Treasure Hunter
Hit Points
Hit Dice: d8 per Treasure Hunter level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Treasure Hunter level after 1st.
Proficiences
Armor: Light Armor
Weapons: Simple weapons, broadsword, short sword
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Riddle, Sleight of Hand and Stealth
Overview & Creation
“Far over the misty mountains cold
To dungeons deep and caverns old
We must away ere break of day
To seek the pale enchanted gold”
The world has seen the passing of the glory of many
Dwarven kings and Elven lords, and their heritage is now
buried in deep dungeons and dim caverns. Pale gold and
bright jewels beckon all who dare to find them. Be it a
family treasure stolen by raiding Goblins, or the golden
hoard of a Dragon, you seek what is lost, even when that
means you will have to brave unspeakable dangers.
Treasure Hunters are not necessarily burglars or thieves;
they might equally be explorers or scouts. (At the same
time, they’re not necessarily thieves, if you follow me.)
Soft-footed and clever, a Treasure Hunter can be a
marvellous asset to a company of adventurers, even if
they cannot be entirely trusted. When creating a treasure
hunter, consider if you’re merely naturally stealthy, or if
you’re a trained burglar, spy or explorer.
Play a Treasure Hunter if you want to…
• Sneak into caverns, fortresses and noisome tombs
where danger lurks.
• Spy on the movements and plans of the Enemy.
• Steal back stolen treasure from the Orcs and Goblins.
Shadow Weakness
Dragon-sickness
Class Features
Expertise
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose two more of your skill
proficiencies, or one of your skill proficiencies and your
proficiency with thieves’ tools, to gain this benefit.
Night Vision
Due to the clandestine nature of your activities you tend to
operate in the shadows and other dimly lit or unlit places.
Over time you have grown accustomed to doing so and
your senses have adapted accordingly. While you don’t
necessarily see better in dim light or total darkness, your
other senses have grown to compensate for it.
Within 60 feet, you treat dim light as if it were bright light
and no light as if it were dim light. Note that while your
other senses aid your sight, you cannot use this feature if
you are Blinded.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack must
use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the
attack roll. The amount of this extra damage increases as
you gain levels in this class, as shown in the Sneak Attack
column of the Treasure Hunter table.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow
you to move and act swiftly. You can take a bonus action
on each of your turns in combat. This action can be used
only to take the Dash, Disengage or Hide actions.
Treasure Hunter Archetype
At 3rd level, you choose an archetype that you emulate
in the exercise of your Treasure Hunting abilities. Choose
Agent or Burglar (both are detailed at the end of the class
description).
Your archetype choice grants you features at 3rd level, and
then again at 9th, 13th and 17th level.
Character Improvement
When you reach 4th level, and again at 8th, 10th, 12th,
16th and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1, or you can take a Cultural or Open
Virtue. As normal, you cannot increase an ability score
above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve
the attack’s damage against you.
Avoidance
Beginning at 7th level, your sharpened senses
immediately alert you to dangerous situations. Whenever
the Loremaster would normally make a passive Wisdom
(Perception) check to notice a trap or other peril, they
instead allow you to make an ability check. You may use
whichever score is higher, your passive Perception score or
the result of your ability check.
Luck-winner
By 11th level, you have either learned to take advantage of
every opportunity, or you are just naturally lucky to have
survived this long. You may invoke this ability to have an
opportunity present itself due to good fortune.
An enemy might be distracted for a moment, allowing you to
use your Sneak Attack. You might fumble your way blindly
through a labyrinth, or gain advantage on an Intelligence
(Investigation) ability check by accidentally discovering
a vital clue. You might eavesdrop on a guard just as he
discloses some crucial information. You might even put
your hand on a ring when groping about on the floor of a
darkened tunnel. This stroke of good fortune will always be
beneficial to you, but the Loremaster decides exactly what
form it takes. Once you use Luck-winner, you cannot use
this ability again until you have taken a long rest.
Quiet as Quiet
Starting at 14th level, you have advantage on Dexterity
(sneak) checks as long as you move no more than half
your speed on the same turn.
Slippery Mind
By 15th level, you have acquired greater mental strength.
You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack
roll has advantage against you so long as you aren’t
incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within
range, you can turn the miss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Starting Equipment
You start with the following extra equipment, in addition
to equipment granted by your Standard of Living.
Poor or Frugal: A leather jerkin, a short-sword, a short
bow with a quiver of 20 arrows.
Martial: A leather jerkin, a short sword or broadsword, a
short bow with a quiver of 20 arrows, two daggers.
Prosperous: A leather jerkin, a short sword or broadsword,
a short bow with a quiver of 20 arrows, two daggers, 2d6
silver pennies.
Rich: A leather jerkin, a short sword or broadsword, a
short bow with a quiver of 20 arrows, two daggers, 5d6
silver pennies.
Subclass Options
Treasure Hunters all have a few things in common; they
specialise in getting into difficult places and extracting
valuables, whether information or something more tangible.
Some Treasure Hunters prefer to operate within the
shadows of strongholds, manipulating others to get what
they want, while others prefer exploring places untouched
in centuries, braving traps and nesting creatures in the
hopes that something valuable may be discovered.
Agent
But it appeared he was nobody’s friend, and nobody could
recollect when he had joined their party.
The Agent relies on charm as much as stealth or wit. As
such, while the Agent still knows a lot about getting into
places normally barred to outsiders, they can often do so
in the open by simply convincing people that they should
be allowed to pass.
Bonus Proficiencies
You gain tool proficiencies with the disguise kit and the
forgery kit, and gain proficiency with the Traditions skill if
you don’t possess it already.
Secrets Gleaned
You are adept at observing the plans and weapons of your
enemies. Starting at 3rd level, if you spy on an enemy
without being detected for at least 10 minutes, you may
pick one of the following benefits:
• The Loremaster gives you a clue about the enemy’s
plans or destination.
• You spot a potential weakness in the enemy, giving
you (or an ally you advise) advantage on the first
attack you make against foes of that kind.
• You gain a +1 bonus to AC against attacks made by
enemies of the kind you are observing. This benefit
lasts until you next take a short rest.
• You gain advantage on Dexterity (Stealth) ability
checks made against enemies of this kind. This benefit
lasts until you next take a short rest.
• You closely observe the enemy and can describe
their appearance, gear and tactics in sufficient
detail that when you give your report, other playerheroes
gain advantage on checks to obtain more
information about the enemy through ability checks
like Intelligence (Lore) or Intelligence (Traditions).
Riddling Words
At 9th level, you have mastered the art of gaining trust.
When you spend at least 10 minutes persuading a creature
of your good intentions, that creature is considered
Charmed unless the creature makes a Wisdom saving
throw against a DC 8 + your Charisma modifier + your
proficiency bonus.
This charmed state lasts until you give the creature
reason to doubt your sincerity or until a long rest. Another
creature can attempt to break a Charmed creature
from your influence, but has a disadvantage on their
appropriate social interaction roll if you are present.
Exit Strategy
When you reach 13th level, you have mastered the art of
escape. Whenever you enter a new location your mind
instinctively looks for all the ways that you can most
efficiently extricate yourself should you find yourself in
danger. You have advantage on any ability checks that you
make for the sole purpose of escaping the location.
Compelling Words
When you reach 17th level, your ability to convince others
borders on the preternatural. You may issue commands
to any creature that you have charmed with your Riddling
Words feature and that creature must carry them out to
the best of its ability.
If the command is something that the creature would
question or have an aversion to following your commands,
then it gets another Wisdom saving throw against the DC
for your Riddling Words feature.
If you are attempting to compel the creature to do
something abhorrent to its nature, then it has advantage
on its saving throw. Use of Compelling Words may count
as a Misdeed.
Burglar
Burglar wants a good job, plenty of Excitement and
reasonable Reward, that ís how it is usually read. You can
say Expert Treasure-hunter instead of Burglar if you like.
Some of them do. It ís all the same to us.
You employ your dubious, if highly useful, skills to acquire
things that others possess. Whether you use your prowess
to plunder old forgotten ruins in search of unclaimed
treasure, or the purses of honest Free Folk is up to you.
The Shadow of My Pockets
Yours may be a somewhat larcenous spirit, but you
certainly don’t serve the Shadow in the East. Starting when
you choose this archetype at 3rd level, when you commit
a Theft Misdeed (normally causing you to automatically
acquire 3 Shadow points) you only receive 1 Shadow point.
Filch
You are adept at picking people’s pockets and performing
other acts of legerdemain when their guard is down. Also
starting at 3rd level, when you make a Sneak Attack in
melee combat, instead of inflicting extra damage you may
instead successfully perform a Dexterity (Sleight of Hand)
check on your opponent (you still do regular damage as
normal if you wish). In addition to normal uses of Sleight
of Hand, this feature enables you to take any weapon
on your opponent’s person that they are not currently
wielding.
Treasure Lore
When you first pick this archetype at 3rd level, you hear
many tales about strongholds or ruins where great
treasures may lay. Whenever you are told of a particular
location or chance across it, you may ask the Loremaster
for three pieces of information regarding the locale. This
information is usually a mixture of particular treasures
and obstacles.
Information gleaned may be taken as generally true,
although details may be fuzzy and key bits omitted.
Hide in Shadows
At 9th level, you have an uncanny ability to hide, or at least
use the shadows to your advantage. So long as there are
shadows present, you may take a bonus action to Hide,
even when other creatures are aware of your presence.
Such opponents may make a Wisdom (Perception) check
(DC equals the result of your Dexterity (Stealth) check) to
notice you and negate your attack advantage.
Wary
At 13th level, you have become accustomed to spotting
traps and ambushes before they occur. You gain +5 on any
passive Perception checks to spot an ambush or a trap. If
you are actively searching for traps or ambushes, then you
may substitute your increased passive Perception score for
your ability check result if the former is higher.
Obfuscation
At 17th level, your ability to go unseen is legendary. You
have advantage whenever you make a Dexterity (Stealth)
ability check to hide and you can hide nearly anywhere.
If you are in a shadowy area that lends itself to hiding,
others looking for you have disadvantage.
Level | Proficiency Bonus | Sneak Attack | Features |
---|
1 | +2 | 1d6 | Expertise, Night Vision, Sneak Attack |
2 | +2 | 1d6 | Cunning Action |
3 | +2 | 2d6 | Treasure Hunter Archetype |
4 | +2 | 2d6 | Character Improvement |
5 | +3 | 3d6 | Uncanny Dodge |
6 | +3 | 3d6 | Expertise |
7 | +3 | 4d6 | Avoidance |
8 | +3 | 4d6 | Character Improvement |
9 | +4 | 5d6 | Treasure Hunter Archetype Feature |
10 | +4 | 5d6 | Character Improvement |
11 | +4 | 6d6 | Luck-Finder |
12 | +4 | 6d6 | Character Improvement |
13 | +5 | 7d6 | Treasure Hunter Archetype Feature |
14 | +5 | 7d6 | Blindsense |
15 | +5 | 8d6 | Slippery Mind |
16 | +5 | 8d6 | Character Improvement |
17 | +6 | 9d6 | Treasure Hunter Archetype Feature |
18 | +6 | 9d6 | Elusive |
19 | +6 | 10d6 | Character Improvement |
20 | +6 | 10d6 | Stroke of Luck |