flick: In place of your next attack, your target makes a dexterity saving throw against your whip flourish or is knocked prone and takes your whip flourish damage. On a save they are not knocked prone and take half damage.
You gain additional whip flourishes at higher levels in this class. At 9th level your whip flourish damage increases by an additional 1d6.
Versatile Technique
Starting at 9th level, the techniques you can use your whip for have diversified to additional options. These options can be used as a bonus action and Utilize the your whip flourish DC and Damage.
Halo swing: You spin your whip around in a circle until the start of your next turn. When an enemy enters the circle of a radius equal to tour whip’s attack range, they must make a dexterity saving throw versus your whip flourish or take damage equal to your whip flourish and have their speed reduced to zero. Half damage on a save.
Figure eight: you swing your whip furiously in a defensive formation. Until the start of your next turn you may add your proficiency modifier to your AC.
Disarming Crack: You quickly crack the whip back and strike at the hand of your target. If your next attack hits, your opponent makes a strength save or drops their weapon and suffers your whip flourish damage. On a success, they take half damage and the weapon remains in their hand.
Flurry: During your next attack action, you may make an additional attack with the whip.
Whip Routine
When you reach 13th level, you may use two whip flourishes when you use a bonus action.
Relic Restoration and Translation
By 17th level, with a few minutes of study you can translate any language. You gain resistance to ancient curses and madness affects in the form of advantage on charisma saving throws. You may use a magic item once without attuning to it even if it requires attunement. This ability works once per item. If you are using a whip to attack you may sneak attack twice per turn.
Previous Versions
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