Rogue Archetype
Archeologist
When you choose this archetype at 3rd level, you gain proficiency in one skill of your choice between Arcana, History or Religion. If you are already proficient in that skill, you gain the expertise instead.
In addition, you learn 2 extra languages of your choice.
Delver's Tools
Starting at 3rd level, the torch and the whip become your tools of choice when investigating lost temples. When wielding one of those items, you gain the following benefits :
- Torch. Torches count as Clubs with the Light and Finesse properties for you, that deal an additional 1d4 fire damage on a hit. Moreover, you can add 1d4 to your score when you roll a Perception or Investigation check to find something that is enlightened by your torch.
- Whip. Whips have their reach increased by 5 feet for you and deal 1d6 damage on a hit instead of 1d4. Moreover, you can, as an action, use a whip to pull 10 feet towards you objects that are one size smaller than you or smaller. While wielding a whip, you can also use your dexterity instead of your strength to calculate the length of your long jumps if there is something you can grab with your whip to help you in your jump.
Art Credit : Wizards of the Coast
Magical Knowledge
At 9th level, you have started to become so used to the magic of the old temples you are raiding that you developed ways to detect the arcanic traps and maledictions and prevent them from affecting you. You can cast Detect Magic or Identify as a ritual without expending any material components a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
In addition, if a spell or magical effect you have detected thanks to one of those two spells should trigger when a creature move somewhere or do something specific (like a Glyph of warding for instance), you can choose that it doesn't trigger when you move in that place or do that specific thing yourself.
Always prepared
Starting at 13th level, you are always carefully prepared for the adventure! As an action, you can search into your backpack and find any small or tiny mundane item worth 1500 gp or less. You must spend the cost of the item (like if you had bought it earlier while preparing for the journey but you told no one, but you have it in your bag!). You must then finish a long rest before you can use this feature again.
Legendary Artefact
Starting at 17th level, you can attune to one rare or rarer item of your choice even if it is normally restricted for an other class or race. You are proficient with that kind of weapon or armor while you are attuned to it. If it is a weapon, it gains the finesse property when you wield it. If it is an armor, it doesn't impose disadvantage on your stealth checks and doesn't reduce your speed if you don't have the required strength. This attunement ends if you use this feature again to attune to an other item.
Homebrew lovingly made by LeRoiDeCarreau
A big THANK YOU to my patreons.
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The Early Birds :
- VIV_ID
- Ryan Magee
- Ren Carlisle
- LeoHere
- joel Castaneda
- Brandon Lukacs
- Thomas Philips
- The Angry Guinea Hour
- Cullen Wilson
- John Sussenberger
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