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 quicklyaccessory 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 anFORGOTTEN 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:
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