Treasure Hunter

"Far over the Misty Mountains cold, To dungeons deep and caverns old, We must away ere break of day, To seek the pale enchanted gold."

The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns.  Pale gold and bright jewels beckon all who dar to find them.  Be it a family treasure stolen by raiding Goblins, or the golden hoard of a Dragon, you seek what is lost, even when that means you will have to brave unspeakable dangers.

Treasure Hunters are not necessarily burglars or thieves; they might equally be explorers or scouts.  (At the same time, they're not necessarily thieves, if you follow me.)  Soft-footed and clever, a Treasure Hunter can be a marvellous asset to a company of adventurers, even if they cannot be entirely trusted.  When creating a treasure hunter, consider if you're merely naturally stealthy, or if you're a trained burglar, spy, or explorer.

Play a Treasure Hunter if you want to…

  • Sneak into caverns, fortresses, and noisome tombs where danger lurks.
  • Spy on the movements and plans of the Enemy.
  • Steal back stolen treasure from the Orcs and Goblins.

Class Features

As a Treasure Hunter, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Treasure Hunter level.
Hit Points at 1st Level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Treasure Hunter level after 1st.


Armor: Light Armor
Weapons: Simple weapons, broadsword, short sword
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Riddle, Sleight of Hand, and Stealth.


You start with the following extra equipment, in addition to equipment granted by your Standard of Living.

Poor or Frugal: A leather jerkin, a short sword, a short bow with a quiver of 20 arrows.
Martial: A leather jerkin, a short sword or broadsword, a short bow with a quiver of 20 arrows, two daggers.
Prosperous: A leather jerkin, a short sword or broadsword, a short bow with a quiver of 20 arrows, two daggers, 2d6 silver pennies.

Rich: A leather jerkin, a short sword or broadsword, a short bow with a quiver of 20 arrows, two daggers, 5d6 silver pennies.

Shadow Weakness



At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools.  Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools, to gain this benefit.

Night Vision

Due to the clandestine nature of your activities you tend to operate in the shadows and other dimly lit or unlit places.  Over time you have grown accustomed to doing so and your senses have adapted accordingly.  While you don't necessarily see better in dim light or total darkness, your other senses have grown to compensate for it.

Within 60 feet, you treat dim light as if it were bright light and no light as if it were dim light.  Note that while your other senses aid your sight, you cannot use this feature if you are Blinded.

Sneak Attack

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 this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act swiftly.  You can take a bonus action on each of your turns in combat.  This action can be used only to take the Dash, Disengage, or Hide actions.

Treasure Hunter Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your Treasure Hunting abilities.  Choose Agent or Burglar (both are detailed at the end of the class description).  Your archetype choice grants you features at 3rd level, and then again at 9th, 13th, and 17th level.

Character Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Cultural or Open Virtue.  As normal, you cannot increase an ability score above 20 using this feature.

Uncanny Dodge

Starting 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.


Beginning at 7th level, your sharpened senses immediately alert you to dangerous situations.  Whenever the Loremaster would normally make a passive Wisdom (Perception) check to notice a trap or other peril, they instead allow you to make an ability check.  You may use whichever score is higher, you passive Perception score or the result of your ability check.


By 11th level, you have either learned to take advantage of every opportunity, or you are just naturally lucky to have survived this long.  You may invoke this ability to have an opportunity present itself due to good fortune.

An enemy might be distracted for a moment, allowing you to use your Sneak Attack.  You might fumble your way blindly through a labyrinth, or gain advantage on an Intelligence (Investigation) ability check by accidentally discovering a vital clue.  You might eavesdrop on a guard just as he discloses some crucial information.  You might even put your hand on a ring when groping about on the floor of a darkened tunnel.  This stroke of good fortune will always be beneficial to you, but the Loremaster decides exactly what form it takes.  Once you use Luck-winner, you cannot use this ability again until you have taken a long rest.

Quiet as Quiet

Starting at 14th level, you have advantage on Dexterity (sneak) checks as long as you move no more than half your speed on the same turn.

Slippery Mind

By 15th level, you have acquired greater mental strength.  You gain proficiency in Wisdom saving throws.


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you.  No attack roll has advantage against you so long as you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to.  If your attack misses a target within range, you can turn the miss into a hit.  Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.  Once you use this feature, you cannot use it again until you finish a short or long rest.


Treasure Hunter Archetypes

Treasure Hunters all have a few things in common; they specialize in getting into difficult places and extracting valuables, whether information or something more tangible.

Some Treasure Hunters prefer to operate wihtin the shadows of strongholds, manipulating others to get what they want, while others prefer exploring places untouched in centuries, braving traps and nesting creatures in the hopes that something valuable may be discovered.


The Agent relies on charm as much as stealth or wit.  As such, while the Agent still knows a lot about getting into places normally barred to outsiders, they can often do so in the open by simply convincing people that they should be allowed to pass.

Bonus Proficiencies

You gain tool proficiencies with the disguise kit and the forgery kit, and gain proficiency with the Traditions skill if you don't possess it already.

Secrets Gleaned

You are adept at observing the plans and weapons of your enemies.  Starting at 3rd level, if you spy on an enemy without being detected for at least 10 minutes, you may pick one of the following benefits:

  • The Loremaster gives you a clue about the enemy's plans or destination.
  • You spot a potential weakness in the enemy, giving you (or an ally you advise) advantage on the first attack you make against foes of that kind.
  • You gain a + 1 bonus to AC against attacks made by enemies of the kind you are observing.  This benefit lasts until you next take a short rest.
  • You gain advantage on Dexterity (Stealth) ability checks made against enemies of this kind.  This benefit lasts until you next take a short rest.
  • You closely observe the enemy and can describe their appearance, gear and tactics in sufficient detail that when you give your report, other player characters gain advantage on checks to obtain more information about the enemy through ability checks like Intelligence (Lore) or Intelligence (Traditions).

Riddling Words

At 9th level, you have mastered the art of gaining trust.  When you spend at least 10 minutes persuading a creature of your good intentions, that creature is considered Charmed unless the creature makes a Wisdom saving throw against a DC 8 + your Charisma modifier + your proficiency bonus.

This charmed state lasts until you give the creature reason to doubt your sincerity or until a long rest.  Another creature can attempt to break a Charmed creature from your influence, but has a disadvantage on their appropriate social interaction roll if you are present.

Exit Strategy

When you reach 13th level, you have mastered the art of escape.  Whenever you enter a new location your mind instinctively looks for all the ways that you can most efficiently extricate yourself should you find yourself in danger.  You have advantage on any ability checks that you make for the sole purpose of escaping the location.

Compelling Words

When you reach 17th level, your ability to convince others borders on the preternatural.  You may issue commands to any creature that you have charmed with your Riddling Words feature and that creature must carry them out to the best of its ability.

If the command is something that the creature would question or have an aversion to following your commands, then it gets another Wisdom saving throw against the DC for your Riddling Words feature.

If you are attempting to compel the creature to do something abhorrent to its nature, then it has advantage on its saving throw.  Use of Compelling Words may count as a Misdeed.


You employ your dubious, if highly useful, skills to acquire things that others possess.  Whether you use your prowess to plunder old forgotten ruins in search of unclaimed treasure, or the purses of honest Free Folk is up to you.

The Shadow of My Pockets

Yours may be a somewhat larcenous spirit, but you certainly don't serve the Shadow in the East.  Starting when you choose this archetype at 3rd level, when you commit a Theft Misdeed (normally causing you to automatically acquire 3 Shadow points) you only receive 1 Shadow point.


You are adept at picking people's pockets and performing other acts of legerdemain when their guard is down.  Also starting at 3rd level, when you make a Sneak Attack in melee combat, instead of inflicting extra damage you may instead successfully perform a Dexterity (Sleight of Hand) check on your opponent (you still do regular damage as normal if you wish).  In addition to normal uses of Sleight of Hand, this feature enables you to take any weapon on your opponent's person that they are not currently wielding.

Treasure Lore

When you first pick this archetype at 3rd level, you hear many tales about strongholds or ruins where great treasures may lay.  Whenever you are told of a particular location or chance across it, you may ask the Loremaster for three pieces of information regarding the locale.  This information is usually a mixture of particular treasures and obstacles.

Information gleaned may be taken as generally true, although details may be fuzzy and key bits omitted.

Hide in Shadows

At 9th level, you have an uncanny ability to hide, or at least use the shadows to your advantage.  So long as there are shadows present, you may take a bonus action to Hide, even when other creatures are aware of your presence.  Such opponents may make a Wisdom (Perception) check (DC equals the result of your Dexterity (Stealth) check) to notice you and negate your attack advantage.


At 13th level, you have become accustomed to spotting traps and ambushes before they occur.  You gain + 5 on any passive Perception checks to spot an ambush or a trap.  If you are actively searching for traps or ambushes, then you may substitute your increased passive Perception score for your ability check result if the former is higher.


At 17th level, your ability to go unseen is legendary.  You have advantage whenever you make a Dexterity (Stealth) ability check to hide and you can hide nearly anywhere.  If you are in a shadowy area that lends itself to hiding, others looking for you have disadvantage.









Treasure Hunter

Leaf and Land MichaelPerry