The Raider r Tombs, Graves and Crypts These martial warriors have learned to fuse their martial prowess with the pursuit of Understanding and wielding ancient and dangerous curses. Their extensive knowledge in the art of finding these cursed artifacts has allowed them to gain uncanny abilities when looking out for any danger they sense in the vacinity. Most raiders choose to pursue their goals in Understanding and Wielding these curses either by Studying ancient magics or by Scrounging around lost temples in hope of finding something valuable. Some raiders even go so far as to rob wealthy passerbys on active trade routes. Many raiders often fall short of their great ambitions and desires. Often the greatest fear of a Raider is to be left with nothing. A Weary Ally Raiders are often seen as powerful allies however most adventurers find it best to keep them close but not too close as you never know when they will attempt to pursue their own ideals. Creating a Raider As you build your Raider, think about two related elements of your character’s background: Where did you get your combat training and where did you learn about the skills required to curse mundane items? Were you lowly street rat trying to make a living? Did you get help from a Teacher, perhaps because of your exceptional skills and talents? Or are you simply fascinated by the subject and want to enhance your knowledge on these curses? Raiders Usually make sure they are never alone when taking on large tasks. They learn this from when they first gain their abilities about the simple rule of strength in numbers. Say when exploring a Great lost tomb of a long since king filled with traps a Raider will always be most confortable with backup. A Raider however will always seek to pursue their own goals however even if that may get in the ways of their allies. Quick Build You can make a Raider quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or ranged and finesse weapons. Your next highest score should be in Constitution to maximise the potency of your Cursed Artifacts or Intelligence if you plan to choose the Seer Archetype. Second choose the Criminal / Spy backround or the Archeologist backround. The Raider Level Proficiency Bonus Features Cursed Artifacts 1st +2 Eye of Danger, The Watchwords - 2nd +2 Cursed Artifact, Fighting Style 1 3rd +2 Raider Archetypes 1 4th +2 Ability Score Improvement 1 5th +3 Extra Attack 1 6th +3 Cursed Artifact Improvement 2 7th +3 Archetype Feature 2 8th +3 Ability Score Improvement 2 9th +4 Resilient Body 2 10th +4 Cursed Artifact Improvement 3 11th +4 Archetype Feature 3 12th +4 Ability Score Improvement 3 13th +5 ─ 4 14th +5 Rapid Malison 4 15th +5 Accursed Body 4 16th +5 Ability Score Improvement 4 17th +6 Cursed Artifact Improvement 5 18th +6 Archetype Feature 5 19th +6 Ability Score Improvement 5 20th +6 Cryptic Surge 5

Class Features Your Class gains the following features Hit points Hit Dice: 1d10 per Raider Level Hit Points at First Level: 10 + Con Modifier 10 + Con Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Con modifier per raider level after 1st Proficiencies 1d10 (or 6) + your Con modifier per raider level after 1st Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Simple Weapons, Martial Weapons Tools: Navigators Tools Navigators Tools Saving Throws:: Constitution, Dexterity Constitution, Dexterity Skills: Choose Two From Athletics, Sleight of Hand, Acrobatics, Investigation, History, Acrobatics, Perception, Stealth, and Survival Equipment Choose Two From Athletics, Sleight of Hand, Acrobatics, Investigation, History, Acrobatics, Perception, Stealth, and Survival You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) two simple weapons

(a) two scimitars or (b) a short bow and a quiver of 20 arrows

(a) Scale Mail or (b) Studded Leather Armor

(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack Eye of Danger Beginning At 1st level you have an Extraordinary Sense for any Danger or Natural Disasters in the near vicinit You can use an action to detect any storms or natural disasters in a 10 mile radius. You also have advantage on checks to Detect or Resist Traps.

You can also use the Search or Use an Object action as a Bonus Action. The Watchwords During your Raider Experiences you learned the “Watchword”, a secret dialect and code that other raiders use to send signals to each other about important information like Times, Locations etc. Only another creature that knows The Watchword understands such messages. Cursed Artifact At 2nd Level you have found and come into contact with so many cursed objects you gain the ability to imbue mundane objects with Cursed and Deadly properties. Cursing an Item Whenever you finish a Long Rest you can touch a non-magical object and roll on the Cursed Artifact Table (Listed on the “Cursed Artifact Table” at the end of the Classes Description) to Imbue it with a Cursed Property. Only You can Use the effects of the Cursed Artifact. When you Reach 6th,10th and 18th Level in this class additional options are given to you on the Cursed Artifact Table section of the Class. Your Curse remains in an item indefinitely, but when you die, the Curse vanishes after a number of days have passed equal to your Constitution modifier (minimum of 1 day). You can Curse more than one non-magical object at the end of a long rest; the maximum number of objects appears in the Cursed Artifacts column of the Traveler Table. You must touch each of the objects, and each of your Curses can be in only one object at a time. Moreover, no object can bear more than one of your Curses at a time. If you try to exceed your maximum number of Cursed Artifacts, the oldest Cursed Artifact immediately loses its Magical Property, and then the new Curse applies. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting 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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.



Raider Archetypes At 3rd level, you choose an archetype that you strive to emulate in your raider techniques. Choose Seer,Brigand, or Scavenger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 17th level Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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. Alternatively, you can choose a feat.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Resilient Body At 9th level, your body has grown more resilient and hardy through your many encounters with dangerous traps. You Gain immunity to the Poisoned, Paralyzed and Deafened Conditions.

Rapid Malison At 14th level You have refined your Cursed Artifact techniques to make them at faster speeds. You can create Cursed Artifacts at the end of a Short Rest as well as at the end of a Long Rest.

Accursed Body At 15th Level, your constant exposure and experiences with evil or holy artifacts has left your body in an accursed state. At the end of a long rest you may choose a damage type from either Necrotic, Radiant or Psychic. You gain Resistance to that type until you take another long rest.

Cryptic Surge At 20th level, You may use your action to end any number of your cursed artifacts. choose a creature within 120ft of you, the creature must make a DC(8+Prof+Con) Dexterity saving throw. The target takes 8d10 Necrotic damage + 2d10 Necrotic damage for each cursed artifact you end after that if it fails and half that if it Succeeds. Cursed Artifact Tables (Effects listed at the end of tables) 2nd Level Table D6 Effect 1 Poison 2 Twinned Souls 3 Weakness 4 Vitality 5 Slowness 6 Hunger of the Unknown



6th Level Table D6 Effect 1 Poison 2 Twinned Souls 3 Flames 4 Vitality 5 Fear 6 Hunger of the Unknown

10th Level Table D8 Effect 1 Poison 2 Twinned Souls 3 Flames 4 Vitality 5 Evergrowth 6 Weakness 7 Fear 8 Hunger of the Unknown 17th Level Table D8 Effect 1 Plague 2 Twinned Souls 3 Undead 4 Vitality 5 Evergrowth 6 Weakness 7 Fear 8 Hadar's Curse Cursed Artifact Effects Poison: You Imbue the object with a toxic curse, The object with the curse stars to deteriorate and wither. While holding the cursed object you can use an action to choose a creature within 30ft of you, The creature must make a DC(8+Prof+Con) Con saving throw. If it fails the creature gains the poisoned condition for 1 minute. The object then loses its magic. If a creature other than you holds the object they must make a DC(8+Prof+Con) Constitution Saving throw or be poisoned. If they fail, They remain poisoned until they drop the object. Twinned Souls: You Imbue the Object with a Lifelinking Curse. While holding the object you may use a bonus action to choose a creature you can see. When you attack the creature you gain Hit points equal to ¼ rounded down of the damage you dealt to it and When the Creature hits you it gains hit points equal to ¼ of the damage it dealt to you. The Effect lasts for 3 Rounds the magic then Fades. Weakness: You Imbue the Object with a Weakening Curse. While holding the object you may use a bonus action to choose a creature within 60ft of you. Choose an Ability, The creature then Gains disadvantage of that Saving Throws and ability checks for that ability for 1 minute. The magic then fades. When you reach 10th level the creature gains disadvantage on all saving throws and ability checks.

If a creature other than you holds the object you can Choose an Ability. The creature then Gains disadvantage of that ability until they drop the Object.

Vitality: The object becomes a Totem of Vitality. While holding the object you may use an Action to plant the object in the ground. Spirits surround the area in a 10ft diameter circle around the object. Any Ally in the Circle gains Temp Hit Points equal to Prof + your Con Modifier. The circle lasts for 1 minute then fades. The magic then fades. When you reach the 10th Level creatures inside the radius also gain advantage on death saving throws.

Slowness: The object gets imbued with a Blundering Curse. While holding the object you may use an Action to choose a creature within 3oft of you. That creatures speed is then Halved. If a Creature other then you holds the object the creatures speed is then halved until they drop the object.

Hunger of the Unknown: While holding the object you can use a bonus action to activate it. While the object is activated, if a creature within melee attacks you, you can use your reaction to cause a viscous black tendril to reach out and attack dealing 1d6 necrotic damage. The effect lasts for 1 minute. The Damage increases to 1d8 at 6th level and 1d10 at 10th level.

Flames: Fires from the 9 Hells now burn inside the Object. While holding the object you may use an action to choose a creature within 30ft of you. The creature then must make a Dex Saving throw or take 3d8 fire damage if they fail or half that if they succeed. The damage increases to 4d8 at 10th level and 6d8 at 17th level. the magic then fades. If a Creature other than you holds the object they take 1d8 fire damage at the start of their turns until they drop the object

Fear: The object gets Imbued with a nightmarish curse. While holding the object you may use your action choose up to 3 creatures within 20ft of you to make a Wisdom Saving throw, if they fail they are now Frightened of you. The magic then fades. If a Creature other than you holds the object they take 1d8 fire damage at the start of their turns until they drop the object











Evergrowth: While Holding this object you may use your action to choose a point within 120ft of you. Vines and Weeds sprout up making the area difficult terrain in a 15ft diameter circle. Any enemy creature that walks in the Circle takes 2d6 poison damage and must make a DC(8+Prof+Con) Strength Saving throw or be restrained. They can retake the save at the end of their turns. The area lasts for 1 minute and the magic then fades.

The Undead: Strange necrotic energy now bubbles inside the object. While holding the object you can hear whispers of loved ones who have long since passed. While holding this object if a humonoid creature dies within 60ft of you may have the necrotic energy wash over the corspe and turn that creature into a zombie as a reaction. It rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Once you use this ability the magic then fades from the object. If a Creature other than you holds the object they hear the whispers and take 1d8 necrotic damage at the start of its turns. If the creature holds the object for more than 1 day they die instantly.

Hadar's Curse: Powerful unfathomable entities now reside in the object and Viscous Black Ooze starts seeping out of various places. While holding the Object you can use your bonus action to activate it. While activated black tentacles sprout out of the ground within 5ft of you. The radius moves with you. Any medium or small creatures within 5ft of you must make a DC(8+Prof+Con) Dexterity saving throw if they fail they are restrained. While a Creature is restrained they take 1d10 Acid damage at the start of your turn. They can retake the saving throw at the end of their turns. If a creature attacks you and is in melee you can use your reaction to deal 1d10 necrotic damage. The effect lasts for 1 minute. The magic then fades.



Plague: You Imbue the object with a deadly plague like curse, The object with the curse stars to deteriorate and wither as the deadly virus infetcts it and its surroundings. While holding the cursed object you can use an action to choose up to 3 creatures within 60ft of you, the creatures gains the poisoned condition for 1 minute. The object then loses its magic. If a creature other than you holds the object they must make a DC(8+Prof+Con) Constitution Saving throw or be poisoned. If they fail, They remain poisoned until they drop the object.

Raider Archetypes Each raider usually follows a specific group of people that have gained various different skills and abilities that help them achieve their goals. Whether that be the Seers with their vairous Divination Abilities or the Brigand and their mastery over the dagger. Seer A Psychic Warrior who uses the art of Divination magic to aid them in Battle and to aid them to seek out vast riches and ancient items. Spell Casting When you reach 3rd level, you learn the arts of magic to help guide you through battle and loot. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots The Seer Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Detect Magic and have a 1st-level and 2nd-level spell slot available, you can cast Detect Magic using either slot. Spells Known of 1st-Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from Divination and Enchantment spells on the wizard spell list. The Spells Known column of the Seer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Divination and Enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizards spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a Divination or Enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.







Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through intense study and persuasion, You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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 Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 4 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

Fortelling Attacks At 3rd level You gain the power to glimpse slightly in the future to foretell your enemies movement. You can use your bonus action to gain advantage on your next attack. You can use this ability a number of times equal to your Intelligence Modifier. You gain all expended uses when you finish a long rest. Gazed Understanding At 7th level, You may now spend one of your Foretelling Attacks uses to instead give an enemy of your choice disadvantage on their next saving throw or ability check.