Roguish Archetype - Extreme Explorer


Danger lurks around every corner, behind every locked door, and beneath every nobleperson's bed, but danger is the middle, first and last names of the Extreme Explorer. Rogues who follow this archetype have a daring-do to their actions, with fate itself apparently bending to keep them safe. Those drawn to plunge headfirst into danger, to dive into the depths of the darkest dungeons, and to live life on the edge are often drawn to the Extreme Explorer.

Action Hero

At third level when you take this archetype you gain a number of Action Points equal to half your levels in this class plus your intelligence modifier. Whenever you make an attack roll, ability check or saving throw you can spend an action point to add 1d4 to the roll, which you can choose to do after you see the initial roll, potentially turning a failure into a success.

At higher levels in this class this bonus increases - 1d6 at 7th level, 1d8 at 13th level and 1d10 at 17th level.

You regain one expended action point on the completion of a short rest, and all on completion of a long rest.

Keen Explorer

When you take this archetype at third level you gain proficiency in the one of the following skills: Survival, Stealth, or Animal Handling. Your proficiency bonus is doubled for any ability check you make that uses the skill you've chosen.

Extreme Hustle

At 9th level you have +1 to your armour class and you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. You only gain these benefits while wearing light or no armour, and are not using a shield.

In addition, you gain three additional uses for your Action Points - Enhance Uncanny Dodge, Enhance Cunning Action, and Trick Attunement.

Enhance Uncanny Dodge: When you use Uncanny Dodge, you can spend one Action Point to reduce the damage taken to 0, instead of by half.

Enhance Cunning Action: When you use your Cunning Action, you can spend one Action Point to take the Dodge, Disengage or Dash actions at no extra action cost. This does allow you to stack multiple Dash actions together.

Trick Attunement: You can spend one action point to ignore the attunement requirements (including but not limited to class or race) of a magical item that you do not qualify for. While attuned to this item your maximum action point count is reduced by 1. Trick Attunement can be used on multiple items - reducing your maximum action point count by 1 for each item - but you still cannot exceed your normal attunement allotment of 3 items.

Action Magic

At 13th level you gain four additional uses for your action points. Emulate Feat, Emulate Spell, Extra Attack and Upcast/Downast, which have the following effects:

Emulate Feat: You can spend two action points to gain the use of a feat that you qualify for. This lasts until the end of your next Long Rest. You may only emulate one feat at a time, and can spend an additional two action points at the end of a short rest to change your current feat to a new one.

Emulate Spell: When a creature within 30' of you that you can see casts a spell, and that spell is Counterspelled, you can spend four action points and your reaction to cast the counterspelled spell yourself, without providing any spell components. The spell save DC/attack roll and spell level use the original casting creature's stastistics, but you still provide Concentration.

Extra Reaction: If an opportunity arises for you to use your Reaction, but this has already been expended, you can spend one action point to gain an additional Reaction before the start of your next turn. This can be used multiple times in the same round.

Upcast/Downcast: When a creature within 30' of you casts a spell, you can use your Reaction to spend action points to Upcast or Downcast the spell at the cost of 1 action point per spell level. The spell slot expended on the caster's part doesn't change. Spells cannot be Upcast beyond the maximum spell slot level of the casting creature. Also, spells cannot be Downcast past their minimum spell level. eg. a Fireball cannot be Downcast below a 3rd level spell.

Extreme Action

At 18th level, you learn to stretch your action points to their limits, though most of it is luck. When you use one or more action points on a feature roll a D20. On a 7 or 13 you regain all the action points you spent on that feature.