My Documents
Support GM Binder!
\pagebreak
## Treasure Hunter Conclave By Morgan's Brews ([Tumblr](www.morgansbrews.tumblr.com))
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. \columnbreak
- 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. \pagebreakNum 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. \columnbreak ### 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](https://homebrewlesbian.tumblr.com/) and [yumpybrews](https://yumpybrews.tumblr.com/) for balancing and flavor help!
##