Tombraider (5e Class)

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Tomb Raider[edit]

Tomb Raiders are people that have a singular goal in their life: Treasure. There is nothing a Tomb Raider wants more than to retrieve treasure, either for their own personal gain, for profit, or as a contract to others. Tomb Raiders are equally at home behind a table dealing with contracts as they are knee deep in the muck of a jungle or dust of a dungeon.

While not combative, Tomb Raider's are far from helpless in combat and have many abilities that can disrupt the flow of combat and allow the Tomb Raider to escape and evade combat altogether.

Creating a Tomb Raider[edit]

When creating a Tomb Raider, you need to ask yourself the following: Are you wanting to spend your time in Darkness? Do you enjoy finding Magical Items? Do you enjoy the art of the Deal? While in Combat, do you enjoy sitting back and enjoying yourself?

Quick Build

You can make a Tomb Raider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence.

Class Features

As a Tomb Raider you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tomb Raider level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tomb Raider level after 1st


Armor: Light Armor
Weapons: Crossbows, Simple Weapons, and Whips
Tools: Thieve's Tools, Jeweler's Tools, Cartographer's Tools, and Disguise Kit
Saving Throws: Dexterity and Intelligence
Skills: Gain proficiency in History and choose two from: Investigation, Stealth, Perception, or Persuasion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) 50 ft of Silk Rope
  • (a) Light Crossbow or (b) Shortsword
  • (a) Grappling Hook or (b) Whip
  • (a) 20 Bolts and Bolt Case or (b) 10 Darts
  • (a) Theive's Tools or (b) Cartographer's Tools

Table: The Tomb Raider

Level Proficiency
1st +2 Trapemaker's Art, Enhanced Vision
2nd +2 Finesse, The Slip
3rd +2 Archetype Selection
4th +2 Ability Score Improvement
5th +3 Disarm, Through the Pain
6th +3 Money Talks
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Worth Its Weight
10th +4 Greater Dealings
11th +4 Precision
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Houdini

Trapmaker's Art[edit]

Starting at level 1, tombraiders have been once bitten twice shy by Traps and as such receive the following features:

- A Tombraider may add half of their Tombraider level, rounded up, to any check in order to locate or disarm, non magical traps.

- A Tombraider may add half of their Tombraider level, rounded up, to any saving throw involving non magical traps.

- A Tombraider reduces the damage dealt to them by all nonmagical traps by an amount equal to their Tombraider level.

- Whenever a Tombraider successfully disarms a nonmagical Trap, they can recreate the trap as long as they have access to the components and time to do so

At level 10, a Tombraider has spent so much time delving into the magics of the world, and as such, all the above features now apply to magical traps as well.

Enhanced Vision[edit]

Skulking in dark and gloomy tombs and crypts has become a second nature and second home to a tomb raider. After having becomed used to the dark, the Tombraider now has the ability at level 1 to see in low light. They gain low light vision up to 60ft. If they already have low light vision, they can see in total non-magical darkness up to 30 ft as though it was low light.


Starting at level 2, a tombraider's fingers have become far more capable than tieing and untieing complicated knots. The tombraider may now treat their unarmed strikes and any one handed weapon without the heavy property as a finesse weapon. (If that weapon adds a strength bonus to its attack and damage rolls, they may add their dexterity modifier to attack and damage rolls instead.)

The Slip[edit]

Starting at level 2, a Tombraider has begun to become impossibly adept at moving through the throng of combat and away from those wishing them harm, and gain the following benefits:

- They may dash as a bonus action.

- When dashing or disengaging, difficult terrain does not effect their movement.

- Whenever a creature makes an attack of opportunity against the Tombraider, the Tombraider adds their intelligence modifier to their armor class for the purposes of that attack.

- Creatures trying to use survival or investigation checks to track the Tombraider's movement have disadvantage.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 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. As normal, you can't increase an ability score above 20 using this feature.


Starting at 5th Level, they've gained the ability to defend themselves without the need for lethal violence. Whenever a Tombraider attacks a creature with a melee attack and would deal damage, instead a Tombraider may deal half damage and attempt to disarm that creature. If they do, that creature makes a strength saving throw where the DC is 8 + the Tombraider's proficiency bonus + their dexterity modifier. If the creature fails, and they have a weapon or held object in hand, that weapon goes flying 1d4 x 5 ft in a random direction and that creature cannot make an attack of opportunity against any creature until their next turn.

Starting at 10th Level, a Tombraider may disarm creatures with ranged attacks.

Starting at 15th Level, a tombraider may disarm creatures with magical attacks.

Through the Pain[edit]

At 5th Level, danger and harm have come across your hero on countless occasions and they have learned how to move past these aspects. The Tombraider may roll a number d6 equal to 1/4 their Tombraider level + 1 and regain that many hit points. The Tombraider is then also immune to non-magical fear effects until they complete their next short or long rest.

A Tombraider must complete a long rest to regain use of this feature.

The Tombraider gains an additional use of this feature at level 15 and is also immune to magical fear effects after using this feature.

Money Talks[edit]

Starting at 6th level, Tombraiders have learned that money talks more than any silver tongue. The tombraider gains proficiency in their choice of persuasion, deception, or intimidation.

When making a persuasion, deception, or intimidation role that involves money or making a deal; for example dealing with payments, negotiating a contract, or haggling over goods, providing contacts, ect, they may also add their intelligence modifier to that role.

Tough Customer[edit]

The Tombraider has been through hell over his life, beaten and broken down by others and has grown a toughened hide. At level 9, the Tombraider becomes proficient in constitution saving throws. If the Tombraider is already proficient with constitution saving throws, they add double their proficiency bonus to those rolls instead.

Greater Dealings[edit]

No matter where you are, starting at 10th Level, when you are in a Town, you are known both by the black market (or local equivalent), any artifact collectors, and/or any institutions and have an easier time dealing with and finding/ being found by those parties.

This effect only applies on planes the tombraider has spent a year or more on.

In addition, the tombraider learns thieves Cant and an additional language. If the tombraider already knows thieves cant, they may learn another language instead.


A Tombraider may not be the strongest person in a fray, but they know how to combine their intellect and dexterity and surprising ways to make singular precise strikes to their enemies. At 10th Level whenever a Tombraider adds their dexterity modifier to an attack or damage roll they may also add their intelligence modifier to that attack and damage roll.

Why Wont You Die[edit]

A Tombraider has become friends with death and has far too many encounters with it to call this unusual. At 19th level, death holds new meaning for a Tombraider and they gain the following benefits:

- A Tombraider has advantage on death saving throws.

- Whenever a Tombraider rolls a 19 or 20 on a death saving throw, they are returned to consciousness and regain 3D10 hitpoints.

- Rolling a 1 on a death saving throw only counts as a single failure.

- Damage taken by the Tombraider while unconscious counts as only a single failure of a death saving throw instead of two regardless of the damage dealt.


At level 20, a Tombraider has learned how to escape from every situation. The Tombraider is now always able to slip out of any situation and gains the following effects:

The Tombraider's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the their speed nor cause the them to be paralyzed or restrained.

The Tombraider can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has them grappled.

Finally, being underwater imposes no penalties on the tombraider's movement or attacks.

This effect is not considered magical and cannot be dispelled or stopped.


Some Tombraiders use their skills to increase their own personal collections or to further Historical Progress and records.

Augmented Attunement

Starting at 3rd level, the aspiring tombraider has begun to set their eyes on many different magical items, and as such, can have a hard time stretching their mind enough to access them all. The tombraider gains a number augmented attunement points equal to their intelligence modifier + 1. They may spend an action and a point of augmented attunement in order to instantly unattune and/or attune to an item that requires attunement. These replenish after completing a long rest.

Worth Its Weight

Starting at 3rd level, Tombraiders who are strictly collectors have an even more discerning eye. Over the course of ten minutes, they may inspect an object as though using the Identify spell and in addition to learning its magical properties, they learn it's age and it's worth on the open market. The Tombraider has a number of uses of this ability equal to their intelligence modifier +1. They regain these uses after completing a short or long rest.

Try it out

At 7th level, jealousy has taken a hold on the tombraider. Sometimes bitten by items that they have not been allowed to attune to unless they purchased them, they have figured out a way to subvert these rules. A tombraider may touch a magical item that requires attunement, spend an action and a point of augmented attunement in order to copy the effects of that magical item for the next ten minutes. At the end of ten minutes, the tombraider may spend an additional point of augmented attunement to extend the effect for another ten minutes.

If the item is a weapon, the Tombraider may apply the magical properties of that weapon to one nonmagical weapon in their possession for the next ten minutes. At the end of ten minutes, the Tombraider may spend an additional point of augmented attunement to extend the effect for another ten minutes.

A Tombraider may only have one effect copied in this matter at a time.

This ability may not be used with artifacts or sentient weapons.

Magic Touch

Starting at 11th level, a collector has a learned a couple tricks after working with so many magical items. Instead of fighting attunement, and being in a merely in a communalistic relationship with their items, the collector has learned how to create and maintain a true symbiosis with their weapons. For whatever secret the collector knows about these wondrous items, they seem to work better for them.

Each magical weapon and magical piece of armor that the Tombraider is attuned to gains an additional +1 to it's magic bonus to attacks, damage rolls, and AC. If it has no magic bonus, that bonus becomes +1.

Each weapon or magical item that carries charges that the collector is attuned to have their maximum amount of charges increased by 1. If a weapon or magical item that a collector is attuned to would gain charges, increase the charges gained by 1.

If a magic item the Tombraider is using would produce an effect with a duration, that duration is doubled.

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Being a Tombraider out for money, you are not made to keep your items, but to find them and steal them for the highest bidder.

Learn from the Dead

Having spent so much time in the dark and twisted tombs full of the dead, starting at Level 3, a Tombraider has been surprised by zombies and skeletons a number of times and has learned that all is not as it appears.

When the Tombraider takes damage, they may use their reaction and feign death. The Tombraider falls prone and all creatures outside of a 10 ft radius of the Tombraider assume that they are dead or unconscious (unless they know that the Tombraider has this technique). Any Creature within that sphere makes a perception role against the Tombraider's deception roll. If those creature's fail, they assume that the Tombraider is dead as well. If they succeed, they know that it is a ruse. Getting up from the prone of this action does not cost half a character's movement. If a character falls for this ruse and/or assumes the Tombraider is dead, the Tombraider is considered stealthed for the purposes of sneak attacks from those characters.

A Tombraider regains the use of this feature after completing a long rest.

Something Rank and Foul

Having spent as much time as they have in tombs and graves, a Tombraider has been exposed to many noxious substances. After years of this, at level 3, they have begun to show signs of resistance. The Tombraider now has resistance to both poison and disease.

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Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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