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Archeologist Duelist

In the land of Crusaders, there existed a secret society of Archeologist Duelists who were notorious for their daring expeditions to uncover long-lost artifacts and treasures from ancient dungeons and ruins.


These Archeologist Duelists were not your typical adventurers. They were a rare breed of individuals who possessed an insatiable thirst for knowledge and an unrelenting desire to uncover the secrets of the past. They spent years honing their skills in the art of deciphering ancient scripts, identifying ancient relics, and navigating the treacherous labyrinth of underground dungeons.


Despite the danger and uncertainty that lay ahead, the Archeologist Duelists remained undeterred in their quest for knowledge. Armed with their trusty maps, compasses, and a keen sense of adventure, they set out on their expeditions, ready to face whatever challenges lay ahead.


The Archeologist Duelists were not just interested in the material wealth that their discoveries brought. They were also driven by a deep-seated curiosity to unravel the mysteries of the past and uncover the secrets of lost civilizations. They believed that these artifacts held clues to understanding the world's history, and they were determined to discover them.


The Archeologist Duelists were a secretive bunch, and their methods were shrouded in mystery. They operated under a strict code of ethics that forbade them from sharing their findings with anyone outside their society. They believed that the knowledge they gained belonged to them alone, and they would go to great lengths to keep it a secret. Despite the risks involved, many young adventurers were drawn to the Archeologist Duelists' lifestyle. They longed to explore the hidden depths of the world and uncover its ancient secrets. But those who joined the society knew that it was not an easy path to follow. They had to endure years of grueling training and prove themselves worthy of the title of Archeologist Duelist.


In the end, however, those who persevered were rewarded with a life of adventure, knowledge, and the satisfaction of uncovering the secrets of the past. The Archeologist Duelists remained a mysterious and elusive society, but their exploits were legendary, and their discoveries continued to inspire new generations of adventurers to follow in their footsteps.

Archeologist Duelist Features

Level 1

Daring Explorer

At 1st level, you gain a proficiency in Perception and Investigation.


You gain proficiency with Whips and they count as finesse weapons for you. In addition, when you hit with an attack roll, you can pull yourself or your target 10 feet closer to you. Your whip attacks deal (PM)d12 instead of 1d6.

In addition, you have advantage on saving throws made to avoid traps and have 2 levels of resistance to damage dealt by traps, and know the value of objects in a dungeon.


When you cast a spell, you can make a Perception or Investigation skill check (once per round).

Level 3

Paleontology Expert

At 3rd level, you gain proficiency in History skill checks, if you already have proficiency gain Expertise. In addition, you can read, write, and translate all languages. When you succeed on a History skill check in a skill challenge you gain inspiration.

Level 7

Terrain Advantage

At 7th level, you can quickly analyze and use the terrain to your advantage. You and your party ignore difficult terrain. In addition, your whip range extends to 30 feet and you can now use your whip or a rope to move across dangerous pit falls.

Level 11

Artifact Hunter

At 11th level, your understanding of magic items surpasses many. You can get rid of cursed items and remove imperfect gems from items. In addition, when analyzing new gems you gain +1 to the roll.

Example you cannot roll a natural 1, and a gem of 18 is considered a perfect gem for you.

Level 15

Endurance

At 15th level, once every 3 rounds in combat, you can reduce your exhaustion level by 1. You have resistance to terrain and ritual damage.

In addition, you gain Expertise in History, Investigation, Perception, and Talent. If you already have expertise, gain a bonus to these skills equal to your Intelligence modifier.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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