Hit Points
Proficiencies
Treasure Hunter
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1 | + 2 | Expertise Sneak Attack | {@dice 1d6} |
| 2 | + 2 | Expertise Sneak Attack | {@dice 1d6} |
| 3 | + 2 | Expertise Sneak Attack | {@dice 2d6} |
| 4 | + 2 | Expertise Sneak Attack | {@dice 2d6} |
| 5 | + 3 | Expertise Sneak Attack | {@dice 3d6} |
| 6 | + 3 | Expertise Sneak Attack | {@dice 3d6} |
| 7 | + 3 | Expertise Sneak Attack | {@dice 4d6} |
| 8 | + 3 | Expertise Sneak Attack | {@dice 4d6} |
| 9 | + 4 | Expertise Sneak Attack | {@dice 5d6} |
| 10 | + 4 | Expertise Sneak Attack | {@dice 5d6} |
Class Features
Level 1
Level 10
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
simple
short sword
swords
Starting Equipment
Class Features
Expertise (Level 1)
At 1st level, choose any combination of two of your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 9th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit.
Sneak Attack (Level 1)
Beginning at 1st level, you know how to strike subtly and exploit a foe's 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.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this calling, as shown in the Sneak Attack column of the Treasure Hunter table.
Cunning Action (Level 2)
Treasure Hunter Speciality (Level 3)
Virtue (Level 4)
At 4th level, and again at 6th and 8th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.
At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).
Uncanny Dodge (Level 5)
Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Craft or Virtue (Level 6)
At 6th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.
At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).
Treasure Hunter Speciality feature (Level 7)
At 7th level, you gain a feature granted by your Treasure Hunter Speciality feature.
Virtue (Level 8)
At 8th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.
Expertise (Level 9)
At 9th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit.
Reliable Talent (Level 10)
By 10th level, you 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.
Multiclassing
Multiclassing Requirements
{"dex":13}
Proficiencies Gained
Subclasses
Subclass Features
Burglar
Burglar (Level 3)
Yours are the venerable arts of pickpocketing, lock picking, or otherwise getting hold of the possessions of others and accessing protected areas.
Clever-Handed
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check or take the utilize action.
Tree-Climber
Also at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, you can add your Dexterity modifier to Strength (Athletics) checks you make to climb or jump, and to the distance you cover (in feet) when you make a running jump.
Quiet-Footed (Level 7)
Starting at 7th level, you have advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
Spy
Spy (Level 3)
The Enemy sends many agents among the Free Peoples, and you intend to spy upon them, lest they undermine your efforts to resist the Shadow.
Cunning Eye
Starting at 3rd level, you can add your Intelligence modifier to your Wisdom (Insight) and Wisdom (Perception) checks. In addition, you can use the bonus action granted by your Cunning Action to take the Search action.
Weak Spot
Also at 3rd level, you can use a bonus action to make an Intelligence (Investigation) or Wisdom (Perception) check against a creature within 30 feet of you that you can see, contested by the target's Dexterity (Stealth) check. If you win the contest, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Sharp-Eyed (Level 7)
Starting at 7th level, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks if you move no more than half your speed on the same turn.