No Treasure Hunter can resist a shiny new gold piece! Gifted with an unfailing sense of greed, they’ll move earth and sky with their shovels when there’s treasure at stake, which makes them great teammates... if you can convince them to share. The Treasure Hunter has a range of useful abilities that help you find items and goodies, solve puzzles, identify strange items and even get the best deals out of merchants.
Still, Treasure Hunters are not all about gold - just mostly about gold. When threatened, they lash out with their powerful ranged shovel attacks, enhanced with magic. They keep themselves safe and sound by flinging their shovels from a long distance. A Treasure Hunter's motto is simple: "Of greed make an art".
Attempts to identify the properties and value of a liquid, such as a potion or poison.
Conjures an illusory chest full of false gold next to a target. The target will move as close to the chest as possible and then spend its next Turn unable to act, as it investigates the "loot".
Flings painful coins at enemies, dealing 1d4+Cha damage.
Offers a convincing false surrender, then flings a shower of scrap metal at the distracted target. Deals 1d10+Cha damage and Stuns the target for its next Turn.
Your next shovel strike cannot miss and is a guaranteed Critical Hit.
You identify any scroll, wand, magical device, or trap. You learn its properties, value and charges if any.
Creates a static, fiery shovel with 10 HP that occupies one square and blocks line of sight. Ignores line of sight.
A shimmering spade drops from above, striking a target for 2d10+Cha HP. Ignores line of sight.
Grants a chosen target 2 Temporary MP. Ignores line of sight.
Grants a chosen target +2 to Hit on their next Weapon attack. Does not stack with itself.
Grants a chosen target double range until the start of their next Turn.
Offers an item in trade to an NPC. You will receive a random item they own that is 25% more valuable or powerful than the one you trade. Does not apply to store inventory. Cannot be used to force an NPC to trade if they would not trade with you otherwise.
Discerns an enemy's tactical weakness. Once revealed, allies can choose to attack this weakness with Disadvantage but for double damage.
Places a Time Bomb at your feet. Only one Time Bomb can occupy each square. The next creature that enters a square containing a Time Bomb triggers it for 1d12+Wis damage.
Opens any lock up to DC16, disarming up to two associated traps up to the same DC.