Roguish Archetype: Dungeoneer

“Kaldova Oubliette, Day 2: It’s been a full day of vertical descents. Sarn has been diligent in reminding me that he didn’t sign on for this, while Glass has kept her comments to the near-miss with the acid trap. I’m finding it hard to remember why I didn’t follow my mother’s advice and become a Knowledge Keeper.”

DemaTova Corelle, A Dungeoneer in the Field: Volume 1.

There are many thieves who refer to themselves as “dungeoneers” when in polite company or facing down a group of suspicious guards, but true Dungeoneers prove their mettle in the field, far away from the easy gold and back alley glory that other rogues seek. 

Combining their sharp intellect with natural dexterity and a preternatural willingness to risk their own wellbeing, Dungeoneers lead groups of adventurers where others won’t. Through twisting labyrinths, forgotten strongholds, and beneath buried cities, Dungeoneers descend chasms, avoid traps, and (most importantly) navigate their parties through dungeons deep to treasures unknown. 

Agile Climber

When you choose this archetype at 3rd level, all Athletics checks made to climb use your Dexterity (Athletics) instead of Strength (Athletics). 

Additionally, you have advantage on weapon attack rolls against any creature that is at least 15 ft. below you. If the creature you hit is surprised, it takes an additional 1d6 damage for every 15 ft. that you are above it. 

Delver’s Knack

At 3rd level, you gain proficiency with Cartographer’s Tools and you can always discern true north as long as you are on your home plane. 

Practiced Recall

At 9th level, after studying a map for at least 10 minutes you can perfectly recall its details without needing to make an ability check. You can “store” a number of maps in your mind equal to your Intelligence modifier, and any new maps that you attempt to memorize will replace the oldest map in your memory. 

Trap Mastery

Beginning at 13th level, you’ve learned the ins and outs of traps. You have advantage on all active Perception checks to find traps, as well as checks to disarm or set them.

Dungeon Born

Starting at 17th level, dungeons and ruins can no longer keep secrets from you. If you come within 10 feet of a secret or concealed door, a trap, or a hazard that you have not discovered, you immediately discern its location. 

Featured Image: Dungeoneer Rogue by Anderson Maia

You can download this free PDF on DriveThruRpg.

Let us know what you think of this supplement in the comments below!

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