You are on page 1of 3
THE ARCHAEOLOGIST ROGUISH ARCHETYPE OPTION Scaling an impossibly sheer cliff face, a female high elf clad in a billowing shirt, bodice, and climbin, fins her hold on a rope anchored fast to a tree somewhere high above. Securing the line on her harness, she scans the jungle far below her, and spies the ruined spires, of an ancient temple cresting through the treeline, Pulling out compass, quill, and parch: ‘ment, she notes the temple's location on her expertly detailed map, before stowing her tools and continuing her climb. Running his hand across ancient bricks of eyclopean stone, a bespectacled male tiefling examines the quality of the masonry, his fingers slowiy tracing letters of an antedifuvian language etched fadingly into the walls. As he studies these forgotten letters, a pattern appears, and he begins to discern the message carved into the stones. These ruins belonged to his infernal fore- fathers, he reads, and the secret to the genesis of his race lies somewhere deep below, buried within the age-old rubble. Face-to-face with a lone orc, a male gnome in a fitted leather jacket maintains his composure, seamlessly drawing a knife and hurling it at the ore’s head. The dagger lacerates the orc’s brow, and thick, dark blood seeps down into its eves. harness maint Screaming in impotent rage, the ore tries to wipe the blood aw: escapes, managing to keep his self-satisfied giggling to a minimum, Adventuring scholars, treasure-hunters, and thrill seekers, archaeologists explore the isolated reaches of the world lost to history and time. Such places are almost always dangerous, how- ever, and many secrets held within these hidden locations are guarded by beings who would fight and die to keep them. An archaeologist must be prepared for traps, danger, and deadly combat when delving into the world’s most perilous places, but this risk is often much of what makes their discoveries worthwhile. An eccentric lot, most wandering archaeolo- gists trend towards the chaotic side of the align- ment spectrum, though lawful explorers looking to reclaim history are not unheard of. Most archaeologists develop a unique look over time, often picking up an item of clothing or an as the gnome quickly accessory that they value above all else, consi¢- ring it their trademark or lucky charm. If you desire such an article for your archaeologist, you may work one out with your DM, or roll on the Prized Garment table, below. 48 Prized Garment An old-fashioned hat A garish scarf A pair of dusty goggles A weathered leather jacket A simple black eyepatch A reliable pocket watch Antique silver spectacles A simple locket FIELD TRAINING When you choose this archetype at 3rd level, you are trained with a few basic implements and ills to improve your survival in the field. You gain proficiency with one additional language, and with whips. You also gain proficiency in cartographer’s tools, History, and one other of the following skills: Arcana, Deception, Insight, Investigation, Perception, Persuasion, Religion, Sleight of Hand, or Survival. Ifyou already pos. sess proficieney in History, you may instead choose a second skill from this list. INTELLIGENT COMBAT Also at 3rd level, when you hit with an attack and would roll damage from your Sneak Attack feature, you may choose to roll two less Sneak Attack damage dice than you normally would. If you do, you may apply one of the following effects to the attack: + The attack disarms a weapon or small, one- handed item that the target is holding, causing the object to drop to the ground up to 10 feet from the target in a direction of your + Ifyour target is not an undead, elemental, construct, or plant, the attack causes the target to become blinded until the start ofits next turn, + The attack forces the target to make a Strength saving throw with a difficulty of 8 plus your Dexterity modifier and proficiency bonus, ifthe target is sized Large or smaller. If the target fails this saving throw it falls prone. SEASONED EXPLORER Beginning at 9th level, you have an instinctive se for finding secrets both valuable and deadly in ruins and dungeons. Ifyou are in a ruin, dungeon Wwe, or othe we advantage on Intellige (Investigation) and Wisdom (Perception) checks to find traps or hidden treasure. If you make an Intelligence (History) check on a specific location that is one of the types object from such a location, you also make that check with advantage. In addition, you gain a climbing speed equal to your regular moving speed. jent work of sted, or on an FORGOTTEN MaGIc Starting at 13th level, you have learned a few trace secrets of ancient magic from your explora tion of the world’s mysteries. You learn the spells identify and comprehend languages, but you may only cast them as rituals unless you learn the spells from another source. These rituals require you to spend 10 minutes studying the object you wish to identify, or a sample of the language in question, and once you cast either of these spells ‘you require a short or long rest before you can use either of them again, You also know the spells augury and find object, but (unless learned from another source) they may similarly only be cast as a 10 minute ritual, without expending a spell slot. You may cast either of these spells once before requiring a long rest to use either of them again. PARAGON OF ADVENTURE. At 17th level, your skill and glory as an explorer is unrivaled. The first time you use your Intelli- gent Combat feature after rolling initiative, you remove no damage dice from your Sneak Attack Instead, add 446 to your Sneak Attack’s damage. CrepiTs: Photoshop & design by /u/the_singular_anyone Visit WaLRock HomesRew for more! http://walrock-homebrew, blogspot.com ‘Art by Javier Charro, Zack Fowler, Anna Steinbauer, Hugo Solis, and Taylor Fischer Thanks to the kind folks of reddit and tumble, to Ju/Sraytis for theie resource pack, and to u/skybugl? for their Photoshop guide! v0.1

You might also like