TEXT: Terran Empire Publishing
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  Terran Empire Publishing
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  Advanced Archetypes
  @terranempirepub
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  Who is Terran Empire Publishing?
  Based in Northern California, USA, Terran Empire Publishing
  was founded in 2016 and specializes in fantasy and science
  fiction game products and books. With over 40 years of
  gaming experience, the team at Terran Empire Publishing
  promises to bring creative and unique takes on genre
  classics, as well as new material for gamers and readers of
  all ages.
  Terran Empire Publishing
  1761 Hillside Ct.
  Placerville, CA 95667
  Questions or Comments? Please email
  terranempire.comments@gmail.com!
  By: Robert Buckley
  Compatible for
  New Fighter Archetypes - Pg 5
  New Ranger Archetypes - Pg 9
  New Rogue Archetypes - Pg 13
  
  Terran Empire Publishing
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Gaming License
  version 1.0a, Section 1(e), and are not Open Content: All Terran Empire Publishing trademarks and logos, proper names
  (characters, deities, etc), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Terran Empire
  Publishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without
  written permission.
  OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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  Terran Empire Publishing
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference
  Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
  based on original material by E. Gary Gygax and Dave Arneson.
  END OF LICENSE
  Unless otherwise stated, the artwork in this book is credited to their respective owners/creators and includes but is not
  limited to: Evan Rodda, Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin Games, Rick Hershey Empty
  Room Studios. Other images used in conjunction with Creative Commons CC0.
  
  Terran Empire Publishing
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  Fighter
  Archer - A ranged weapon specialist and deadly with a bow.
  Dragoon - A mounted warrior who leaps into combat.
  Juggernaut - An unstoppable heavy armor specialist.
  Shield Bearer - A warrior who specializes in shield fighting.
  Twin Blade Master - A duel wielding warrior who twirls two blades with ease.
  Archer
  Your skill with ranged weapons is well known, and you have
  dedicated your life to the pursuit of the perfect shot. You work
  day after day, honing your craft on ranges and hunting for game.
  When your talents are needed, you can be found on the
  battlefield, lending them to whichever side needs your
  precise shots.
  Bowman
  Beginning when you choose this archetype, you gain a +1 to
  attack rolls and damage when you use any of the following
  weapons: hand crossbow, heavy crossbow, light crossbow,
  longbow, shortbow. At level 10, you no longer suffer
  disadvantage for shooting a ranged weapon beyond its normal
  range.
  Parting Shot
  You are able to use your bonus action to make one ranged
  weapon attack after using your action to move away from
  melee combat, whether you use the Disengage action or not.
  This attack is not made at a disadvantage, however, it is
  made at a -2 penalty.
  Rapid Reload
  At level 7, you are able to use your full amount of
  attacks when wielding a weapon with the loading
  property. At level 15, you gain the ability to use
  your bonus action to make one ranged weapon attack if you have a
  ranged weapon readied and enough ammunition.
  
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  Evasive Moves
  Upon reaching level 10, you gain +2 AC to incoming ranged weapon fire and +2 to your Dexterity
  saving throws that are allowed to avoid certain area effects.
  Devastating Volley
  At level 15, you can use your action to make ranged weapon attacks against any number of creatures
  within 10 feet of a point in your line of vision that is within your weapon's range. You must have ammo
  for each, as normal, and you must make a separate attack roll for each target. You score a critical hit
  on a natural roll of 17-20 while using this ability.
  Dragoon
  Fighters who train as Dragoons often serve in the vanguard of large armies.
  They are natural leaders and masters of mounted combat, leaping into melee with
  reckless abandon, intent on destroying their enemies before they have a chance to
  figure out what is going on.
  Run Through
  Beginning when you choose this archetype, you are able to add ½ of your proficiency
  bonus (rounded down) to the damage of a successful melee weapon attack using a piercing
  or slashing weapon while mounted. At level 10, you are able to add your full proficiency
  bonus to the damage.
  Inspiring Banner
  At level 7, you are able to brandish a personal banner that grants any friendly creature
  within 30 feet of it an advantage on saving throws to resist the frightened condition, as well
  as +1 to melee or ranged weapon attacks. Friendly creatures must be able to see your
  banner, and they cannot benefit from more than one inspiring banner at one time.
  Leaping Strike
  Upon reaching level 10, you are able to vault into the air when you take an Attack action,
  delivering extra force to the blow upon landing. A successful strike deals additional damage
  equal to ½ of your fighter level (rounded down). It is possible to use this ability from a
  mounted position, but you must first succeed in a Dexterity ability check against a DC 13,
  then succeed in a melee weapon attack as normal. If you are successful, you deal additional
  damage equal to your fighter level and your target is stunned for 1 round.
  Greater Inspiring Banner
  At level 15, your banner now grants friendly creatures within 30 feet immunity to the
  frightened condition, +2 to melee and ranged attacks, and the ability to confirm a critical
  strike on a natural roll of 19 or 20. Friendly creatures must be able to see your banner, and
  they cannot benefit from more than one inspiring banner at one time. If more than one
  Dragoon is present, the highest level Dragoon's banner's features are used.
  
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  Juggernaut
  Fighters who don heavy armor and place themselves in between hostile creatures and their
  allies are a special breed. Unstoppable and implacable, once their mind has been set upon a course
  of action, the Juggernaut endures any trial to do what must be done.
  Heavy Armor Specialization
  Beginning when you choose this archetype, you gain a +1 AC whenever you are wearing heavy
  armor and not using a shield. You are also able to add your Dexterity modifier (Maximum 1) while
  you are wearing heavy armor and not using a shield.
  Unmovable
  At level 7, you gain immunity to any ability that pushes you or otherwise moves you without your
  consent. You also gain +4 to saving throws against magical effects and environmental effects such as
  high winds that attempt to move you with your consent.
  Stalwart
  At level 10, you gain +2 to Constitution saving throws to resist disease and the poisoned condition.
  You also gain +4 to saving throws against fear, charm, and compulsion magic and abilities. When
  you reach level 15, you gain an additional +2 to resist disease and the poisoned condition, as well as
  advantage on saving throws against fear, charm, and compulsion magic and abilities.
  Unstoppable
  Upon reaching level 15, you are able to enter an unstoppable state when you succeed in a melee
  weapon attack. While in this unstoppable state of destruction, you gain +5 to your movement
  speed, +1 to your AC, and +2 to melee attacks for every successful melee weapon attack. You
  remain in this state until you make a ranged weapon attack, miss with a melee weapon attack, or
  you have successfully struck five times. At the end of your unstoppable state, all bonuses to your
  movement speed, AC, and melee attack rolls you earned from this feature immediately cease. You
  can enter this state as many times as equal to 1 + your Constitution modifier before a long rest.
  Shield Bearer
  Fighters sometimes choose to take extra time practicing advanced shield tactics. They learn to
  blend offense and defense in a perfect balance, giving them the ability to deliver deadly blows while
  blocking with devastating counters.
  Shield Specialization
  Beginning when you choose this archetype, you gain +1 AC any time you are using a shield.
  Shield Bash
  Any time you take the Attack action on your turn, you can use your bonus action to make a shield
  bash as well. The shield bash is a melee weapon attack that does 1d6 bludgeoning damage. At level
  15, you confirm critical hits with a shield bash on a natural roll of 19 or 20. You must have a shield
  equipped to use this feature.
  
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  Shield Buffet
  At level 7, you are able to use your action to impede an adjacent creature, imposing a -2 penalty to
  that creature's attack rolls, as well as a -2 to their AC against attacks it receives until your next turn.
  You must have a shield equipped to use this feature.
  Barricade
  Upon reaching level 10, you can use your action to designate the square you are occupying, or a 5 foot
  square adjacent to you, as the area you are barricading. You and any friendly creature in the area you
  have designated gain +2 AC and half cover until your next turn. Your movement speed is reduced to 0,
  however, hostile creatures cannot move through the square you are barricading unless they can fly or
  have another talent that might allow them to bypass the barricade.
  Reactive Blocking
  At level 15, you are able to subtract an amount equal to your Dexterity modifier + your Strength
  modifier, if any, from any damage you sustain from nonmagical melee weapon attacks. It is possible to
  sustain no damage from an attack this way. You cannot use this feature if you do not have a shield
  equipped or if you are stunned, paralyzed, or otherwise incapacitated.
  Twin Blade Master
  Often training under great masters, those who wield twin blades believe two are
  always better than one. It is not uncommon to see fighters trained
  in this style wielding two longswords or similar weapons that
  others who are accustomed to fighting with two weapons could
  never wield.
  Twin Blades
  Beginning when you choose this archetype, you are able to use any
  one-handed piercing or slashing weapon, regardless of size, in your
  off hand. You are also able to draw or stow two one-handed
  piercing or slashing weapons at a time.
  Follow Through
  Upon reaching level 7, you are able to add +2 to an attack with
  your off-hand weapon if you first succeed in an attack with your
  main hand weapon. At level 15, the bonus increases to +3.
  Parry Missile
  At level 10, you are able to use your reaction to swat away incoming ranged attacks.
  You must first make a melee attack roll. If your attack roll was higher than the attack roll of the
  ranged attack, you suffer no damage as a result.
  Doublestrike
  Beginning at level 15, if your attack with your main hand weapon scores a critical strike, you may add
  the weapon damage from your off handed weapon to the total damage of the critical strike as if you
  automatically succeeded in the offhand attack. You can do this as many times equal to 1 + your
  proficiency bonus before a long rest.
  
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  Ranger
  Beast Tamer - A warrior who is attuned to the natural spirit of beasts.
  Falconer - An explorer who benefits from the companionship of a trained Falcon.
  Tree Warden - A protector of the wild, especially forests and the animals they
  shelter.
  Beast Tamer
  Rangers often have a strong affinity for animals, but the Beast Tamer goes above and beyond
  when it comes to fauna, forming a bond with multiple animal companions and feeling the very pulse
  of the natural world. Beast Tamers seldom stay in one place for long, preferring to explore as much
  of the Wild as they can, meeting and helping new beasts along the way.
  Tamer Companions
  At 3rd level, you gain two beast companion that accompany you on your adventures and are trained
  to fight at your side. You may choose from a selection of beasts that are no larger than Medium and
  that have a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast's AC, attack
  rolls, damage rolls, and to any saving throws or skills it is proficient in. The creature's hit point
  maximum is equal to its normal maximum or four times your ranger level, whichever is higher.
  The beasts obey your commands as best as they can. They takes their turns on your initiative,
  though they do not take an action unless you command them to. On your turn, you can verbally
  command the beast where to move (no action requires by you). You can use your action to verbally
  command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra
  Attack feature, you can make one weapon attack yourself when you command the beast to take the
  Attack action.
  While traveling through your favored terrain with no company outside of these companions, you can
  move stealthily at a normal pace. If the beast dies, you can obtain another by spending 8 hours
  magically bonding with another beast that isn't hostile to you, either the same type or different. At
  level 10, you gain an additional animal companion. This companion can be Large size or smaller, with
  a challenge rating of 1 or lower.
  Tamer Bonding
  Upon reaching level 7, you gain a greater bond with your animal companions. You are able to
  mentally communicate with your animal companions as long as they are within 100 yards of your
  position. Additionally, you are able to use your action to see through the eyes and other senses of
  one of your animal companions for a total of 10 minutes each before needed a long rest. You do not
  need to spend the minutes consecutively, and all spent minutes used this way are refreshed after a
  long rest. You now also raise the hit point total of your animal companions by 2 every time you gain
  a ranger level beyond level 7.
  
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  Animal Shape
  Upon reaching level 11, you are able to transform yourself into a copy of one of your animal
  companions twice before needing a long rest. This ability functions much like Wild Shape, and while in
  animal form, you gain the following abilities:
  • You can stay in beast shape for a number of hours equal to your Wisdom modifier. You revert to
  your normal form when the time expires unless you expend another use of this feature. You revert to
  your original form if you are ever dropped to 0 hit points or die.
  • Your game statistics are replaces by the statistics of the beast, but you retain your alignment,
  personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving
  throw proficiencies in addition to gaining those of the creature. If the creature has the same
  proficiencies as you and the bonus in its stat block is higher than yours, use the creature's bonus
  instead.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your
  normal form, you return to the number of hit points you had before transforming. However, if you
  revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to
  the capabilities of your beast form.
  • You retain any benefits from your class, race, or other sources and can use them so long as your
  new form is physically capable of doing so. However, you can't use any of your special senses, such as
  darkvision, unless your new form has it as well.
  • You choose whether your equipment merges with your new form, is worn by it, or falls to the
  ground. Worn items function normally, but the GM decides whether it is practical for the new form to
  wear a piece of equipment based on the creature's size and shape. Your equipment does not change
  its shape or size to match the new form. Any equipment it cannot wear, or equipment you choose to
  not merge with the form, falls to the ground.
  Summon Animal Horde
  At level 15, you are able to summon a horde of animals to fight for you. You must first commune with
  nature in one of your favored terrains for at least 10 minutes. Once this is done, a horde (10d8+10)
  animals of any size, but of a challenge rating of 1 or lower, will arrive within 1d10 minutes. The animals
  will follow your every command for up to 1 hour + 1 hour per Wisdom modifier you have. They can be
  brought together only for some purpose that can be explained simply. They will fight for you, however,
  if more than 50% of the total number of animals are killed within the first hour of being summoned,
  the remainder will automatically earn the frightened condition unless you make a Charisma saving
  throw against a DC 15. You are able to do this once before a long rest. The animals that are summoned
  this way are regular examples of animals that can be found in the terrain you communed with nature
  in. For every 30 animals summoned this way, one will be a giant or dire version.
  
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  Falconer
   
  Sometimes Rangers specialize in the training and raising of falcons, birds of prey capable of
  learning an impressive range of tricks. In addition to the expertise learned in the Wild, the Falconer
  excels as a hunter and outdoorsman.
  Falcon Companion
  At 3rd level, you gain a falcon that accompanies you on your adventures and is trained to fight
  alongside you. Add your proficiency bonus to the falcon's AC, attack rolls, and damage rolls, as well as
  to any saving throws and skills that it is proficient in. The falcon's hit point maximum equals its
  normal maximum or four times your ranger level, whichever is higher.
  The falcon obeys your commands as best as they can. It takes its turn on your initiative, though it
  does not take an action unless you command it to. On your turn, you can verbally command the
  falcon where to move (no action requires by you). You can use your action to verbally command it to
  take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you
  can make one weapon attack, yourself, when commanding the beast to take the Attack action.
  While traveling through your favored terrain with only the falcon, you can move stealthily at a normal
  pace. If the falcon dies, you can obtain another by spending 4 hours magically bonding with another
  falcon that isn't hostile to you.
  Bird's Eye View
  At level 3, whenever your falcon companion is within 1 mile of you, you gain +2 to ranged attack rolls
  and the ability to sense incoming danger, granting a +2 to Dexterity saving throws to avoid certain
  area effects.
  Distract
  Upon reaching level 7, you gain the ability to use your bonus action to instruct your falcon to distract
  one creature. Until your next turn, the creature your falcon is distracting gains a -2 penalty to attack
  rolls and saving throws. This penalty increases to -3 at level 15.
  Winged Flight
  At level 11, you are able to transform your arms into wings, gaining a flying speed of 60 ft. You are
  unable to hold anything while your arms are transformed this way. The transformation lasts for 10
  minutes + 5 minutes per Wisdom modifier. You can do this once before a short or long rest.
  Aerial Sniper
  Upon reaching level 15, so long as your falcon companion is within 1 mile of you, you gain advantage
  on ranged attack rolls within the first ranged increment. You are also able to extend the distance that
  you can fire a ranged weapon, increasing the distance of each ranged increment of a ranged weapon
  by 50 feet. You no longer suffer disadvantage when firing a ranged weapon beyond its normal range.
  
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  12
  Tree Warden
   
  Rare are the Rangers who train in the ancient form of Greenwood Combat. After dedicating their
  lives to a forested home, Tree Wardens commune with their deity and beseech them to transform
  them into a being who can protect the Wild, as well as the plants and animals who rely on its
  sustenance.
  Barkskin
  Beginning when you choose this archetype, your skin becomes hard and bark-like, granting you +2 AC
  and resistance to slashing weapons, but also creating a vulnerability to fire damage. You are naturally
  buoyant, and while you can still drown, you cannot do so unless you are physically held underwater.
  Your gait becomes stiffer, and you consequently lose 5 feet to your base walking speed.
  Rooting
  At level 7, you gain the ability to root yourself to the ground. Your movement speed reduces to 0,
  however, you heal 2 hit points every turn (4 hit points on bright, sunny days) and become immune to
  any ability that moves you without your consent. You gain +4 to magical spells and environmental
  effects that would attempt to move you without your consent. You must be rooted into dirt and soil
  for this ability to work.
  Camouflage
  Beginning at level 11, you are able to use your action to blend in with your surroundings. Your form
  and coloring takes on the characteristics of the terrain around you. You gain +4 to any Dexterity
  (Stealth) skill check while this ability is active, and creatures have a -2 penalty to any Wisdom
  (Perception) skill checks to notice you. Any weapon attacks made while camouflaged hit with a +2
  bonus against creatures who have not yet noticed your presence. Any creature hit by you is
  considered to know your position, and you cannot benefit from this ability against them unless you
  move to a new position. You can stay camouflaged for a number of rounds equal to your Wisdom
  modifier and can use this ability as many times equal to your Wisdom modifier before a short or long
  rest.
  Extra Arm
  Upon reaching level 15, you can grow an additional limb. This limb can be grown from your chest,
  under one of your arms, or out of your back. The extra limb ends in a hand with five fingers and is just
  and dexterous as your other appendages. Having a third limb grants you the following bonuses:
   
  • +3 to grapple a foe and to resist the grapple condition
   
  • +3 to Dexterity (Sleight of Hand) checks and Strength (Athletics) checks to swim or climb
   
  • You can wield a third weapon or a shield with the extra hand. Attacks made from your third arm
  follow the rules for multiweapon fighting.
  The extra limb remains for 1 hour + 1 additional hour per Wisdom modifier you possess. You can grow
  an extra limb twice before a short or long rest.
  
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  13
  Rogue
  Highwayman - A daring cad who robs marks on the road, then retreats back to town.
  Investigator - A sharp eyed Rogue who excels in interpreting clues.
  Sharpshooter - An eagle-eyes Rogue who plies their trade from rooftops and
  balconies.
  Survivalist - An outdoorsman who learns how to live off the land.
  Thug - A brute who breaks legs for a living.
  Trap Smith - A Rogue who excels at finding and disarming traps.
  Highwayman
   
  Sometimes called brigands or bandits, these Rogues hone their craft
  along roadsides and byways, where they leap from concealed places to
  rob unsuspecting travelers. When the deed is done, they make their way
  back to civilization and expertly melt into the crowd.
  Ambush
  Beginning when you choose this archetype, you gain advantage on
  attack rolls against any creature that hasn't taken a turn in combat
  yet.
  Hide Among the Masses
  At level 3, you gain proficiency in the disguise kit. You also gain +2
  to Dexterity (Sneak) checks to blend into a crowd.
  Misdirection
  At level 9, you are able to double your proficiency bonus on any
  Charisma skill that you are proficient with, as well as any
  Charisma ability check.
  Exploit Reputation
  Upon reaching level 13, your name has become
  synonyms with larceny and violence against those who
  try and stop you. You can attempt to cause a creature who can hear
  your voice and see you to become frightened. If you succeed in a
  Charisma (Intimidate) check against a DC equal to 10 + your target's
  Intelligence and Wisdom modifiers (if any) combined, they are
  considered frightened for 4 rounds. At the end of the 2nd round, the
  target can attempt a Wisdom saving throw against 8 + your proficiency +
  your Charisma modifier to shake off the condition.
  
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  14
  Deadly Opportunist
  At level 17, you are able to add your rogue level to the damage of successful opportunity attacks. You
  may do this as many times equal to your proficiency bonus before a long rest.
  Investigator
   
  Not all Rogues work the shadows. Some ply their trade in service of the law, often in the employ
  of nobles or in the pursuit of a noble cause. Of course, not all Investigators work to uphold the law.
  Some find employ with crime bosses and evil cabals or they serve their own nefarious purpose.
  Sleuth
  Beginning when you choose this archetype, you gain proficiency with the Investigation and
  Perception skills if you did not already possess them. You gain +2 to Intelligence (Investigation) and
  Wisdom (Perception) checks to notice things that are out of place or do not quite belong.
  Fact Check
  At level 3, you gain proficiency with the Insight skill if you did not already possess it. You gain
  advantage on Wisdom (Insight) checks to reveal false information and when detecting lies. This does
  not apply when the person being questioned does not know that they are speaking falsehoods.
  Supreme Sneak
  When you reach level 9, you have advantage on Dexterity (Sneak) checks if you move no more than
  half your speed on the same turn.
  Difficult to Charm
  At level 13, you become increasingly difficult to charm or enchant with magic or spell abilities. You
  gain +4 to any saving throw to resist charm and compulsion magic. At level 17, you gain advantage to
  the save as well.
  Increased Reflexes
  At level 17, you are able to add your proficiency bonus to your initiative score a number of times as
  equal to your Dexterity modifier (minimum 1) before a long rest. You also gain +2 to Dexterity saving
  throws to dodge out of the way of certain area effects.
  Sharpshooter
   
  Some say those who kill from afar are the worst types of assassins. Sharpshooters, of course,
  understand that those who speak of “cowardice” and “honor” regarding their profession are just the
  inane musings of potential future targets.
  Sniper
  Beginning when you choose this archetype, you gain a +1 to hit and damage when you use any of the
  following weapons: hand crossbow, heavy crossbow, light crossbow, longbow, shortbow. At level 9,
  you no longer suffer disadvantage for shooting a ranged weapon beyond its normal range.
  
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  Far Shot
  At level 3, you are able to increase the distance at which you can make a ranged weapon attack. You
  increase each range increment of ranged weapons you use by 10 feet per Dexterity modifier you
  possess (minimum +10 feet).
  Supreme Sneak
  When you reach level 9, you have advantage on Dexterity (Sneak) checks if you move no more than
  half your speed on the same turn.
  Camouflage
  Beginning at level 13, you are able to use your action to blend in with your surroundings. Your form
  and coloring takes on the characteristics of the terrain around you. You gain +4 to any Dexterity
  (Stealth) skill check while this ability is active. Creatures have a -2 penalty to any Wisdom (Perception)
  skill checks to notice you. Any weapon attacks made while camouflaged hit with a +2 bonus against
  creatures who have not noticed your presence. Any creature hit by you is considered to know your
  position, and you cannot benefit from this ability against them unless you move to a new position. You
  can stay camouflaged for a number of rounds equal to your Wisdom modifier and can use this ability
  as many times equal to your Wisdom modifier before a short or long rest.
  Pin Down
  At level 17, you are able to use your action to pin down a number of creatures equal to your Dexterity
  modifier (minimum 1) who are within 30 feet of each other and within the normal range of the ranged
  weapon you are wielding. Until your next turn, when each designated creature moves, you get one
  free ranged weapon attack against them, regardless of if they took the Disengage action first or not. In
  addition, each creature you gain an opportunity attack on this way has their movement speed
  reduced by half until their next turn, whether you succeed in the ranged attack or not. You must have
  enough ammunition for each attack, and you must have a ranged weapon readied to use this feature.
  Using this ability temporarily suspends the rule for making more than one attack with a weapon that
  has the loading property per turn while it is active.
  Survivalist
  Sometimes, a Rogue finds themselves in the Wild, forced to learn to live off the land or quickly
  become a permanent fixture of the terrain. Whether they find themselves in frigid arctic wastes,
  blistering deserts, or barren wastelands, the Survivalist uses their training to ensure their success and
  to live at least one more day.
  Hardy
  Beginning when you choose this archetype, you become proficient with the Survival skill if you did not
  already possess it. You gain +2 to saving throws to resist the stunned and unconscious condition, as
  well as saves to resist exhaustion.
  
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  Hold Breath
  At level 3, you are able to hold your breath, either underwater or to stave off the effects of harmful
  gasses, for up to 10 minutes or for an additional 10 minutes if you were already able to hold your
  breath a certain length of time. You gain an +4 to Dexterity (Sneak) checks to successfully hide if you
  are holding your breath as well.
  Hamstring
  At level 9, you are able to forgo 2d6 of your Sneak Attack damage and instead force your target to
  make a Dexterity saving throw against 8 + your proficiency + your Dexterity modifier. On a failed save,
  their movement speed is reduced by half for 1d6 rounds.
  Can't Keep Down
  Upon reaching level 13, you become immune to the stunned condition and gain +4 to saving throws to
  resist being knocked prone, unconscious, or grappled.
  Hide in Plain Sight
  At level 17, you are able to blend into your surroundings with such precession that
  you cannot be detected by mundane means. This ability applies to one specific
  terrain, chosen by you when you reach level 17. While you are located in your
  selected terrain type and are concentrating, you become invisible per the spell.
  You can use ability as many times equal to your proficiency bonus before a long
  rest.
  Thug
   
  Some Rogues are not content with picking pockets or disabling traps -
  they prefer breaking legs and beating people for coin. Through threats of
  violence, a Thug gets what they want, when they want.
  Intimidating Presence
  Beginning when you choose this archetype, you gain proficiency with the
  Intimidate skill, if you did not already possess it. You gain +2 to Charisma
  (Intimidate) checks. At level 13, you gain advantage on the check as well.
  Beat Down
  At level 3, you can choose to forgo 1d6 of your sneak attack damage and
  instead force your target to make a Constitution saving throw against a DC of 8
  + your proficiency + your Strength modifier. On a failed save, the target is
  considered stunned for 1 round.
  Heavy Weapons Training
  Upon reaching level 9, you gain proficiency with any weapon that has the heavy
  property. If you are Small sized, you are able to use heavy weapons with no
  disadvantage. You cannot apply Sneak Attack damage while using a heavy
  weapon.
  
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  Brutal Beat Down
  At level 13, you can choose to forgo 2d6 of your sneak attack damage and instead force your target to
  make a Constitution saving throw against a DC of 8 + your proficiency + your Strength modifier. On a
  failed save, the target is considered unconscious for 1d4 rounds. You can do this a number of times
  equal to 1 + your Strength modifier before a short or long rest.
  Killer Blow
  At level 17, you can choose to forgo 4d6 of your sneak attack damage and instead force your target to
  make a Constitution saving throw against a DC of 8 + your proficiency + your Strength modifier. On a
  failed save, they drop to 0 hit points, regardless of how many hit points they had left. On a successful
  save, they take 4d6 weapon damage. You can do this once before a short or long rest.
  Trap Smith
   
  Some Rogues work diligently day in and day out, honing their fine motor skills unlocking locks and
  disarming traps. Those who excel at it often become Trap Smiths. The challenge of building and
  setting the right trap for the right situation propels these Rogues to constantly seek out new traps to
  take apart, as well as to learn everything they can about how to better disable them.
  Expert Hands
  Beginning when you choose this archetype, you gain proficiency in the Sleight of Hands skill if you did
  not already possess it. You lower the save DC to disarm traps by 5.
  Set Basic Traps
  At level 3, you are able to set a number of basic traps using a Trapper's Kit, which you gain proficiency
  with if you did not already possess it. Each trap needs at least 1 minute to set up and 1 minute to
  disguise, if desired. A disguised trap gains +1 to its save DC to be noticed. Basic Traps can be set in any
  5 foot square you designate in that time. Larger areas require an additional 1 minute per 5 feet. Your
  basic traps will often require a creature to make a saving throw. The DC for your Basic Traps is 8 +
  your proficiency + your Intelligence modifier. The Save DC of Basic Traps is 10 and their attack bonus
  is +3. The basic traps you can set are:
   
  • Trip. Any creature who enters your Trip trap must
  succeed in a Dexterity save. On a failed save, they are
  considered knocked prone.
   
  • Snare. Any creature who enters your Snare trap must
  succeed in a Dexterity save. On a failed save, their movement
  speed is reduced to 0 for 1 round.
   
  • Shallow Pit. Any creature who enters your Shallow Pit
  trap must succeed in a Dexterity save. On a failed save, they
  take 2 points of falling damage and have their movement speed
  reduced by 5 feet for 1d4 minutes. You can add crude spikes to
  the pit if you take an additional 1 minute to set up the pit.
  Spikes add 2 points of piercing damage.
  Trapper’s Kit. This kit contains a
  variety of items you would need to
  build and set traps. Anyone who is
  proficient with a trapper’s kit can
  set trip, snare, or shallow pit traps
  with little set up. The kit also
  contains a number of small wires,
  probes, and other intricate tools
  that allow you to add your
  proficiency bonus to any ability
  checks you make to disarm traps.
  Cost: 5 gp
  Weight: 5 lbs.
  
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  Trap Master
  At level 9, you gain advantage on checks to notice and disarm traps, even magical ones. You may
  disarm traps without thieves' tools or a trapper’s kit, however, you do so at a -4 penalty.
  Create Advanced Traps
  Upon reaching level 13, you are able to create and set advanced traps using a Trapper's Kit. Each
  advanced trap takes 3 minutes to create and set up and an additional 3 minutes to effectively
  disguise. Disguised advanced traps gain +2 to their save DC to be noticed. Advanced traps can only be
  set in a 5 foot square that you designate at the time of creation. Your advanced traps will often
  require a creature to make a saving throw. The DC for your Advanced Traps is 8 + your proficiency +
  your Intelligence modifier. The Save DC for an Advanced Trap is 14 and they have an attack bonus of
  +7. The advanced traps you can set are:
   
  • Frost Trap. Any creature who enters your Frost trap must succeed in a Dexterity save. On a
  failed save, they are considered incapacitated for 1 minute. Creatures with resistance or immunity to
  cold damage are immune to this trap.
   
  • Fire Trap. Any creature who enters your Fire trap must succeed in a Dexterity save. On a failed
  save, they take 6d8 fire damage. Creatures adjacent to the creature who set off the Fire trap take 1/2
  of the total damage.
   
  • Bleeding Trap. Any creature who enters your Bleeding trap must succeed in a Dexterity save.
  On a failed save, they receive 4d8 piercing damage and have their movement speed reduced by half.
  The creature takes 1d8 damage for the next two rounds.
  Create Master Traps
  At level 17, you are able to create and set two master traps using a Trapper's Kit. Each master trap
  takes 5 minutes to create and set up, and an additional 5 minutes to effectively disguise. Disguised
  advanced traps gain +3 to their save DC to be noticed. Master traps can only be set in a 5 foot square
  that you designate at the time of creation. Your master traps will often require a creature to make a
  saving throw. The DC for your Advanced Traps is 10 + your proficiency + your Intelligence modifier.
  The Save DC for a Master Trap is 18 and they have an attack bonus of +11. The master traps you can
  set are:
  • Spell Drain Trap. Any creature who enters your Spell Drain trap must succeed in a Dexterity
  save. On a failed save, they lose spell slots equal to your proficiency + your Intelligence modifier,
  starting with their highest spell slots available at the time of triggering the trap. They are also unable
  to cast spells, except for cantrips, for 1d4 turns. If they were concentrating on a spell, their focus is
  considered broken. If the creature has no spell slots when they trip the trap, the trap is sprung but its
  effects are wasted.
  • Ability Lock Trap. Any creature who enters your Ability Lock trap must succeed in a Dexterity
  save. On a failed save, they are unable to use any class ability of 3rd level or higher for 1d4 turns. If
  they failed the save by more than 5 points, they are also unable to make the Dash, Dodge, Disengage,
  Help, or Hide action for the duration.
  
  Coming Soon!
  2018!
  
  Also available from Terran Empire
  Publishing at drivethrurpg.com!
  Terran Empire Publishing is proud
  to present: The Blood Mage. This
  new, 5th edition compatible class,
  is a fresh and unique take on a
  genre classic. Some of the new
  abilities include Blood Component,
  Sanguine Reserve, Scarification,
  Coagulate, and Blood Puppet.
  Three new spells (Blood Biography,
  Bloody Rend, and Suffocate) and
  one new monster (Summoned
  Blood Ooze) are also included.
  Terran Empire Publishing is proud
  to present: The Blademage. This
  new, 5th edition compatible class,
  blends martial and arcane
  concepts like never before! Some
  of the new abilities include Arcane
  Training, Blade Attunement,
  Arcane Recovery, and more! The
  16 page PDF also includes 3 new
  arcane spells: Evolve, Haunted
  Steps, and Scream.
  Terran Empire Publishing is proud
  to present: The Hospitaller. This
  new, 5th edition compatible class,
  combines divine and martial
  abilities like never before. Some of
  the new abilities include Trauma
  Sense, Restoring Touch, Radiant
  Shield, and Second Chance. Four
  new spells (Fluid Movement,
  Heroic Surge, Life Shield, and
  Radiant Burst) are also included!
  Terran Empire Publishing is proud to present: Magical Items, Volumes 1 - 3. Each volume has 10 + new and unique
  magical items for GMs to add to their adventures and random treasure tables! Items such as the Darkstar Mace
  (legendary!), War Pick of Armor Piercing, Armor of Daylight’s Embrace, Shield of Radiant Glory, Boots of Deception,
  Evergreen Cloak, and many more!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Terran Empire Publishing/Terran Empire Publishing Presents Advanced Archetypes.pdf