TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Shovel Knight 
  Clad in shining armor, representing the epitome of heroism, 
  a rare order of knights swear to the ancient code of 
  Shovelry: Slash Mercilessly and Dig Tirelessly! Whether it 
  is the task of laying low knights of opposing orders, or 
  slaying evil enchantresses, a true Shovel Knight will 
  relentlessly conquer his challenges and will never throw in 
  the trowel. 
  Shovel Specialist 
  Beginning when you select this archetype at 3rd level, you 
  have proficiency using an ordinary, albeit heavy, shovel 
  with a sharpened edge. This functions as a martial weapon 
  dealing 1d8 slashing or bludgeoning damage (your choice) 
  on a hit. A critical hit with this weapon temporarily renders 
  a foe senseless, and the creature must make a Constitution 
  saving throw (DC equal to 8 + your Strength modifier + 
  your proficiency bonus) or become incapacitated until the 
  end of its next turn. 
  Strike the Earth 
  At 3rd level, using your shovel, you can dig at a rate of 15 
  cubic feet per round, and gain a burrow speed of 5 feet per 
  round. You have advantage on all ability checks involving 
  digging, and have advantage on saving throws against 
  becoming exhausted while doing so. 
  Shovel Drop 
  Starting at 7th level, when attacking a creature beneath you 
  while falling more than 10 feet on your turn, you can, by 
  using the Attack action, stand atop your shovel, giving it 
  the full force of your weight and deal critical damage on a 
  hit. You land within a space of your choice within 5 feet of 
  the creature. 
  Relics 
  By 7th level, through your constant digging for treasure, 
  you have acquired a number of magic items, known as 
  relics. You can select any relic for which you meet the 
  prerequisites. You can select an additional relic at 10th, 
  15th, and 18th level. 
   
   
   
  Relics 
  Alchemy Coin 
  Wondrous item, uncommon 
  This ordinary coinpurse appears to be empty with the 
  exception of 1 gold coin contained within. When you 
  remove the coin, another appears within the coinpurse on 
  your next turn. If unused, the coin vanishes after 1 minute. 
  You can throw a coin at a creature with a ranged attack. On 
  a hit, roll a d8 and consult the Alchemy Coin Effects table. 
       After pulling 3 gold pieces from the coinpurse, another 
  does not appear in the coinpurse until the next dawn. 
  Ancient Shovel 
  Weapon (shovel), rare 
  Prerequisite: 10th level 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. 
       This functions as a martial weapon dealing 1d8 slashing 
  or bludgeoning damage (your choice) on a hit. A critical hit 
  with this weapon temporarily renders a foe senseless, and 
  the creature must make a saving throw (DC equal to 8 + 
  your Strength modifier + your proficiency bonus) or 
  become stunned until the end of its next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Alchemy Coin Effects 
  d8 
  Effect 
  1 
  The coin deals no damage, but bursts into 10 permanent 
  mundane gold pieces. 
  2 
  The coin transmutes into elemental fire, dealing 2d8 fire 
  damage. 
  3 
  The coin transmutes into elemental ice, dealing 2d8 cold 
  damage. 
  4 
  The coin transmutes into acid, dealing 2d6 acid damage. 
  5 
  The coin accelerates the target creature, casting haste 
  targeting it. 
  6 
  The coin decelerates the target creature, casting slow 
  targeting it with a spell save DC of 14. 
  7 
  The coin transmutes into a small fuzzy object, which then 
  transmutes into a living creature. Roll another d8 and 
  consult the Gray Bag of Tricks table to determine the 
  creature that is created. 
  8 
  The coin explodes into a wall of shrapnel. All creatures 
  within 5 feet of the target creature must make a DC 14 
  Dexterity saving throw. Each creature takes 4d10 piercing 
  damage on a failed save, or half as much on a successful 
  one. 
  Chaos Sphere 
  Wondrous item, uncommon 
  This sphere has 3 charges. The chaos sphere is a dangerous 
  but well-known offshoot of ordinary crystal balls. While 
  holding it, you can use an action to expend 1 of its charges 
  to emit bouncing pulses of green energy in a 30-foot cone. 
  Each creature in this area must roll 3 d20s. On each 10 or 
  lower, a creature is struck by a green orb of evocation 
  energy and takes 2d6 force damage. 
      This sphere regains 1d3 expended charges daily at dawn. 
  Flare Wand 
  Wand, uncommon (requires attunement) 
  This wand has 5 charges. While holding it, you can use an 
  action to expend 1 of its charges to produce a burst of 
  flame, using a ranged weapon attack with a range of 60 
  feet, focused at a single target. On a hit, the target takes 4d6 
  fire damage. 
       The wand regains ld6 + 1 expended charges daily at 
  dawn. 
  Phase Locket 
  Wondrous item, rare 
  This necklace has 3 charges. While wearing it, you can use 
  an action to expend 1 of its charges to become ethereal 
  until the beginning of your turn. When your turn begins, 
  you may expend another charge to continue this effect 
  another round. You may not move while on the Ethereal 
  Plane. 
       While on the Ethereal Plane, you can see and hear the 
  plane you originated from, which is cast in shades of gray, 
  and you can’t see anything there more than 60 feet away. 
  You can only affect and be affected by other creatures on 
  the Ethereal Plane. Creatures that aren’t there can’t 
  perceive you or interact with you, unless they have the 
  ability to do so. 
       This necklace regains 1d3 expended charges daily at 
  dawn. 
  Propeller Dagger 
  Weapon (dagger), uncommon 
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon. Once per turn, when you make an 
  attack with the propeller dagger, you lunge 10 feet directly 
  towards your target, even if this movement causes you to 
  travel through the air. 
  Throwing Anchor 
  Weapon (other), uncommon 
  This heavy anchor is ostensibly a massive throwing weight, 
  though an enchantment upon it means it does not require 
  immense strength to use. The throwing anchor is a two-
  handed heavy throwing weapon that requires an action to 
  use (and many not be used as a part of Extra Attack) and an 
  action to pick up after it has been used. It has a range of 30 
  feet and flies in an arc equally as high as it is wide. On a 
  hit, the anchor deals 2d10 bludgeoning damage, and a 
  creature damaged by it must make a DC 14 Dexterity 
  saving throw or be knocked prone. 
  Troupple Chalice 
  Weapon (other), uncommon 
  Prerequisite: 15th level 
  While holding this chalice, you can use an action to 
  produce one of the following potions and drink it: 
       Ichor of Renewal. You regain 4d4 + 4 hit points when 
  you drink this potion. 
       Ichor of Boldness. After you drink this potion, you 
  have resistance to all damage until the end of your next 
  turn. 
  After using it, you may not do so again until the next dawn. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Shovel Knight.pdf