Rogue
Base Class: Rogue

People such as yourself might work for legitimate organisations, or might be independent thieves. Maybe you were just rich and bored. Archaeologists often have a reputation for being stuffy book nerds, however, that perception isn't entirely accurate - certainly not for you. You focus on the more perilous aspect of unearthing history by raiding tombs, pilfering lost treasures, and trying not to die to ancient craftsmanship in the process. Really, "archaeologist" is more of an honorary title. 

Historian

Your education in history gives you knowledge about the civilisations of old. 

At 3rd level, gain proficiency in Intelligence (History) checks.

You have advantage on Intelligence checks to recall information about two races of creatures and any civilisation they may have or had in the past, including aspects such as culture, economy, religion, and societal structure. Work with your DM to determine which creatures you gain this advantage in regards to, taking into consideration the history of the world and the knowledge and information you would have access to. Learn a language associated with these races, if they have one. 

An Archaeologist's Tools

Some of your training may have been a little more unorthodox than others.

At 3rd level, you gain proficiency with whips. When you wield a whip, it deals 1d6 slashing damage. 

When you attempt to grapple another creature, you may use your whip to increase the range of the grapple to 10ft. You may use a Dexterity (Acrobatics) check in place of Strength (Athletics) check when resolving the effects of a grapple using your whip. 

Worthless Decoy

This is going to be really disappointing to whoever breaks in here next. 

At 9th level, you may use your Cunning Action to make a Dexterity (Sleight of Hand) check. You have advantage on the roll when picking up one thing and simultaneously leaving another.

Disarming Presence

Your skill with the whip increases. 

At 9th level, you may attempt to disarm a target within 10ft of you with your whip, removing a weapon or an object from their grasp. As an action, choose a creature and make a Dexterity (Sleight of Hand) check contested by your target’s Strength (Athletics) or Dexterity (Acrobatics) check. Upon success, a weapon or object in your target’s hand is removed and pulled towards you. You may choose to catch the item out of the air or let it fall to the ground at your feet.

Daring Escape

Don't forget your hat.

At 13th level, you have advantage in Intelligence (Investigation) checks when looking for traps, and advantage on saving throws when avoiding the effects of traps.

Additionally, you are resistant to poison damage and have advantage on saving throws against being poisoned.

Treasure Specialist

Your knowledge has expanded to be practically encyclopaedic. 

At 17th level, you may cast Identify as a ritual spell without material components. When you cast Identify this way, if the target of the spell originates from any of the two races as described by your Historian ability, you also learn of any curse affecting the target. 

Additionally, you may attune to a fourth magic item that requires attunement if that magic item originates from any two races as described by your Historian ability.

Archaeologist Image

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