Base Class: Fighter
An archetype codified by a race called the Moleven, Crazy Cavers are a special breed of fighter at home in subterranean environments, hacking away at stone and soil to find treasure. Their familiarity with the depths lets them dodge loose rocks and sense ones in danger of falling, and even to find treasure in enemies. They are most often found in mountain settlements, using their expertise in stonework to guide construction projects and protect their communities.
As a crazy caver, many will expect you to have a compulsive desire to collect treasure, and while you do enjoy owning your share of riches, this desire comes from a drive to explore your surroundings and understand how vast processes and powerful magic have shaped the landscape and its contents. This curiosity is what compels some crazy cavers to turn away from gloomy mines and start an adventure. Their single-minded focus makes them dangerous combatants, and experienced crazy cavers are capable of changing the battlefield with a swing of their weapon.
Crazy Caver
Beginning when you choose this archetype at 3rd level, Darkvision to 60 feet, advantage on Dexterity saves against effects you can see. Can enter a stance for a minute PB times a day to empower your attacks by mining gold and gems or other bonuses. In addition, whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
As a bonus action you can enter a stance for a minute that empowers you and your attacks. When you land a weapon attack for the first time each turn, it knocks an energy you perceive as treasure out of the target: if the roll was even, it knocks out a coin; if the roll was odd, it knocks out a gem; you create proficiency bonus of these treasures, and they land randomly within 5 feet of the target, and you do not provoke opportunity attacks from the target while moving towards them. You collect this treasure by moving within 5 feet of it. Coins give a stacking +1 bonus to your next weapon attack damage roll against the target within a round, and gems give a stacking +1 bonus to the next attack roll. A critical hit creates one of 1d4 items: 1) a Dwarven Pick, which lets you make a weapon attack as a bonus action once before the end of your next turn, 2) a Leonin Shield, which gives you temporary HP equal to your PB+STR modifier, 3) an Orcish Greatsword, which causes your next weapon attack to deal PB extra damage to creatures you can see in range within 5 feet of the target, 4) an Ice Giant Snowflake, which gives the target disadvantage on the next attack roll it makes before the end of its next turn. Treasures and items only remain around the target for the duration of the stance, and they and bonuses you've accumulated from them disappear when it ends.
Cave Crawler
Starting at 7th level, you can ignore non-magical difficult terrain the result of loose rock, jagged stones, and similar phenomena. In addition, you gain a burrowing speed of 10 feet.
Mole Sense
At 10th level, you gain tremorsense out to 10 feet, and the Mold Earth cantrip. You gain the Earth Tremor spell and can cast it at first level on your turn, with it counting as a weapon attack for the purposes of triggering opportunity attacks and interacting with your Mole Time stance; Earth Tremor is cast using your Strength.
Gold Rush
Starting at 15th level, Once on your turn when you score a critical hit with a weapon attack, you can make a weapon attack against the same target as a free action with no advantage. In addition, when you land a weapon attack against a target that hasn't yet taken an action in combat, you knock treasures out of it as with your Mole Time stance.
Cave-In Survivor
At 18th level, you attain the pinnacle of resilience in battle. If you have no more than half of your hit points left, the first time you land a weapon attack against a target each round, you knock proficiency bonus Nuggets out of it(in a way similar to your Mole Time stance). Nuggets are an energy that reduce the damage you take from any source by a cumulative -1; this reduction lasts until the start of your next turn. In addition, you gain the Passwall spell, and can cast it once a long rest with this feature without expending a spell slot.
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