Base Class: Rogue
Can you feel the tug of adventure when you think of tombs, forgotten temples and lost cities? Explorer Rogues are those rare few who yearn to unravel the mysteries of this world. Trips into such remote locations can be treacherous, but these rogues have the smarts and the know-how to get in and out safely.
Archeologist
When you choose this archetype at 3rd level, you gain proficency in one skill of your choice History, Investigation, Nature. If you are already proficent in that skill, you gain expertiese instead.
In addition you gain 1 extra languages of your choice and the Historical Knowledge feature:
Historical Knowledge:
When you enter a ruin or dungeon, you have advantage on checks made to correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old.
Tomb Raider's Training
You gain the following benefits:
- You have a swimming speed equal to your walking speed.
- You have a climbing speed equal to your walking speed.
Delver's Tools
Starting at 3rd level, the torch and the whip become your tools of choice when investigating lost temples. When wielding one of those items you gain the following benefits.
- Torch. If you choose to use this as a weapon, Torches count as Clubs with the Light and Finesse properties for you, that deal an additional 1d4 fire damage on a hit. Otherwise the torch remains a standard object. Moreover while using a torch as a light souce, you can add 1d4 to your score when you roll a Perception or Investigation check to find something enlightened by your torch.
- Whip. Whips deal 1d6 damage on a hit instead of 1d4. Moreover you can, as a bonus action, use a whip to pull objects that are not being worn or held that are one size smaller than you or smaller 10 feet towards you. While wielding a whip, you can also use your Dexterity instead of your Strength to calculate the length of your long jumps as long as there is something you can grab with your whip to help you in your jump.
Gambit Fighting
At 3rd Level, when you take this subclass much of your fighting prowess relies on your ability to assess your opponets and creativley use your enviornment and your equipment disposable against them, even if it means risking it all. You are able to use Gambits fueld by your sneak attack damage.
Gambits. You are able to use any gambit, detailed under "Gambit" below, if you have enough sneak attack damage for it. When you deal sneak attack damage on your turn, you can choose to decrease your sneak attack damage by the amount listed to use a gambit. You can use only one gambit per attack.
Saving Throws. Gambits that require a saving throw to resist its effect require a saving throw. The DC is calculated as follows:
Gambit Save DC = 8+ your proficency bonus + your Intelligence modifier.
Daring Escape
At 9th Level when you take the dash action (or cunning action) you can forgo the extra movement, and instead choose to take one willing creature within 5ft with you. That creature will move with you using your turn's normal movement. The creature moving with you benefits from your climbing speed, your swim speed, and disengage action if you took it. In order to move with your the creature must be of an equal size or smaller.
Reveal Ancient Knowledge
Level 13
Once per day you can choose to cast legend lore on an object of Historic or Mythical significance within 10ft of you. When you cast Legend Lore in this way it takes 10 min to cast, but does not require spell components.
Additionally, you can cast detect magic, comprehend languages, identify or find traps without expending a spell slot. You can cast only one of these spells at a time, you cast each of these spells once per short or long rest. You regain all expended uses when you finish a short or long rest.
Watch Out!
Starting at 17th level, you gain a bonus to all non proficent saving throws equal to your Intelligence modifier.
When an ally within 30ft of you makes a DEX saving throw, you can use your reaction to grant them the benefit of your Evasion ability.
Gambits
The gambits are presented in order of increasing sneak attack damage.
- Bleeding Wound (-). For each sneak attack die you use, the creature takes 1d4 piercing damage at the start of each of its turns. It must make a Constitution saving throw at the end of its turns, ending all bleeding wounds on a success. A creature can have more than one active bleeding wound at a time. Constructs and undead are immune to this effect.
- Expose Weakness (-). The target must make a Dexterity saving throw. On a failure, it suffers a penalty to its AC equal to the number of expended sneak attack damage dice, to a minimum of 10 + its Dexterity modifier. This penalty lasts until the beginning of your next turn.
- Silencing Strike (1d6). You target a creature's throat, intending to damage its throat. It must succeed on a Constitution saving throw or be unable to speak or cast spells with a vocal component until the beginning of your next turn.
- Sweep the Leg (1d6). The target makes a Strength saving throw or is knocked prone.
- Hamstring (2d6). You target the creature's hamstrings or tendons. The creature must succeed on a Constitution saving throw or have its walking speed halved until the beginning of your next turn.
- Disarm (2d6). Slicing at its wrists or maneuvering your attack, you attempt to make the creature drop an item. The creature must make a Strength saving throw. On a failed save. it drops one item of your choice that it's holding. The object lands at its feet.
- Taunt (3d6). You perform a taunting gesture as part of the attack. The creature must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the beginning of your next turn.
- Cheap Shot (4d6). An attack targeting the creature's vulnerable areas, inflicing intense pain. The creature must succeed on a Constitution saving throw or be unable to use reactions and have disadvantage on dexterity saving throws until the beginning of your next turn.
- Gamble (4d6). You feint, throwing caution to the wind as you attempt to leave the creature open to attacks from your allies. The creature must make a Wisdom saving throw. On a failed save, attacks against the target have advantage until the start of your next turn and attacks against the creature score a critical hit on an 18-20; however attacks against you are at advantage and score a critical hit on an 18-20.
- Blind (5d6). Targeting a creature's eyes with a cut or jab or pocket sand, you attempt to temporarily blind it. It must succeed on a Constitution saving throw or be blinded until the beginning of your next turn.
Lacerate(5d6). You make a pinpoint strike at a creature's main artery. It must succeed on a Dexterity saving throw or take 2d4 piercing damage for each 5 feet they move (including forced movement) until the beginning of your next turn. Constructs and undead are immune to this effect.
Previous Versions
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