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Rogue (Treasure Hunter)

“Treasure Hunters devote themselves to retrieving extremely valuable items. While some may work primarily for benefactors looking to recover lost relics, others are looking for financial enrichment or a quick road to power. The bravest may attempt to steal from dragon hoards, a wizard’s sanctum, or the vaults of the mighty.”

Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Treasure Hunter Archetype, Treasure Lore, Dauntless Greed
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Proper Disposal
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Use Magic Device
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Carry All
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
hit dice: 1d8 per level
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier per Rogue Level
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
tools: Thieves’ Tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

Choose: (a) a rapier or (b) a shortsword
Choose: (a) a shortbow and quiver of 20 arrows or (b) a shortsword
Choose: (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Recieve: Leather armor, two daggers, and thieves’ tools

spellcasting:
NONE
class features:
Expertise (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 proficiencies (either skills or with thieves’ tools) to gain this benefit.   Sneak Attack (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 the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.   Thieves' Cant (1st Level) - During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.   Cunning Action (2nd level) - Your quick thinking and agility allow you to move and act quickly. 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 action.   Treasure Hunter Archetype (3rd Level) - Your Archetype grants you features at 3rd level (Treasure Lore, Dauntless Greed) and then again at 9th (Proper Disposal), 13th (Use Magic Device), and 17th level(Carry All).   Treasure Lore (3rd Level) - You gain proficiency in one of the following skills: Arcana, History, Investigation, or Religion.   Dauntless Greed (3rd Level) - You have advantage on saving throws against curses, symbols, glyphs, and sigils. A curse is anything that can be removed by remove curse. A symbol, glyph, or symbol is any spell or magical effect with one of those words in the name or that is described as creating one.   Ability Score Increase (4th Level) - 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. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Uncanny Dodge (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.   Evasion (7th Level) - You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Proper Disposal (9th Level) - You can cast remove curse on an object as a ritual.   Reliable Talent (11th Level) - You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.   Use Magic Device (13th Level) - You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.   Blindsense (14th Level) - If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.   Slippery Mind (15th Level) - You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.   Carry All (17th Level) - The amount of weight you can carry or lift is doubled.   Elusive (18th Level) - You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.   Stroke of Luck (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 can’t use it again until you finish a short or long rest.
subclass options:

Created by

Twisted Olive.

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