Rogue Delver Archtype

Art Credit: Indiana Jones and the Raiders of the Lost Ark (Lucasfilm Ltd.)

You know what element of the rogue is strangely underdeveloped in the 5e rogue archtypes? The actual dungeon-delving, magic-item using, trap-finding, tomb-raiding scamp that, to me, characterized the 3.x rogue more than anything else.

The Delver archtype is a little bit of a throwback to some of the older mechanics from the rogue of yore that 5e left behind, and a little bit of a loveletter to the rogue archeologist.

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Rogue Delver Archtype

Not all rogues are content to lift their fortunes from the pockets of others. The truly enterprising seek out objects of great value that hide in the darkest corners, beyond the furthest reaches, and belong to no one. No one alive, anyway. Delvers are a curious breed of archeologists, tomb raiders, and treasure hunters that exceed in outsmarting the traps and puzzles left behind by those that sought to safeguard their fortunes against the future.

Globetrotter

When you take this archetype at 3rd level, gain Proficiency in one of each of the following:

  • History or Religion.
  • Navigators Tools or Cartographers Tools.

Deathtrap Tourist

Also at 3rd level, you become especially adept at finding and disarming traps. You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores for discovering traps.  You gain advantage on Wisdom or Intelligence checks to find, understand or disarm traps.

Cryptozoologist

At 9th level, you become a quick study when it comes to identifying weak-points in strange and alien creatures. Your Sneak Attack deals an additional 1d6 damage against non-humanoid targets. This damage increases to 2d6 at 13th level and 3d6 at 17th level.

Hasty Defusal

At 13th level, you are so comfortable with the basic mechanisms of traps that you can disarm them in the blink of an eye. If you trigger a trap that prompts a Dexterity Saving throw and you succeed, you can disarm the trap before it triggers, preventing it from going off.

Use Magic Device

Starting 17th level, your experience seeking out and using magical artifacts has become legendary. You may cast spells from any spell list using scrolls without penalty. When doing so, use Intelligence as your spellcasting stat. Whenever you use a magic item with charges, you have a 25% chance to instantly regain any charges expended that turn.

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