Archetype: The Gold Seeker
The Gold Seeker is a hand to hand combat specialist, he beats harder with melee weapons, have a lot of hit points and great defenses, and enrages to boost even more his damage and defenses!
Starting Ability Scores
|15 (+2)||13 (+1)||14 (+2)||8 (-1)||12 (+1)||10 (+0)|
- Hit Dice: 1d12 per level
- Hit Points per level: 12 + your Constitution modifier per level
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Saving Throws: Strength, Constitution
- Mining Pick
Archetype Resource: Rage
- Base: 2
- Recovered on short rests
|1||+2||Savage Attacks, Relentless Endurance, Unarmored Defense, Rage (S)||2||+2|
|2||+2||Danger Sense, Reckless Attack (P)||2||+2|
|4||+2||Ability Score Improvement||3||+2|
|5||+3||Extra Attack, Fast Movement||3||+2|
|8||+3||Ability Score Improvement||4||+2|
|12||+4||Ability Score Improvement||5||+3|
|14||+5||Improved Critical, Fighting Style: Great Weapon Fighting||5||+3|
|16||+5||Ability Score Improvement||6||+4|
|19||+6||Ability Score Improvement||6||+4|
|20||+6||Endless Rage, Primal Champion||*||+4|
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels, as shown in the Rage Damage column of the table.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute. Once you have raged the number of times shown for your level in the Rages column of the table, you must finish a long rest before you can rage again.
You gain advantage on Dexterity saving throws.
Level: 2Power Strike
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
When you gain rage you gain one point of damage reduction for each point of extra damage granted by the Rage action.
Ability Score Improvement
Level: 4, 8, 12, 16, 19
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, your speed increases by 10 feet.
Level: 6, 14Passive
At 6th level you will get a critical attack roll with 19-20, and at 14th level with 18-20.
Level: 9, 13, 17Passive
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Great Weapon Fighting
Level: 14Fighting Style
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
You don't spend rage charges anymore.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.