Treasure Hunter

Treasure hunters scour the planet for the rarest jewels, precious metals, works of art, and magical items. Some of these rangers pursue this path for the thrill of discovering something beautiful or unique while others do it to increase their wealth. Whatever the reason that prompts these rangers to accumulate valuables, a treasure hunter’s dream is to discover a dragon’s hoard because no other single location offers the variety of extraordinary items.

Raiding a dragon’s den is no small feat even if the dragon isn’t present. Many dragons booby trap their lair or disguise it with illusion magic and secret entrances. A treasure hunter’s training focuses on stealth to avoid alerting anyone of their presence, observation to discover secret hiding places, and mobility to get into places that are typically difficult to access. They also learn to disarm traps and to battle large (and angry) creatures that have already laid claim to treasure hoards.

Treasure Hunter Magic

Starting a 3rd level, you learn an additional spell that focuses on discovery or stealth when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Choose one of the following two lists to represent the area of focus you have pursued for your treasure hunter magic.

Treasure Hunter Spells: Discovery
Ranger Level Spell
3rd detect magic
5th locate object
9th clairvoyance
13th arcane eye
17th legend lore
Treasure Hunter Spells: Stealth
Ranger Level Spell
3rd disguise self
5th silence
9th gaseous form
13th greater invisibility
17th mislead


At 3rd level, you gain advantage on your choice of two of the following: saving throws made against illusion effects, Wisdom (Perception) skill checks, Intelligence (Investigation) skill checks.

Breaking and Entering

At 3rd level, you gain proficiency with thieves’ tools and double your proficiency modifier when making a check to disarm a trap or open a lock.

Finders Keepers

By 7th level, you excel at fending off those that wish to relieve you of your treasure. When you hit a creature with a weapon attack, the creature takes an extra 1d8 force damage. You can deal this extra damage only once per turn. When you reach 11th level in this class, the extra damage increases to 2d8.

Size Matters

At 11th level, you’ve learned to make yourself smaller to fit through tiny spaces to reach a valuable item and to make yourself bigger to battle large monsters that intend to defend their property. As a bonus action, you can change your size as though under the effects of an enlarge/reduce spell. This change lasts for a number of turns equal to 1 + your Wisdom modifier (minimum of 1).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Run for It!

By 15th level, you’ve mastered the art of a fast getaway. As a bonus action, you can take the Dash or Disengage action.

Section 15: Copyright Notice

Archetypes of the Age: Dragons © 2022, Beyond the Horizon; Author: Beth Jones

This is not the complete section 15 entry - see the full license for this page