Base Class: Rogue
Houses, stores and banks can be quite good places to steal from but are often well guarded, in populated areas and, well, boring. Ancient burial sites filled with artifacts and gold are much more rewarding, in every sense of the word. They might be harder to find and often filled with traps, but thats what makes it fun. Tomb Robbers specialize in these kind of places. Since exploring tombs, which can be enormous, are often in a state of ruin, traversing them can be quite physically hard. This means Tomb Robbers usually have more strength then the average rogue. As a way of moving around, they have found the whip to be quite helpful, once you know how to use it. And once you do, it can even help in dealing with any creature you may encounter.
Utility Whip
Starting at 3rd level, you have can use the whip as both a weapon and as a tool for maneuvering. You gain proficiency with the Whip and can use it to whip around overhanging beams, treebrances or wall mounted torches (or anything similar) and swing, hang climb or wall run with it.
In addition, when you hit a creature that is not within 5ft of you, with the whip, you can choose not to do any damage but instead pull the creature 5ft towards you. If the creature is Large or bigger it can make and Strength (athletics) check contested with you own Strength (athletics) to avoid beig pulled.
If pull a creature this way the creature stumbles a bit giving advantage on the next attack against it.
Trap Veteran
Also at 3rd level, you are experienced enough with traps to spot them more easily or a least give yourself a last second reaction to not trigger them. You gain a bonus equal to your wisdom modifier to any check you make (even passive ones) to detect traps. When you do trigger a trap, you can use your reaction to make an dexterity save (DC equals the DC to detect it). If you succeed, you don’t trigger the trap and are aware that there is a trap.
Ancient Understanding
Starting at 9th level, you have learned that deciphering ancient texts can give you are real advantage when navigating tombs or telling how valuable an item is. You can cast the Comprehend Languages and Identify spells, but only as a ritual.
Whip Mastery
Starting at 13th level, you have mastered the use of the whip. This gives you more options and better reflexes when using it. You can use the whip to grapple a creature at 10ft away from you, following the normal rules. Once it is grappled you can pull it towards you or sideways, or knock it prone, following the Shove action rules. A creature grappled with your whip can still move towards you if it had movement left.
In addition, you can use your reaction to grapple a creature at 10ft with your whip. And when you are falling or slipping, you can use your reaction to use the whip to save yourself by grappling anything that stick out and is within range.
Quick Understanding
Starting at 17th level, your experience with ancient artifacts have given you a general understanding of how they work. This allows you to quickly figure them out. You can attune to an magic item within 1 turn instead of a short rest. If you pick up an magic item that needs to be attuned and you haven’t used any actions yet and you don’t use your reaction this round, then you can use equip and use the item on your next turn (armor still takes time to put on). In addition, you can attune a total of 4 item instead of just 3 at the same time.
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