{"name":"Rogue (Treasure Hunter)","overview":"[p]\u201cTreasure 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\u2019s sanctum, or the vaults of the mighty.\u201d[\/p]\r\n[table]\r\n[tr]\r\n[center][th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Sneak Attack[\/th][\/center]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[center][td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]1d6[\/td][\/center]\r\n[td]Expertise, Sneak Attack, Thieves\u2019 Cant[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]1d6[\/td]\r\n[td]Cunning Action[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]2d6[\/td]\r\n[td]Treasure Hunter Archetype, Treasure Lore, Dauntless Greed[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]2d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]3d6[\/td]\r\n[td]Uncanny Dodge[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]3d6[\/td]\r\n[td]Expertise[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]4d6[\/td]\r\n[td]Evasion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]4d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]5d6[\/td]\r\n[td]Proper Disposal[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]5d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]6d6[\/td]\r\n[td]Reliable Talent[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]6d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]7d6[\/td]\r\n[td]Use Magic Device[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]7d6[\/td]\r\n[td]Blindsense[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]8d6[\/td]\r\n[td]Slippery Mind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]8d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]9d6[\/td]\r\n[td]Carry All[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]9d6[\/td]\r\n[td]Elusive[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]10d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]10d6[\/td]\r\n[td]Stroke of Luck[\/td]\r\n[\/tr]\r\n[\/table]","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\u2019 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:[br]\r\n[b]Choose: [\/b](a) a rapier or (b) a shortsword\r\n[b]Choose: [\/b](a) a shortbow and quiver of 20 arrows or (b) a shortsword\r\n[b]Choose: [\/b](a) a burglar\u2019s pack, (b) a dungeoneer\u2019s pack, or (c) an explorer\u2019s pack\r\n[b]Recieve: [\/b]Leather armor, two daggers, and thieves\u2019 tools[br]\r\n[b] [\/b]","spellcasting":"[h4]NONE[\/h4]","class_features":"[b]Expertise (1st level) - [\/b] \r\nChoose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves\u2019 tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n[br]At 6th level, you can choose two more of your proficiencies (either skills or with thieves\u2019 tools) to gain this benefit.\r\n\r\n[b]Sneak Attack (1st level) - [\/b] \r\nYou know how to strike subtly and exploit a foe\u2019s 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.\r\n[br]You don\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\n[br]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.\r\n\r\n[b]Thieves' Cant (1st Level) - [\/b] \r\nDuring your rogue training you learned thieves\u2019 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\u2019 cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n[br]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\u2019 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.\r\n\r\n[b]Cunning Action (2nd level) - [\/b] \r\nYour 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.\r\n\r\n[b]Treasure Hunter Archetype (3rd Level) - [\/b]\r\nYour 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).\r\n\r\n[b]Treasure Lore (3rd Level) - [\/b]\r\nYou gain proficiency in one of the following skills: Arcana, History, Investigation,\r\nor Religion.\r\n\r\n[b]Dauntless Greed (3rd Level) - [\/b]\r\nYou 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.\r\n\r\n[b]Ability Score Increase (4th Level) - [\/b]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n[br]Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[b]Uncanny Dodge (5th Level) - [\/b]\r\nWhen an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you.\r\n\r\n[b]Evasion (7th Level) - [\/b]\r\nYou can nimbly dodge out of the way of certain area effects, such as an ancient red dragon\u2019s 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.\r\n\r\n[b]Proper Disposal (9th Level) - [\/b]\r\nYou can cast remove curse on an object as a ritual.\r\n\r\n[b]Reliable Talent (11th Level) - [\/b]\r\nYou 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.\r\n\r\n[b]Use Magic Device (13th Level) - [\/b]\r\nYou 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.\r\n\r\n[b]Blindsense (14th Level) - [\/b]\r\nIf you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.\r\n\r\n[b]Slippery Mind (15th Level) - [\/b]\r\nYou have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\n\r\n[b]Carry All (17th Level) - [\/b]\r\nThe amount of weight you can carry or lift is doubled.\r\n\r\n[b]Elusive (18th Level) - [\/b]\r\nYou are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren\u2019t incapacitated.\r\n\r\n[b]Stroke of Luck (20th Level) - [\/b]\r\nYou 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.\r\n[br]Once you use this feature, you can\u2019t use it again until you finish a short or long rest.","subclass_options":"","table_data":"","source":"","jsondata":"","tags":"DnD 5e, Rogue, Rogue Archetype, Valelor","isShared":"on","templateId":"5460","blockId":"792170","world":""}