Treasure Hunter Conclave

by PolluxIX

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Treasure Hunter Conclave

By Morgan's Brews (Tumblr)

Rangers of the Treasure Hunter Conclave are tempted by the treasures in ancient ruins and dungeons. Using a variety of tools, tricks, and just plain old luck, these adventurers explore decrepit areas to uncover ancient secrets.

Treasure Hunter Features
Ranger Level Feature
3rd Delver of Secrets, Grappling Hook
7th Lucky Charm
11th Ready for Anything
15th Trinketeer, Disable Device

Treasure Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Treasure Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd identify
5th locate object
9th leomund's tiny hut
13th freedom of movement
17th legend lore

Delver of Secrets

You gain proficiency in one of Arcana, Slight of Hand, History, Investigation, Perception, or Thieves Tools. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You gain an additional proficiency at 8th level.

Grappling Hook

You gain proficiency in Grappling Hooks, a tool that Treasure Hunters can use in unique ways. The Grappling Hook counts as special ranged weapon that deals 1d4 piercing damage and has the thrown (range 60) and two-handed properties.

With proficiency in Grappling Hooks, you also gain additional abilities when you use them:

  • You can hook onto a surface within 60 ft, make an attack roll (The AC of the surface is determined by the DM). One hooked, you can use your full movement to climb up the rope. This movement does not provoke opportunity attacks.
  • When you hit a target with an attack from the grappling hook, you can subject them to one of the following effects:
    • Hookshot. If the target is a creature that is at least one size larger than you, you may immediately pull yourself to an adjacent space. This movement does not provoke opportunity attacks.
    • Entangle. If the target is a creature that is your size or smaller, then you may make a contested Acrobatics or Athletics check (both you and the target choose one). If they fail, the target falls prone and is considered grappled with the hook. This grapple ends when they succeed against your grapple, or until you release them from it.
    • Retrieve. If the target is an object weighing at most 10 pounds, you may pull it to you as a bonus action. If the object is being held or worn by another creature, make a contested Acrobatics or Athletics check versus their Athletics.

Lucky Charm

A treasure hunter needs a quick wit, quicker reflexes, and a LOT of luck.

You can mark a gold piece as your charm. Whenever the holder of the charm makes an attack roll, an ability check, or a saving throw, they can flip the coin to roll an additional d20, expending its charm. They can choose to spend the charm after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

The holder can also spend the charm when an attack roll is made against them. They roll a d20, and then choose whether the attack uses the attacker's roll or the new roll.

You cannot make another charm until you finish a long rest. When you make another charm, the previous charm loses its properties.

Ready for Anything

After lots of time delving into dungeons, your reflexes and senses are honed to perfection. You gain the following benefits:

  • You can't be surprised.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • Your speed increases by 10 ft.

Trinketeer

Magical artifacts are frequently found in dungeons, and your experience with handling them provides you with the following benefits:

  • You ignore all class, race, and level requirements on the use of magic items.
  • You can attune to an additional magic item, for a total of 4.
  • You can accurately appraise the price, value, and school of magic of any magical item.

Disable Device

Working with magical items has given you a sense for the magic that flows through them, allowing you to temporarily disable it.

You can attempt to disable any magical device or effect within 60 feet of you. As a bonus action, make a Wisdom check with DC equal to 10 + the spell level of the target (if the target is not affected by a specific spell, the DM should estimate to the closest spell level). On a success, the magical device or effect is disabled for an hour, and cannot be reactivated. You can not use this feature again until you finish a short rest.

Author's Notes

If used with Revised Ranger, simply add the Extra Attack feature at 5th level.

Credits

Kor Sky Climber by Victor Adame Minguez
Summoning Trap by Kieran Yanner
Special thanks to homebrewlesbian and yumpybrews for balancing and flavor help!

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