Base Class: Rogue
Explorers pride themselves in their knowledge of ancient civilizations, ruins, and artefacts. The mere rumour of lost knowledge in some dark place is enough to get most explorers digging around. Explorers make a living finding and selling ancient pieces of history, and because of this many explorers naturally find themselves a part of a larger group of adventurers in order to delve to depths they could not reach on their own.
Due to all their time crawling through perilous places, explorers have a natural knack for narrowly avoiding danger. This makes them very frustrating enemies for their foes. Explorers seem to become emboldened every time they narrowly avoid an enemy's blade or dodge out of the way of a deadly trap.
Antiquities Enthusiast
At 3rd level, your focused education gives you knowledge about the civilisations of old. You are proficient with, and have expertise with, the History skill and Cartographer's Tools. If you already have expertise in History, then choose another skill you are proficient in to gain expertise with instead.
You have advantage on Intelligence (History) checks to recall information about two races of creatures and any civilisation they may have or had in the past, including aspects such as culture, economy, religion, and societal structure. Work with your DM to determine which creatures you gain this advantage in regards to, taking into consideration the history of the world and the knowledge and information you would have access to. In addition, you learn the native language of each of those races of creatures, if they speak a native language.
Dungeon Raider
At 3rd level, you have become experienced in delving into tombs and dungeons. You gain the following benefits;
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps.
- You can squeeze through spaces as if you were one size category smaller than you actually are.
- You gain darkvision out to a range of 60ft. If you already have darkvision, your darkvision range increases by 30ft.
- You gain proficiency with whips, and whips gain the Light trait when you wield them. Additionally, if you are holding a whip, rope or similar object, you can latch on to anchor points around you to swing from. If you are swinging from an anchor point, you can double the distance of your long jump and high jump, and do not need a running start to get the maximum jump distance.
- If you are wielding a whip, you can use the whip to perform Object Interactions at a range of 10ft, at the DM's discretion, and you can attempt to Shove creatures prone or pull them 5ft towards you from 10 ft away using a whip, as if you were taking the Shove attack option.
Expedition Prep
By 9th level, you are renowned for your ability to pick up new information and commit yourself to study. When you are in an unfamiliar region or city, you can spend 10 gp and 3 hours of studying to grant yourself advantage for a week on any Intelligence (History) checks about the region or a specific relevant location and can learn what inhabitants reside there and any known dangers that might be inside, at the DMs discretion.
You can spend the same amount of time and money to appraise the value and nature of an item you can study closely, by casting an identify spell without material components or spell slots, and also make arrangements for the next week with local fencers, antiquities dealers or appropriate officials to buy and/or sell valuable or magical items at a 25% price reduction/increase that is beneficial to you, within reason.
Detect Curse
At 13th level, you can immediately tell whether an item is cursed. You can sense the presence of all cursed items within 10 feet of yourself when you are not incapacitated, and you get a vague intuition regarding the nature of the curse they bear.
Danger Sense
At 17th level, you have honed your senses, and you are always prepared for danger. You automatically detect the nature of all traps or natural hazards within 15 feet of yourself, and you are resistant to damage dealt by traps and natural hazards. Also, you have advantage on ability checks made to disable or avoid traps and natural hazards.
Relic Hunter
At 17th level, you have become a master at hunting down ancient relics and discovering hidden information:
- Once every 30 days you can cast locate object to find either general or specific items with even vague descriptions, including magical items that you only conceptualise with second- or third-hand information. When locate object is cast with this feature, it has a range of 100 miles and will indicate both direction and distance to the object.
- You gain advantage on all Charisma (Persuasion) checks related to bartering for a magical item, and once every 30 days you can either barter the price of a magical item you are attempting to purchase down to 1/10th its normal cost, or triple the expected value price of a magical or antique item you are attempting to sell, with a successful Charisma (Pursuasion) ability check during the bartering process.
- Identifying an object grants you, and up to five friendly creatures, inspiration.
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