Ranger
Base Class: Ranger

Tomb Raider's specialize in avoiding traps, navigating dungeons, and finding artifacts.  They are expert dungeon delvers and curse breakers.

Tomb Raider Magic

3rd level Tomb Raider feature

You learn an additional spell of your choice when you reach certain levels in this class, which you can choose from the options shown on the Tomb Raider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Whenever you gain a level in this class, you can switch a spell you chose from this feature with a different spell of the same level, following the same rules as before.

Tomb Raider Magic
Ranger Level Spells

3rd

identify, detect magic, comprehend languages

5th

find traps (improved version), knock, spider climb

9th

dispel magic, bestow curse, [spell[remove curse[/spell]

13th

dimension door, resilient sphere, polymorph

17th

passwall, legend lore, dispel evil and good

Dungeon Delver

3rd level Tomb Raider feature

You become skilled at dungeon delving. While in a building, structure, or cave the DM rules as a "dungeon", you are considered in your favored terrain.

Additionally, you have an advantage on saving throws against traps.

Curse Breaker

7th level Tomb Raider feature

You become a masterful curse breaker and trap disarmer. As an action you can touch a cursed object or trap. When you do this, the curse is instantly dispelled or the trap is instantly disarmed. You can do this once, regaining use after a short rest.

Tomb Raider's Navigation

11th level Tomb Raider feature

As a bonus action, you can describe an area, such as "the boss's room" or "the summoning area". A glowing trail appears that only you can see, which leads the most direct route to the area you described, if it is within a mile of you.

You can do this once, regaining use after a long rest.

Trap Reveral

15th level Tome Raider feature

When you use your curse breaker feature to dispel a curse or disarm a trap, you can store the trap or curses power. The trap or curse remains stored for 24 hours, until you store a new one, or until you use it.

As an action to can let out the power of a stored curse or trap. When you do this, choose a creature within 60 feet of you. That creature must succeed on a wisdom (curse) or dexterity (trap) saving throw against you spell save DC or have the effect of the trap or curse happen on them, as if they had been the one cursed or the trap had been sprung on them.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes