Base Class: Rogue
Treasure awaits in many a dark place. But someone has to go there to collect it. The tomb raider combines intricate dungeoneering skills and the required archeological know-how to get the job done. With roguish perfection and stealth, this daring treasure hunter is able to glide – or talk – their way out of almost any tricky situation.
All in the Mind
When you choose this archetype at 3rd level, you are able to recall previously researched information concerning sites of excavation for treasure or the like. You will know at least one entrance/exit point, and also what may be found inside, as well as rough details about potential hazards of the excavation site. Your DM sets the DC for an Intelligence (History) check to reveal just how much you know about any given location.
Dungeon Delver
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Stealth) check, make an Intelligence (Investigation) check to search for traps, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Sell the Tale
Starting at 9th level, you have advantage on all Charisma checks made to convince others of your knowledge of a certain excavation or historically significant site or information regarding it. This includes selling any items of interest found in said lair.
In A Tight Spot
By 13th level, you have honed your dungeoneering skills to give you advantage on Dexterity (Acrobatics) checks to avoid getting stuck. Additionally, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Treasure Keeper
When you reach 17th level, you have become adept at escaping danger and bringing loot with you. You can take two turns during one round of any combat, once per short rest. You take your first turn at your normal initiative and your second turn at your initiative minus 10. Additionally, you can spend a bonus action in one of these turns to locate important loot to bring with you.
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