You have an uncanny knack for ascertaining the features of the underlying geology and bedrock based on surface soil and plant conditions. You understand which types of rock are likely to yield precious metals, minerals, liquids, or archeological finds. Although this knack will not lead you directly to the mythical pot of gold, it may be able to point you in the right general direction. This geological knowledge might possibly also come in handy in predicting where lava and underground water might be found. Refer to the discovery table bellow.
1:20 d20 d4 1:10 d10 d6 1:8 d8 d8 1:6 d6 d10 1:4 d4 2d20
Time Required | Odds of Discovery | Discovery Value |
---|---|---|
10 min | 1:20 | 1d4 |
1 hour | 1:10 | 1d6 |
4 hours | 1:8 | 1d8 |
1 day | 1:6 | 1d10 |
1 week | 1:4 | 2d20 |
You can bring out the potential in stones and rocks as a weapon. Any regular stone when thrown by you is considered a ranged simple weapon with the finesse and thrown (15/30) property, and causes 1d6 bludgeoning damage on a hit. The damage of your thrown rocks increases to 2d6 at tier 3 and 3d6 at tier 5.
In addition, you can make a quick throw with a stone using a bonus action. You can make this quick throw a number of times equal to your level in this class. You regain your uses of your quick throw after a short or a long rest.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.