In this article we explain the Dungeon Marauder, a new rogue archetype to use in roleplaying games. It is designed to be compatible with Dungeons and Dragons and 5e systems. You can also download for free the pdf in our download section of our online store.
“Like every morning the old wizard went to his observation chamber, where his magic crystal ball resided on a pedestal. With it he would scrutinize every corner of his impregnable fortress: a dungeon full of traps and guards that protected him from unwanted rogues. The magician approached and removed the cloth that covered and protected the magnificent magical artefact from dust…to discover with shocking surprise that it had been stolen! The Dungeon Slayer magically scanned the adjoining corridors from his hiding place. He waited patiently for the guards to run away to urgently attend to the desperate screams of his master.”
If you roll the character creation dice and get a rogue, discuss with your Game Master if you can use the Dungeon Marauder archetype to give your character a fresh look.
Below I detail all the skills and powers of the Dungeon Marauder, which you can also download for free.
The Dungeon Marauder is a new archetype for the Rogue Class.
They are rogues specialized in exploring dungeons. They suplements his class-specific subterfuge abilities with magical abilities they’ve acquired through artificer knowledge. Thanks to this talent they are able to magically explore the different paths of the dungeons, detect treasures and reveal dangers.
The Dungeon Marauder often seeks the best way to avoid danger. Or have a broader view of the different possible routes beforehand to make the best decision before of moving forward. Caution, patience and cunning are remarkable qualities for this rogue archetype.
Because their strategy is to avoid danger undetected, they prefer to go on adventures alone. They are also recruited by other group of adventurers to delve into uncharted dungeons and caves. In these cases the Dungeon Marauder usually shows the best advancement options. Sometimes it may be the case that the Dungeon Marauder needs a group to get inside, but he can choose the most specialized companions for it.
The best Dungeon Marauders are feared by those who secretly guard treasures within fortresses and labyrinths that may be impregnable to ordinary adventurers, but can easily be traversed by these expert dungeon mappers.
When you reach 3rd level, you gain the ability to cast spells learned in a simiar ways as an artificier: channeling the magic through objects. To observers, you appear to produce wonders from mundane items and outlandish inventions.
Tools Required. You must have a spellcasting focus specifically thieves’ tools or some kind of artisan’s tool in hand when you cast any spell with this Spellcasting feature (meaning the spell has an “M” component when you cast it). You must be proficient with the tool to use it in this way.
Cantrips. You learn three cantrips: dancing lights and two other cantrips o f your choice from the artificier spell list. You learn another artificier cantrip o f your choice at 10th level.
Spell Slots. The Dungeon Marauder Spellcasting table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one o f these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You know three 1st-level artificier spells of your choice from the artificier spell list.
The Spells Known column of the Dungeon Marauder Spellcasting table shows when you learn more artificier spells of 1st level or higher. Whenever you gain a level in this class, you can replace one o f the artificer spells you know with another spell of your choice from the artificier spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. IIntelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
UNSEEN DANCING LIGHTS
Starting at 3rd level, when you cast dancing lights, you can make the lights visible only to yourself and invisible to others, and you can do the following additional actions with them:
- you can leave a light static to make a perception check with a +2 modifier to detect dangers, treasures or hidden paths in the place where the dancing light is.
- you can leave a static light adopting a simple form or word that marks the place or gives an indication.
- you can leave a static light to hide objects and other tiny sized lights, or medium sized if you use all 4 dancing lights.
The dancing lights that you make static using these options may not fade even if they are far from the rest. In addition, you can use the bonus action granted by your Cunning Action to control the dancing lights.
Starting at 9th level, dancing lights now have up to 240 feet range, and you can mentally see through the lights. You can control the lights even if they are outside your normal physical vision range.
At 13th level, you gain the ability to to create an illusory map showing the movement of your dancing lights and the most relevant objects that you have detected during their journey.
At 17th level, your lights gain the ability to detect magic and invisibility. If your dancing lights are visible, invisibility and magic detcted in their illumination range will be revealed by their aloe to all observers.