Grave Robber Class V.6.2 (Revised)

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Graverobber
Grave Robber
Level Proficiency Bonus Improvise Die Trick Points Features
1 +2 1d6 - Improvise Expertise, Robber's Intuition
2 +2 1d6 2 Tricks of the Trade, Stroll
3 +2 1d6 3 Flashing Daggers, Specialty Field
4 +2 1d6 4 Ability Score Improvement, Extra Trick
5 +3 1d8 5 Toxin Trickery
6 +3 1d8 6 Consecrated Tool, Interpreter
7 +3 1d8 7 Specialty Field Feature
8 +3 2d4 8 Ability Score Improvement, Extra Trick
9 +4 2d4 9 Adaptive
10 +4 2d4 10 Improvise Mastery
11 +4 1d10 11 One More Ride
12 +4 1d10 12 Specialty Field Feature
13 +5 1d10 13 Ability Score Improvement
14 +5 1d10 14 Blend In
15 +5 1d10 15 Twinkled-Toed
16 +5 1d10 16 Restless, Extra Trick
17 +6 1d10 17 Specialty Field Feature
18 +6 1d12 18 Tomb Raider
19 +6 1d12 19 Ability Score Improvement
20 +6 2d6 20 Improvise Supremacy

Grave Robber

After making a sweet escape from the legendary tomb, young Halfling girl found herself pursued by two bounty hunters. As they closing the gap between themselves and herself, she realized it's not a good idea to confront them with her pickaxes gone and her supplies running low. With only a glance of chance, she rushed into the crowd and started to blend in immediately after losing sight with them. No matter how fast they were, she was already long gone once they lose glimpse of her.

    The human yelled at his buddy, telling his Tiefling partner to hurry up. His body is covered in wounds, he's starting to lose his footing as the ogre approached. Exhausted and badly injured, the human decided to stand his ground, knowing it's the only way he's getting out alive with the loot. One swing from a giant club, he managed to dodge it. He saw the opportunity and won't let it slide. He gathered what's left of his strength, he swung his trusty shovel into the ogre leg. The ogre collapsed and he made sure to finished it with another swing.

    The drow made it in time just to find her party in need to help. She shouted a chilling taunt to the goblin horde and managed to grab their attention. As she traversed to the field of rocky caverns full of traps swiftly, she tricked few of them into their own demise and kept their focus off her allies while they were escaping. When they're all gone, she fades into the shadow leaving the goblins in confusion.


    Whatever tactics they are using, each Grave Robber has their own approach to dealing with situations that suit themselves and usually stand out from others. Outside the combat area, Grave Robbers are at their full potentials when there are things to play with. Surroundings are the key to victory but they held on their own great as well when in combat. Their mouths are as dangerous as their hands when it comes to making use of something. While they might not have been trained to use proper tool, most items are useful to them when others look over.

Culpable Assumption

Grave Robbers are constantly presumed being the same as outlaws and thieves. Their main activity is digging up people's grave after all, hence the name. No wonder they have some bad reputation judged and made only by their looks and story. Doesn't matter the backstory of who they are or once were, what matters is that they are now in the shoes of an unlawful person and it's hard to change that.

Hands to Mouth Life

Most of the time, being a Grave Robber don't give you much of a choice to live with since there is no guarantee whatsoever that they are going to make a profit or even complete a quest by raiding a tomb. Even if there are loots, who knows if they would be enough for the whole week. Working night to night and taking everything you can is hard. They live the life of not being able to choose much but they can still improvise to provide. It's a living after all.

    For Grave Robbers, becoming an adventurer could be the way of living as a side job or just to take their main job to another level without much of a hustle. For others, it's not much of a choice to become one since they're in a stump. Debts on their way and the last tomb was nothing but an empty hall full of undeads. Other Grave Robber became adventurers because they need something to lean on while pursuing their own goal. After all they could help others out and at least be someone good in some people's perspective. Whoever they are and whatever reason for them to keep digging, they still enjoy the thrill of going into tombs and spending their hard earn shiny gold coins.


Creating A Grave Robber

As you build your Grave Robber, consider how they find out their talent or specialty in improvising things around them. Were they always curious about how a mechanism of a lock works and wanted to unlock everything? Were they needed the skill of sort to survive a harsh event when supplies are running low in the winter? Were they trying to create something big but always ended up with little things they don't know what to do with? Did they messed something up and have to live by the shadows every now and then? Grave Robbers are people who make use of everything they can to their advantages and suit their approach but it comes with a price when you wanted to raid dead people's bed. Be sure to have a story to tell when they ask why and always keep your alibi in check cause you might have to answer some questions.

    Which event in their life that leads them to this path? Did they got kicked out of the family after a tragic event? Or were they just wanted to find a specific piece of item but it was already buried underground? Were they

neglected and decided to leave the house themselves? Did something really big happened and now left them with nothing at all? The most important element of a Grave Robber is that they are either desperate or very determined. Once you decide their impulse, decide how it has shaped them and what will they be like when you progress them in the story.

Quick Build

You can also make a Grave Robber quickly by following these suggestions. First, make your wisdom your highest ability score, followed by Dexterity. You can use any attribute you wish the character to be for the second ability score. For example, Charisma for a big mouth character or Strength for a brute. Second, choose Criminal, Far Traveler, or Haunted One background.














Class Features

As a Grave Robber, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per grave robber level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per grave robber level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Improvised weapon, grave robber weapon, dagger, shortsword, club, quarterstaff
  • Tools: Grave robber kit, thieves' tools

  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose three skills from Acrobatics, Deception, Insight, Medicine, Perception, Survival, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather or (b) shortsword
  • (a) dungeoneer's pack, (b) explorer's pack, or (c) burglar's pack
  • (a) shovel or (b) handpicks
  • Grave robber kit

Improvise Expertise

At 1st level, years of grave robbery finally got one thing in your head, make use of everything if you wish to see the light of tomorrow. You are now the master of improvisation, which are improvised weapon, one-handed melee weapon with thrown property, and grave robber weapon. (Consult with DM for better experience.)

You gain the following benefits while you are unarmored and not wielding a shield:

  • You can roll a d6 instead of normal damage for improvised weapon and graver robber weapon. This die changes as you gain Grave Robber level, as shown in the Improvise Die column in the class table.
  • You can use bonus action to interact with an object that would otherwise require a full action.
  • Your AC equals 10 plus your Wisdom modifier.
  • You can make an attack action to break free of grapple instead of rolling a check contest, dealing damage on a successful hit
  • You can choose 1 of your proficiencies to gain the benefit of Expertise.

Robber's Intuition

At 1st level, you can add 1d4 when making Persuasion, Deception, Insight, Perception, Investigation, Performance, Sleight of Hand, and Stealth against characters like thief and outlaws or anything crime related. Bonus dice increase to 1d6 when you are at 6th level and 2d4 when you are at 12th level. You can use this feature equal to your wisdom modifier plus proficiency bonus. You regain all bonus die after taking a long rest.


Tricks of the Trade

At 2nd level, the experience of having a back up plans or exit when things are not looking so good has given you a trick you can hide under your sleeves. These back up plans are represented by a number of Trick Point. Your grave robber level determine how many trick point you have as shown in the Trick Point column in the Grave Robber table.

You can spend these points to pull off something you can do. You start off with two of such feature: Freebies and Scram. You learn more tricks as you gain levels in the grave robber class, You regain your all expended trick points after a short or long rest.

Freebies

When you make an attack action with Grave Robber or Improvised weapon, you can spend 1 Trick Point to make another attack with the same weapon as part of the same action. You can add your wisdom modifier to the damage roll if you hit a creature with Freebies.

Scram

You spend 1 Trick Point and take Dash action as bonus action. Any opportunity attack made against you will have disadvantage but if hit, will stop you from moving immediately.

Stroll

You learn to become efficient even with your leisure activity when you are at level 2. When you are in a settlement or a community for at least 2 hours, you know all the locations of each main faction like gangs and organizations within the settlement. Additionally, if you finish a short or long rest within the settlement, you know every alleyway and shortcut around the area provided that it’s not a hidden passage or not concealed by magic.


Flashing Daggers

Beginning at 3rd level, you learn to utilize scraps and turn then into improvised tool. You can make Flashing Daggers during rest. They count as improvised weapon that deal 1 slashing damage for other class but you deal 1d4 slashing damage with them. These daggers are not so durable and will break upon used even if deflected or caught. See weapon table for details. If you have Grave Robber level, you can use the these following actions with the daggers;

  • You can carry 4 flashing daggers at once.
  • As an action, you can make 2 ranged attack to throw flashing daggers. You can choose multiple or single target.
  • As a bonus action you can make 1 ranged attack to throw a flashing dagger.
  • You can roll a check using the dagger instead of a thieves' tool to pick a lock with DC penalty of -2.

Daggers will break upon used, even when they are caught, deflected, successfully or failed to pick a lock. They are rendered useless after that and can not be fixed. You can pull out the daggers and make the attack as the same action.

Specialty Field

Starting at 3rd, you choose a style that suit your approach the most, all detailed at the end of the class features description. Your specialty field grants you features at 3rd level and again at 7th, 12th, 17th level.

Additionally, you learn Thieves' Cant if you haven't.


Ability Score Improvement

When you reach 4th level and again at 8th, 13th, and 19th level, you can increase one ability score of your choice by 2 or two ability score by 1. You can't score higher than 20 using this feature. If allowed, you can choose a feat instead of adding ability score.

Extra Trick

Precision Toss

You gain an additional trick at level 4th.

When you make a ranged attack with a throwing weapon or flashing daggers, you can spend 1 trick point to add your wisdom modifier to the attack roll and add your proficiency bonus to the damage roll.

Toxin Trickery

Starting at 5th level, you gain knowledge to make Grave Robber’s special brew, Robber’s Remedy. You can spend 30 minutes using a Brewer’s Supplies or Grave Robber Kit to brew 1 vial of the potion. This potion is quite effective but it expires just as fast, they become a mundane potion after 10 hours. The potion can take one of the following effects when brewed.

  • Gain +1 bonus AC for turns equal to your Wisdom modifier.
  • Temporary cured a disease or suppress a symptom for 1 hour.
  • Remove 1 effect of blinded, charmed, deafened, frightened, paralyzed, or poisoned.
  • Gain Darkvision for 2 hours.
  • Remove 1 level of exhaustion until short rest.
  • Regain hit point equal to 1 of the consumer hit die.

Additionally, you gain proficiency in Brewer's Supplies and can use your Grave Robber kit instead of a proper artisan tool with DC penalty of -2.


Consecrated Tool

When you reach level 6th, you can spend 1 hour undisturbed during a rest to consecrate 1 weapon or item to overcome resistance and immunity to non-magical attack. Does not work with Flashing Daggers.

Interpreter

Starting from level 6, you can make a perception or insight against the target (DM determined), provided that you can see your target’s mouth or expression. You can try to make out what they are saying or figure out what language they are using.


Extra Trick

Lunge

You gain an additional trick at level 8th.

You can extend your reach by 5 feet by spending 1 trick point when making an attack roll. If hit with opportunity attack, the target must roll a constitution saving throw DC 14. On a failed save, the target speed is reduce to 0 and reduce to half with a successful save.


Adaptive

Starting from level 9, due to the continuous exposures to dead bodies and dirtiness, you gain resistance to poison and disease. You also gain advantage on saving throw against such effects. You now regain trick points equal to wisdom modifier plus half your proficiency bonus rounded down when you finish a short rest.

Improvise Mastery

You gain a higher tier of improvisation at level 10th. You gain more benefits when you meet the condition for Improvise Expertise.

  • When you use Freebies trick, you can make 2 attacks instead of 1 with your Freebie trick.
  • You can now carry 4 more Flashing Daggers and they now deal 1d6 slashing damage.
  • Your AC equals 11 plus your Wisdom modifier.
  • You gain proficiency in one artisan tool and can use the Grave Robber kit instead of the chosen tool kit without penalty.
  • You can choose 1 more of your skill proficiency to gain the benefit of Expertise.

One More Ride

Starting from the 11th level, as an action, you gather your inner strength to get yourself moving for just one more ride. Once you have less than 20 hit point left, you can use your bonus action to activate this feature. For the next 1 hour or the rest of the battle, you gain the following benefits;

  • You gain +10 bonus to all speed.
  • You gain bonus AC equal to your Wisdom modifier.
  • All ranged attack against you are made with disadvantage.
  • You gain advantage on all Dexterity saving throw.

If you are hit with any attack, you must roll a constitution saving throw DC starting at 8 and goes up 2 everytime you succeed a save. If you fail the check, the effect ends and you gain 1 level of exhaustion. You can use this feature as many times as you like or until you die or are knocked unconscious.


Blend In

When you level up to level 14 in this class, you learn that staying low has benefits more than it seems. Once you have taken a long rest in a settlement without getting in trouble with anyone, you can assume a make-up identity that can convince most people in the settlement that you are a real person that lives there.


Twinkle-Toed

You become more nimble with every step you take. Once you reach level 15, your movement speed increases by 15 feet when you are not wearing any armor and not wielding a shield. You can also reduce damage from traps equal to 1d4 plus your Wisdom modifier.

Additionally, when you use Scram trick, difficult terrain does not slow you down for the rest of your turn.

Restless

Starting from level 16, when you take a long rest, you can sleep for 4 hours and spend the rest of your time doing light activities like reading books and going for a stroll. If you encounter an event during this resting time after sleeping, you can gain the benefit of long rest immediately but you will gain 1 level of exhaustion after you engaged in a fight or chase.

Extra Trick

Repartee

You gain an additional trick at level 16th.

When you hit a target with flashing dagger you can spend 1 trick point to make a witty little utterance to the target and until your next turn begins, they will take extra 1d6 damage for times equal to your Wisdom modifier whenever they take damage. The bonus damage turns into 2d4 if the attack roll is scored with a critical hit.


Tomb Raider

At level 18th, you perform best when you're in the place that suit your expertise. When you are in a tomb or graveyard, no attack made against you have advantage and you can not be surprised. You have a good sense of navigation and traps even if you can not see them. For example, whether something should be put here or something is triggering the trap or mechanism. You also always know how valuable something is if it holds any value at all.

Additionally, difficult terrain will not slow you or your party down as long as you are the one leading the way.


Improvise Supremacy

You gain an even higher tier of improvisation at level 20th. You gain more benefits when you meet the condition for Improvise Expertise.

  • You gain 4 points to increase Dexterity and Wisdom ability score to the maximum of 22.
  • You can now carry 6 more Flashing Daggers. They now deal 2d4 and you can choose either piercing or slashing damage.
  • Your AC equals 12 plus your Wisdom modifier.
  • You gain proficiency in one more artisan tool. Grave Robber Kit can now take the property of 2 artisan’s tools and no longer suffer any DC penalty.
  • You can choose 1 more of your proficiencies to gain the benefit of Expertise.

Specialty Field

Specialty Field refers to the style of how one deals with certain situation. This style exemplifies your approaching technique whether it is used in combat, to gain advantage, to get away, or just to be cool. Specialty Field doesn't only say about a character's capabilities but also reflexes on what kind of person the character is.


















Insurgent

Insurgents are people who usually deal with their problem head on. They are considered the more honest and honored among the grave robber circle. Even if it ain't much, it is something. Insurgent are master of combat. Any foes who dare to cross their path are likely to be whacked by shovels and get picked in the face. They don't give up and even if they are losing and sure to make a come back. They can only go big because there is no home to go back to.


Rowdy Robber

Once you choose this subclass at 3rd level, you can now wear light armor to increase your AC by 1 plus your Strength modifier with Improvise Expertise AC calculation. You also gain proficiency in Athletics if you haven't already.

Tricks of the Trade - Wild Swing

You gain extra trick at level 3th with this subclass.

You can spend 1 trick point and make an attack action that hit everything within 5 feet around you with disadvantage. However, you deal max damage plus your Wisdom modifier. Any creature hit with this attack will be knocked prone and can not use reaction until the start of their turn.

Fighting Spirit

At level 7th, if you roll 19 or more on an attack roll with a d20, you gain a temporary hit point equal to the damage you dealt and they vanish at the end of your next turn.

Tricks of the Trade - Hunker Down

You also gain extra trick at level 7th with this subclass.

As an action, you can spend 1 trick point to hunker down, entering a defensive stance at where you are. You gain the following benefits until the effect ends;

  • You add your wisdom modifier to your AC.
  • You can use your reaction to destroy solid projectiles like arrows or daggers by making an attack against the attacker's attack roll.
  • You gain advantages on any save or check that will move you.
  • You can only move 10 feet around you during battle.

You can dismiss the stance anytime on your turn or if you are knocked prone.


Signature Move

At level 12th, you learn a maneuver as your signature move. Consult with your DM to come up with your signature move. Your signature move deal bonus damage equal to your proficiency bonus and gain bonus on the attack roll equal to your Wisdom modifier. You can also have a condition effect on hit with your signature move like Grappled, Prone, or Restrained.

Your Signature Move is considered an attack action and you can use it twice between rest. You can use your signature move once per turn only.

Trick of the Trade - Back at You

You also learn a trick at level 12th with this subclass. If an enemy miss attack with solid projectiles like crossbow bolt or arrow, you can spend 1 trick point and return the projectile to the sender with a counter attack. You can also deflect single target spell if you have magic weapon or consecrated tool.

Using the same attack roll, you add your Wisdom modifier to that roll but reroll the damage die plus your proficiency bonus for the damage you deal.


Swan Song

Once you're at level 17th, you learn to press on one last time before falling down. When you are reduced to 0 hit points, you gain temporary hit points equal to half your full hit points and will be falling unconscious at the end of your next turn instead. After the effect ends, all temporary hit point vanishes. Upon activating the feature, you gain resistance to all attacks that are physical.

You can use Swan Song once a day and reset after taking a long rest. Each successful attack before you fall unconscious gives you an advantage on your death save and you can extend the duration using the feature One More Ride.






















Wingman

Wingman are technically bard for graverobbers. These specialists use their words to create advantage for allies and harass their enemies. They might not be good in physical engagement but they are sure to provide supports for those who can deal with those things.


Lip Lace

Once you selected this subclass at the 3rd level, you gain 2 proficiencies in Deception, Persuasion, Performance, or Insight if you have not already had them and gain +1 point to your charisma score.

Additionally, you master the art of speech and gain Swindler Die equal to proficiency bonus plus charisma modifier. You regain any expended uses when you finish a long rest.

Swindler Die = Your proficiency bonus +

your charisma modifier

Chill Taunt

You can spend 1 Swindler Die and use a bonus action to slur out a spine chilling taunt to a creature you see within 60 feet. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll or saving throw it makes before the end of its next turn. Your Swindler die changes to 2d4 at level 7, 3d6 at level 12th and 4d6 at level 17th.

You regain any expended uses when you finish a long rest. DC for this subclass is calculated as follows;

Wingman Save DC = 8 + your proficiency bonus

your wisdom modifier

Chill Taunt Damage = Current Swindler die +

your Charisma modifier















Trick of the Trade - Reassure

At level 7 with this subclass, you learn an extra trick. You can 1 trick point and use your action to utter the word of courage, supporting your allies. Choose a creature within 30 feet of you to recover from fear and gain temporary hit points equal to one of their hit die plus your charisma modifier. If they were to be frightened again before the temp hp disappear, they lose those temp hp instead and won’t be frightened.

By gaining this feature, any temporary hit point your allies get from you will turn into their hit point when they deal damage before they vanish.

Gallows Humor

Also during a short rest when you're at level 7th with this subclass, you can now convert your hit die for a Swindler die during the rest and vice versa. You can also spend your Swindler die and add to initiative roll if you'd like but you can use one die only. You also gain resistance to psychic damage.

Additionally once per turn, you can use Chill Taunt whenever you or your ally score a critical hit on any target with an attack roll you can see within 60 feet.

Inspire

At level 12th, when an ally is reduced to 0 hit points but not killed outright within 60 feet of you, you can spend 3 Swindler die and use your reaction to shout words of inspiration to aid them (they must be able to hear you). Target will be reduced to 1 hp instead and make an attack with a weapon in their hands. If hit, the target gains a temporary hit point equal to 3 Swindler die plus your charisma modifier. The temp hp disappears at the end of their next turn. You can use this feature once and can use it again after finishing a rest.

Additionally, your Swindler Die calculation now plus your Wisdom modifier.

Trick of the Trade - Double Take

At level 12th with this subclass, when you see an ally fail an attack roll or saving throw within 60 feet, you can use your reaction to spend 1 trick point and command them to make another attack roll or saving throw.

If the target hit with the attack from this feature, you can spend 1 Swindler die to add bonus damage equal to the damage roll.


Gifted Speaker

At level 17th with this subclass feature, you treat any ability check roll involving speech below 9 as a 10 and can reroll Swindler die if you roll a 1 or 2.

Rally

You can also Rally your allies for a boost with your words laced with magical essence. You can use your action to spend 5 Swindler die to rally all allies within 60 feet that can hear you. They gain temporary hit point equal to your 5 Swindler die plus twice your Charisma modifier. If they are charmed, frightened, paralyzed, or stunned, the condition ends. If they are prone, they stand up immediately. They also deal bonus damage equal to your Wisdom plus Charisma modifier until the end of their next turn. You can use this feature once and can use it again after taking a long rest.


Nightsworn

Hide within the shadow and strike from the shade. Nightsworn are the master of agility much like rogue. A perfect specialty field for grave robber who usually favor back up plans and making sweet escape. Though most Ghost are known for their agility and maneuvers, they are considered the most untrustworthy out of all the grave robber circle.


Sneaky Bastard

Once you choose this subclass at 3rd level, you gain bonus proficiencies in Stealth if you haven't already and you can now use your bonus action to take Hide action.

You can choose to calculate your AC with 10 plus your Dexterity modifier instead of usual Improvised Expertise feature.

Trick of the Trade - Artful Dodger

You learn an extra trick at 3rd level with this subclass. If you have moved at least 30 feet in your turn, you can spend 1 trick point and take Dodge action altogether when you take Hide action with Sneaky Bastard feature.

Low Blow

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack after using Artful Dodger or taking Hide action. The die increases to 3d4, 4d6, and 6d8 when you gain a new feature in this subclass.


Quick Feet Quick Finger

At level 7th with this subclass, you gain similar feature to Rogue's and Monk's Evasion about Dexterity saving throw and difficult terrain only reduces 10 feet of your moving speed.

Additionally, you can reroll a Sleight of Hand check if you fail with a d20 lower than 10 and can always use Grave Robber Kit as thieves' tools.

Tricks of the Trade - Pirouette

You gain extra trick at level 7th. You can spend 1 trick points and a bonus action to use this trick. You make an unarmed strike kick and propel yourself backward by jumping away. You move 20 feet from the target ignoring difficult terrain and obstacles that’s not too high without being a target of opportunity attack. You can also use this feature with a wall or an obstacle to transverse the field or get to higher places. You can go as high as 15 feet with a single jump and can do a tic tac wall jump if the width of 2 walls are not further than 10 feet from the other.


Flight Response

Also at level 12th with this subclass, you learn to be responsive when you become a target. Once per turn, you can your reaction to move when you are hit with an attack of any type. Once triggered, you are able to move at your full speed before any more actions are taken. You can use this feature a number of times equal to your dexterity modifier and regain all uses when you finish a long rest.

Additionally, you can use your reaction to spend 1 trick point and use the trick Scram to give you advantage on saving throw against traps and physical attacks both in and out of combat.

Low Profile

Starting from level 12th, when you enter a new settlement or any places you have never been before, nobody apart from your ally knoww your real identity. You gain these benefits until you take a long rest in that settlement;

  • You have advantage in Deception and Sleight of Hand check against the settlers.
  • No creature can recognize you until the effect ends.

However, getting into a fight or be in that settlement for longer than a day will cause the effect to end.

Sneaky Bastard

You gain Expertise in stealth if you haven't already.

Trick of the Trade - Shadow Fade

Also at level 17th, you gain an extra trick. You can spend 2 trick point to use Shadow Fade and can move up to half your speed. After you stopped moving, you blend in with the environment and become invisible to naked eyes. You will remain invisible as long as you don't move or take action but you can only use this feature if you are not under direct sunlight and not in an open space.

Additionally, if the area is not well-lit, under direct sunlight, or in open space outside, you can take hide action without the need of cover. You now also do not make any noise when you use Hide action as if you just disappear.













Tinker

Grave robbers are usually known for their improvisation skill. Whether it's their makeshift daggers or potion recipe, they make sure to use every last bit of what's available to them. If grave robbers are able to adapt their tool to weapons, Tinker are the master of inventor. Despite their skill, Tinker are still considered to be more like a poorman inventor than a real one.


Inner Pocket

At 3rd level with Tinker subclass, you can make an additional holder for a simple or Grave Robber weapon on your jacket, vest, or body armor for quick drawing purposes. If you have to use an action to draw the weapon from your quickdraw slot, you can choose to use bonus action instead. You can also secretly store items instead of concealing a weapon as well.

Handyman

Also at 3rd level, you can choose 1 skill and 1 artisan tool to gain proficiencies in. You also gain bonus proficiency in one artisan tool of your choice. You can use your Grave Robber Kit instead of the chosen artisan tool without any penalty with this feature.

Additionally, you can add half your Proficiency Bonus rounded down (maximum of 2) to your AC with Improvised Expertise feature.

Masterpiece

At 7th level, you gain an ability to invent a new Grave Robber utility weapon, The Grave Gauntlets. It appears to be a pair of gloves or bracers bigger than the wearer’s arm with chain mechanism built in it. This can be used in combat and can be used for roleplaying purposes as well. See Grave Gauntlets stat for feature. It extends your reach with melee attack to 15 feet and has the equivalent properties of a shield while wearing on both arms.














Trick of the Trade - Launch

You gain an extra trick at level 12 with this subclass. You can launch an object and make a range attack with your Grave Gauntlets. As an action with 1 trick point, you launch the object you are holding at a target within 45 feet. The object must not be larger than the gauntlet itself. The damage roll is 1d6 for small objects or the weapon's damage die, if you're holding one, plus your Wisdom modifier.

Tool Savvy

Your Grave Robber Kit can now take properties of 1 extra tool that you have proficiency in.


Modified Gear

Also at level 17th, you can now modifier your weapon and equipment to aid you when you need it. Consult with your DM about the modification and their purpose. Your modification could do something like strength the fabric of your clothes for protection or make a mechanism on your pick that would lit up your enemy with fire.

1 piece of common equipment can have 1 modification at a time. Rare items with +1 bonus can have 2 modifications. Very rare and Legendary items can have 3 modifications.

Loaded Daggers

You can now load your gauntlets with 4 daggers on each one and shoot it instead of throwing. Shot daggers have bonus damage equal to +4 but you can not use your action to throw 2 daggers with loaded daggers.

Whiz

Most Grave Robbers are working night and resting day all the time during the week. Whiz is known to be a better prepared and well-planned kind of deal compared to others. They can search for ways and collect as much clue as possible because the devil is in the details. They also support their allies and try to stay focus in dire time.


Pathfinder

When you choose this subclass at level 3, you can choose to roll a survival check instead of an investigation check. You can use the feature to trace a trail or find a secret passage. You also gain +5 movement speed for each of your Wisdom modifier.

Additionally, you gain proficiency in Navigator’s Tool and can always remember the way you came from unless you are lost because of magical power.

Encoder

Also at the 3rd level, you learn 2 additional languages. When you find a language you can’t understand, you can roll a survival check (DM determined) to figure out what language it is and what kind of message it is, warning, story, gibberish etc.

Keep a Lookout

At level 7th, you can spend time during a short rest to keep a lookout for your party. If you are being ambushed or attacked during the resting time, you and your allies gain an advantage on initiative roll and cannot be surprised. You and them also gain the benefits of the short rest immediately.

Tricks of the Trade - Know your Enemy

You gain extra trick at level 7th. You can spend 2 trick points and use your bonus action to start analyzing your target. At the start of your next turn, you know what type of creature it is and what resistance or immunity it has. You also deal bonus damage equal to your Wisdom modifier when attack with their non-resisting damage.

Additionally, you can recall the information if you encounter the same type of creature or compare it to something else again anytime.


Glint in the Dark

At level 12th, you learn to embrace the darkness around you as you sometimes need it. You can see shiny objects in the dark if it’s not magical darkness. No attack roll has advantage against you while you are in dim light or darker.

Additionally, you can sense everything within 15 feet of you in total darkness or you can do so by closing your eyes completely for a few minutes.

Snap out

Also when you are at level 12th with this subclass, you are resistant to psychic damage and now have advantage on saving throws against being charmed and frightened. You can use your reaction once per their turn to yell at your frightened ally. If they can hear you, they can roll one more saving throw to end charmed or frightened before taking any action at the start of their turn.

If you can throw in some cool one liner when doing so, it might change the DM's mind. Food for thoughts.

Awareness

Starting at level 17th, when you use Know your Enemy trick, you also know exactly what it’s vulnerable to and where the weak spot is. Additionally, you always know which way is north and can roll survival to spot hidden items or passages.


Desperate Measure

Also at level 17th, you always make sure that you won’t die somewhere unpleasant, which you often can not choose anyway.

When you reduce to 0 hp by any means, you are reduced to 1 hp instead and One More Ride activates. Your exhaustion is set to 1 for the time being. You can take dash action as bonus action and always have Dodge action on while this feature is active. Ypu can keep on being conscious if you do not take any damage and you can start rolling death saves when you are resting instead of right away if you are safe. If you, however, are attacked when unconscious, you roll death save with disadvantage instead of failing.

Additionally, you won’t regain their consciousness if you roll a nat 20 on the death save once this feature is activated but you still gain 1 hp and become stable














Bouncer

When Grave Robber goes for a raid in group or with someone else, some of them might consider protecting others so that they will return the favor. Bouncer offer help while they can, protect their allies and support them in somewhat offensive defensive way could be the way.

Handy Handler

Also at 3rd level, you now utilize your body as a whole new way of survival. Your unarmed attack now deals 1d4 damage and you are proficient with it. You can also use your bonus action to make an unarmed attack or grapple a creature if their size is not bigger than you.

Your unarmed strike damage die changes into d6 when you gain a new tier in Improvise Expertise and d8 when you gain another tier.


Supportive Protector

At level 7th with this subclass, you learn to ease your allies and their mind. You can use your bonus action to bond with an ally within 30 feet of you. Once bonded, both of you again have advantage on Wisdom saving throw. Only 1 creature other than you can have this benefit at once. You can use free action to change who will be affected by this feature once per turn while during combat.

Tricks of the Trade - Renewal

You also gain extra trick at level 7th. Whenever you are hit by an attack that does not have advantage, you can spend 1 trick point and turn the hit point you lose into temporary hit point.

Additionally, You can regain any temp hp as hp if you deal damage before they disappear.


Payback

When you reach level 12th with this subclass, you bite back harder when you were bitten. With every damage you take, you gain one of the following benefits with each time you received damage equal to the following amount;

  • If you take 6 damage or less, your next attack deal additional damage equal to your Wisdom modifier and you can reroll the damage if you rolled a 1.
  • If you take 7-11 damage, your next critical attack can land on 19.
  • If you take 12-15 damage, you attack twice with one attack action (will not affect Freebie).
  • If you take 16 damage or more, your next attack that hit automatically deal max damage.

You can have each of these benefits at the same time but they do not stack and they will be gone after the battle ends or you used it up.

Tough it Up

Also at level 12th, you learn to tough it up and gain 1 point to Consitution score and gain proficiency in Constitution saving throw and check.



















Long Live the King/Queen

When you reach level 17th with this subclass, you can regain hit point equal to your proficiency bonus plus your Constitution modifier if you have less than half your max hit point at the start of your turn. This won't take effect if you have 0 hit point or unconscious. Additionally, instead of falling unconscious when you are reduced to 0 hit point, you can roll a Wisdom saving throw (DC 10 and increases by 2 every successful save). If you succeed, you drop to 1 hit point and gain 1 level of exhaustion.

Tricks of the Trade - Go Big & Go Home

You also gain extra trick at level 17th. When you are reduced to 0 hit point, you can choose to spend all of your trick point if you have left, to gain temporary hit point equal to your full hit point and stay conscious. Each point spend gives you 1 turn to stay conscious. For example you will stay conscious for 4 turns if you activate this feature and have 4 trick points left. You gain level of exhaustion after you fell unconscious and automatically succeed 1 death save.


Deadeye

Deadeye are robber with the most keen eyes. They strike from afar with their daggers and they make the most potential out of their daggers. Nothing is ever too far or to close when it comes to throwing knives at their target


Dagger Expert

At the 3rd level with this subclass, you can carry 4 additional daggers every time you gain a subclass feature. You can make twice the amount of daggers with few materials. Some blades and other material for handle like simple rag or would would suffice.

Opportunist

You can now make opportunity attack with flashing daggers when a creature move pass you within 15 feet. You can use this feature once per turn only.

Additionally, you always throw 1 additional dagger when attacking with flashing daggers.


Always in Reach

At level 7th with this subclass, you gain +1 on attack and damage roll with flashing daggers if the target is further than 30 feet from you. You no longer suffer any penalty from closer range when throwing them even at 5 feet.

Devil Dagger

Also at level 7th, you can perform a ritual to grant your daggers a property to ignore resistance and immunity to nonmagical attacks and damage. The ritual requires some materials from your Grave Robber Kit, some magic essence, and 1 hour of uninterrupted work. The daggers you craft after the ritual will not have the same property but you can always perform the ritual anytime you like.















Trick of the Trade - Blade Burst

at level 12th, you gain an extra trick. When you use Flashing Daggers as an action, you can spend 1 trick point to throw additional 2 daggers with the same action. You can spend as many points as long as you have the sufficient daggers.

Sharper than Dagger's Point

Also at 12th, you can use Precision Toss trick free once per turn without spending any trick point and it affect 2 daggers instead of 1 if you spend 1 trick point.


Bullseye

At level 17th, you now always have +2 bonus on attack and damage roll with flashing daggers, both melee and range attack. You can also throw your daggers in more advanced ways like ricochet from a surface or volley them around an obstacle. Consult with DM about how you use your daggers in various situations for roleplaying purposes.

Grave Robber & Multiclassing

Grave Robber follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class Ability Score Minimum
Grave Robber Dexterity 12 and Wisdom 14

Multiclassing Proficiencies
Class Proficiencies Gained
Grave Robber Light armor, Improvised Weapon, Shortsword, Grave Robber Weapon
 

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