{"name":"Treasure Hunter","overview":"[i]\u201cFar over the misty mountains cold\r\nTo dungeons deep and caverns old\r\nWe must away ere break of day\r\nTo seek the pale enchanted gold\u201d[\/i]\r\n\r\nThe world has seen the passing of the glory of many\r\nDwarven kings and Elven lords, and their heritage is now\r\nburied in deep dungeons and dim caverns. Pale gold and\r\nbright jewels beckon all who dare to find them. Be it a\r\nfamily treasure stolen by raiding Goblins, or the golden\r\nhoard of a Dragon, you seek what is lost, even when that\r\nmeans you will have to brave unspeakable dangers.\r\n\r\nTreasure Hunters are not necessarily burglars or thieves;\r\nthey might equally be explorers or scouts. (At the same\r\ntime, they\u2019re not necessarily thieves, if you follow me.)\r\nSoft-footed and clever, a Treasure Hunter can be a\r\nmarvellous asset to a company of adventurers, even if\r\nthey cannot be entirely trusted. When creating a treasure\r\nhunter, consider if you\u2019re merely naturally stealthy, or if\r\nyou\u2019re a trained burglar, spy or explorer.\r\n\r\nPlay a Treasure Hunter if you want to\u2026\r\n\r\n\u2022 Sneak into caverns, fortresses and noisome tombs\r\nwhere danger lurks.\r\n\r\n\u2022 Spy on the movements and plans of the Enemy.\r\n\r\n\u2022 Steal back stolen treasure from the Orcs and Goblins.\r\n\r\n\r\nShadow Weakness\r\nDragon-sickness","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per Treasure Hunter level after 1st.","armorproficiencies":"Light Armor","weaponproficiences":"Simple weapons, broadsword, short sword ","tools":"Thieves\u2019 tools","savingthrows":"Dexterity, Intelligence","skills":"Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Riddle, Sleight of Hand and Stealth","equipment":"You start with the following extra equipment, in addition\r\nto equipment granted by your Standard of Living.\r\n\r\nPoor or Frugal: A leather jerkin, a short-sword, a short\r\nbow with a quiver of 20 arrows.\r\n\r\nMartial: A leather jerkin, a short sword or broadsword, a\r\nshort bow with a quiver of 20 arrows, two daggers.\r\n\r\nProsperous: A leather jerkin, a short sword or broadsword,\r\na short bow with a quiver of 20 arrows, two daggers, 2d6\r\nsilver pennies.\r\n\r\nRich: A leather jerkin, a short sword or broadsword, a\r\nshort bow with a quiver of 20 arrows, two daggers, 5d6\r\nsilver pennies.","spellcasting":"","features":"[h2]Expertise[\/h2]\r\nAt 1st level, choose two of your skill proficiencies, or\r\none of your skill proficiencies and your proficiency with\r\nthieves\u2019 tools. Your proficiency bonus is doubled for any\r\nability check you make that uses either of the chosen\r\nproficiencies.\r\n\r\nAt 6th level, you can choose two more of your skill\r\nproficiencies, or one of your skill proficiencies and your\r\nproficiency with thieves\u2019 tools, to gain this benefit.\r\n\r\n[h2]Night Vision[\/h2]\r\nDue to the clandestine nature of your activities you tend to\r\noperate in the shadows and other dimly lit or unlit places.\r\nOver time you have grown accustomed to doing so and\r\nyour senses have adapted accordingly. While you don\u2019t\r\nnecessarily see better in dim light or total darkness, your\r\nother senses have grown to compensate for it.\r\nWithin 60 feet, you treat dim light as if it were bright light\r\nand no light as if it were dim light. Note that while your\r\nother senses aid your sight, you cannot use this feature if\r\nyou are Blinded.\r\n\r\n[h2]Sneak Attack[\/h2]\r\nBeginning at 1st level, you know how to strike subtly and\r\nexploit a foe\u2019s distraction. Once per turn, you can deal an\r\nextra 1d6 damage to one creature you hit with an attack\r\nif you have advantage on the attack roll. The attack must\r\nuse a finesse or a ranged weapon.\r\nYou don\u2019t need advantage on the attack roll if another\r\nenemy of the target is within 5 feet of it, that enemy isn\u2019t\r\nincapacitated, and you don\u2019t have disadvantage on the\r\nattack roll. The amount of this extra damage increases as\r\nyou gain levels in this class, as shown in the Sneak Attack\r\ncolumn of the Treasure Hunter table.\r\n\r\n[h2]Cunning Action[\/h2]\r\nStarting at 2nd level, your quick thinking and agility allow\r\nyou to move and act swiftly. You can take a bonus action\r\non each of your turns in combat. This action can be used\r\nonly to take the Dash, Disengage or Hide actions.\r\n\r\n[h2]Treasure Hunter Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you emulate\r\nin the exercise of your Treasure Hunting abilities. Choose\r\nAgent or Burglar (both are detailed at the end of the class\r\ndescription).\r\n\r\nYour archetype choice grants you features at 3rd level, and\r\nthen again at 9th, 13th and 17th level.\r\nCharacter Improvement\r\nWhen you reach 4th level, and again at 8th, 10th, 12th,\r\n16th and 19th level, you can increase one ability score of\r\nyour choice by 2, or you can increase two ability scores\r\nof your choice by 1, or you can take a Cultural or Open\r\nVirtue. As normal, you cannot increase an ability score\r\nabove 20 using this feature.\r\n\r\n[h2]Uncanny Dodge[\/h2]\r\nStarting at 5th level, when an attacker that you can see\r\nhits you with an attack, you can use your reaction to halve\r\nthe attack\u2019s damage against you.\r\n\r\n[h2]Avoidance[\/h2]\r\nBeginning at 7th level, your sharpened senses\r\nimmediately alert you to dangerous situations. Whenever\r\nthe Loremaster would normally make a passive Wisdom\r\n(Perception) check to notice a trap or other peril, they\r\ninstead allow you to make an ability check. You may use\r\nwhichever score is higher, your passive Perception score or\r\nthe result of your ability check.\r\n\r\n[h2]Luck-winner[\/h2]\r\nBy 11th level, you have either learned to take advantage of\r\nevery opportunity, or you are just naturally lucky to have\r\nsurvived this long. You may invoke this ability to have an\r\nopportunity present itself due to good fortune.\r\n\r\nAn enemy might be distracted for a moment, allowing you to\r\nuse your Sneak Attack. You might fumble your way blindly\r\nthrough a labyrinth, or gain advantage on an Intelligence\r\n(Investigation) ability check by accidentally discovering\r\na vital clue. You might eavesdrop on a guard just as he\r\ndiscloses some crucial information. You might even put\r\nyour hand on a ring when groping about on the floor of a\r\ndarkened tunnel. This stroke of good fortune will always be\r\nbeneficial to you, but the Loremaster decides exactly what\r\nform it takes. Once you use Luck-winner, you cannot use\r\nthis ability again until you have taken a long rest.\r\n\r\n[h2]Quiet as Quiet[\/h2]\r\nStarting at 14th level, you have advantage on Dexterity\r\n(sneak) checks as long as you move no more than half\r\nyour speed on the same turn.\r\n\r\n[h2]Slippery Mind[\/h2]\r\nBy 15th level, you have acquired greater mental strength.\r\nYou gain proficiency in Wisdom saving throws.\r\n\r\n[h2]Elusive[\/h2]\r\nBeginning at 18th level, you are so evasive that attackers\r\nrarely gain the upper hand against you. No attack\r\nroll has advantage against you so long as you aren\u2019t\r\nincapacitated.\r\n\r\n[h2]Stroke of Luck[\/h2]\r\nAt 20th level, you have an uncanny knack for succeeding\r\nwhen you need to. If your attack misses a target within\r\nrange, you can turn the miss into a hit. Alternatively, if\r\nyou fail an ability check, you can treat the d20 roll as a 20.\r\nOnce you use this feature, you cannot use it again until\r\nyou finish a short or long rest.","subclasses":"Treasure Hunters all have a few things in common; they\r\nspecialise in getting into difficult places and extracting\r\nvaluables, whether information or something more tangible.\r\nSome Treasure Hunters prefer to operate within the\r\nshadows of strongholds, manipulating others to get what\r\nthey want, while others prefer exploring places untouched\r\nin centuries, braving traps and nesting creatures in the\r\nhopes that something valuable may be discovered.\r\n\r\n[h1]Agent[\/h1]\r\nBut it appeared he was nobody\u2019s friend, and nobody could\r\nrecollect when he had joined their party.\r\n\r\nThe Agent relies on charm as much as stealth or wit. As\r\nsuch, while the Agent still knows a lot about getting into\r\nplaces normally barred to outsiders, they can often do so\r\nin the open by simply convincing people that they should\r\nbe allowed to pass.\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\nYou gain tool proficiencies with the disguise kit and the\r\nforgery kit, and gain proficiency with the Traditions skill if\r\nyou don\u2019t possess it already.\r\n\r\n[h2]Secrets Gleaned[\/h2]\r\nYou are adept at observing the plans and weapons of your\r\nenemies. Starting at 3rd level, if you spy on an enemy\r\nwithout being detected for at least 10 minutes, you may\r\npick one of the following benefits:\r\n\r\n\u2022 The Loremaster gives you a clue about the enemy\u2019s\r\nplans or destination.\r\n\r\n\u2022 You spot a potential weakness in the enemy, giving\r\nyou (or an ally you advise) advantage on the first\r\nattack you make against foes of that kind.\r\n\r\n\u2022 You gain a +1 bonus to AC against attacks made by\r\nenemies of the kind you are observing. This benefit\r\nlasts until you next take a short rest.\r\n\r\n\u2022 You gain advantage on Dexterity (Stealth) ability\r\nchecks made against enemies of this kind. This benefit\r\nlasts until you next take a short rest.\r\n\r\n\u2022 You closely observe the enemy and can describe\r\ntheir appearance, gear and tactics in sufficient\r\ndetail that when you give your report, other playerheroes\r\ngain advantage on checks to obtain more\r\ninformation about the enemy through ability checks\r\nlike Intelligence (Lore) or Intelligence (Traditions).\r\n\r\n[h2]Riddling Words[\/h2]\r\nAt 9th level, you have mastered the art of gaining trust.\r\nWhen you spend at least 10 minutes persuading a creature\r\nof your good intentions, that creature is considered\r\nCharmed unless the creature makes a Wisdom saving\r\nthrow against a DC 8 + your Charisma modifier + your\r\nproficiency bonus.\r\n\r\nThis charmed state lasts until you give the creature\r\nreason to doubt your sincerity or until a long rest. Another\r\ncreature can attempt to break a Charmed creature\r\nfrom your influence, but has a disadvantage on their\r\nappropriate social interaction roll if you are present.\r\n\r\n[h2]Exit Strategy[\/h2]\r\nWhen you reach 13th level, you have mastered the art of\r\nescape. Whenever you enter a new location your mind\r\ninstinctively looks for all the ways that you can most\r\nefficiently extricate yourself should you find yourself in\r\ndanger. You have advantage on any ability checks that you\r\nmake for the sole purpose of escaping the location.\r\n\r\n[h2]Compelling Words[\/h2]\r\nWhen you reach 17th level, your ability to convince others\r\nborders on the preternatural. You may issue commands\r\nto any creature that you have charmed with your Riddling\r\nWords feature and that creature must carry them out to\r\nthe best of its ability.\r\n\r\nIf the command is something that the creature would\r\nquestion or have an aversion to following your commands,\r\nthen it gets another Wisdom saving throw against the DC\r\nfor your Riddling Words feature.\r\nIf you are attempting to compel the creature to do\r\nsomething abhorrent to its nature, then it has advantage\r\non its saving throw. Use of Compelling Words may count\r\nas a Misdeed.\r\n\r\n[hr]\r\n\r\n[h1]Burglar[\/h1]\r\nBurglar wants a good job, plenty of Excitement and\r\nreasonable Reward, that \u00eds how it is usually read. You can\r\nsay Expert Treasure-hunter instead of Burglar if you like.\r\nSome of them do. It \u00eds all the same to us.\r\n\r\nYou employ your dubious, if highly useful, skills to acquire\r\nthings that others possess. Whether you use your prowess\r\nto plunder old forgotten ruins in search of unclaimed\r\ntreasure, or the purses of honest Free Folk is up to you.\r\n\r\n[h2]The Shadow of My Pockets[\/h2]\r\nYours may be a somewhat larcenous spirit, but you\r\ncertainly don\u2019t serve the Shadow in the East. Starting when\r\nyou choose this archetype at 3rd level, when you commit\r\na Theft Misdeed (normally causing you to automatically\r\nacquire 3 Shadow points) you only receive 1 Shadow point.\r\n\r\n[h2]Filch[\/h2]\r\nYou are adept at picking people\u2019s pockets and performing\r\nother acts of legerdemain when their guard is down. Also\r\nstarting at 3rd level, when you make a Sneak Attack in\r\nmelee combat, instead of inflicting extra damage you may\r\ninstead successfully perform a Dexterity (Sleight of Hand)\r\ncheck on your opponent (you still do regular damage as\r\nnormal if you wish). In addition to normal uses of Sleight\r\nof Hand, this feature enables you to take any weapon\r\non your opponent\u2019s person that they are not currently\r\nwielding.\r\n\r\n[h2]Treasure Lore[\/h2]\r\nWhen you first pick this archetype at 3rd level, you hear\r\nmany tales about strongholds or ruins where great\r\ntreasures may lay. Whenever you are told of a particular\r\nlocation or chance across it, you may ask the Loremaster\r\nfor three pieces of information regarding the locale. This\r\ninformation is usually a mixture of particular treasures\r\nand obstacles.\r\nInformation gleaned may be taken as generally true,\r\nalthough details may be fuzzy and key bits omitted.\r\n\r\n[h2]Hide in Shadows[\/h2]\r\nAt 9th level, you have an uncanny ability to hide, or at least\r\nuse the shadows to your advantage. So long as there are\r\nshadows present, you may take a bonus action to Hide,\r\neven when other creatures are aware of your presence.\r\nSuch opponents may make a Wisdom (Perception) check\r\n(DC equals the result of your Dexterity (Stealth) check) to\r\nnotice you and negate your attack advantage.\r\n\r\n[h2]Wary[\/h2]\r\nAt 13th level, you have become accustomed to spotting\r\ntraps and ambushes before they occur. You gain +5 on any\r\npassive Perception checks to spot an ambush or a trap. If\r\nyou are actively searching for traps or ambushes, then you\r\nmay substitute your increased passive Perception score for\r\nyour ability check result if the former is higher.\r\n\r\n[h2]Obfuscation[\/h2]\r\nAt 17th level, your ability to go unseen is legendary. You\r\nhave advantage whenever you make a Dexterity (Stealth)\r\nability check to hide and you can hide nearly anywhere.\r\nIf you are in a shadowy area that lends itself to hiding,\r\nothers looking for you have disadvantage.","tabledata":"Level|Proficiency Bonus|Sneak Attack|Features\r\n1| +2 |1d6 | Expertise, Night Vision, Sneak Attack\r\n2 |+2 |1d6 |Cunning Action\r\n3 |+2 |2d6 |Treasure Hunter Archetype\r\n4 |+2 |2d6 |Character Improvement\r\n5 |+3 |3d6 |Uncanny Dodge\r\n6 |+3 |3d6 |Expertise\r\n7 |+3 |4d6 |Avoidance\r\n8 |+3 |4d6 |Character Improvement\r\n9 |+4 |5d6 |Treasure Hunter Archetype Feature\r\n10| +4| 5d6| Character Improvement\r\n11 |+4 |6d6 |Luck-Finder\r\n12 |+4 |6d6 |Character Improvement\r\n13 |+5 |7d6 |Treasure Hunter Archetype Feature\r\n14 |+5 |7d6 |Blindsense\r\n15 |+5 |8d6 |Slippery Mind\r\n16 |+5 |8d6 |Character Improvement\r\n17 |+6 |9d6 |Treasure Hunter Archetype Feature\r\n18 |+6 |9d6 |Elusive\r\n19 |+6 |10d6| Character Improvement\r\n20 |+6| 10d6 |Stroke of Luck","tags":"Adventures in Middle Earth, ","isShared":"1","templateId":"25","blockId":"212347"}