Base Class: Rogue
You have made your living among tombs, dungeons, and forgotten temples. Explorer Rogues are those rare few that yearn to unravel the mysteries of this world, especially in the face of danger.
Tomb Raider
Starting at 3rd level, you gain the following benefits
- You gain a swimming and climbing speed equal to your walking speed
- You gain proficiency in History and Arcana
Additionally, you gain a number of points equal to your intelligence modifier. As an action, you may expend a point to cast Detect Magic, Comprehend Languages, Find Traps, or Identify. Spells cast this way require no components. You are unable to have more than one of these spells active at a time, and you regain all expended points after a long rest.
Smart Fighting
When you choose this archetype at 3rd level, you gain the ability to fight with new and inventive techniques. When you deal sneak attack damage on an attack, you can reduce the number of dice granted by the sneak attack damage to apply one of the following effects to the target of your attack. Creatures Huge and larger are immune to these abilities.
- Throat Blow (1 Die): The target must succeed on a Constitution saving throw or become silenced until the end of your next turn
- Leg Sweep (1 Die): The target must succeed on a Strength saving throw or be knocked prone
- Disarm (2 Dice): The target must succeed on a Strength saving throw or drop whatever they are holding
- Lay Out (5 Dice): The target must succeed on a Constitution saving throw or become stunned until the end of your next turn
The save DC of these abilities is equal to 8+your Intelligence modifier+your proficiency bonus
Careful Tread
Starting at 9th level, you become able to carefully make your way through any situation. As a bonus action, you may choose to move especially careful through a certain space. After taking this bonus action, your speed is halved until the end of your turn, and you gain the following benefits upon moving.
- Your movement does not provoke opportunity attacks
- You gain an advantage on perception checks
- You take half damage from all traps and have advantage on saving throws against them
Daring Escape
By 13th level, your explorer's training and quick movement benefits your allies. As a bonus action, you can choose one willing creature within 5 feet of you to move with you for your turn. This creature gains the benefits of your swimming and climbing speed, as well as any disengage or dash action you take. In order to bring a creature with you, it must be Medium or smaller.
Astute Adventuring
When you reach 17th level, you gain a bonus to all non-proficient saving throws equal to your intelligence modifier. Your passive perception also increases by your Intelligence modifier.
Additionally, when an ally within 30 ft. of you makes a Dexterity saving throw, you can use your reaction to grant them the benefits of your evasion ability, and you automatically gain the benefits of the disengage action upon using your Daring Escape ability.
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