
Traditionally, a dungeoneer has been known as those foolish adventures that venture deep into dark places in search of glory and prestige. However, this title, like so many other things adventures have pillaged, is given to those who maintain temple or dungeon. They are known as its guardian, its caretaker, its facilities. When a trap is clogged with a adventures guts, they are the ones that clean it. If a secret door will not stay closed, they are the ones that repair it. If the adventures find their way through their holy grounds so easily, they are the engineers that rebuild it. They are dedicated to the dungeon and the only thing they care more about than the dungeon is what the dungeon is protecting.
A dungeoneer rarely ventures out of their dungeon unless it is to resupply, hunt down their stolen artifact, their dungeon is destroyed, or they are kicked out and are forced to create their own dungeon. When out in the world, they are always watching, learning, and taking notes. Studying other dungeons, their layout, their obstacles, how adventures find and traverse them.
- Skill Proficiencies: Choose two Skills - Stealth, Investigation, Perception, Survival, Deception
- Tool Proficiencies: Your primary tool is tinkering; however, you may become proficient in one additional set of tools instead of choosing a language
- Languages: Because of your prolong time studying the dungeon and artifact you are protecting you have become familiar to any text on the artifact or related to them. Choose a Language - Abyssal, Celestial, Draconic, Infernal, Primordial
- Equipment: A Set of Tinker Tools, A set of artisan’s tools (if applicable), A sketchbook with a pencil, one dungeoneering trinket
Every True Dungeoneer has a special artifact that assists them with their tasks. Select or roll on the below table.
d20 | Dungeoneer Specialty Tools |
---|---|
1 | A small bag of trinkets collected from adventures who died in your dungeon |
2 | Hunting trap that returns to you 24 hours after you place it |
3 | An endless spool of silver wire that can only be seen in moonlight |
4 | Bottle of poison that refills when left outside under a new moon |
5 | Owlbear lure |
6 | A stack of Goblin Employment Contracts |
7 | Copy of Grimtooths Traps, 1st ED |
8 | Collection of deadly plant seeds |
9 | Self-reloading dart gun (1d4 damage) |
10 | Set of 3 indestructible alchemy bottles |
11 | Eye dropper that turns any liquid inside it to acid |
12 | Set of false maps |
13 | A small hymnal related to your artifact |
14 | A small box that plays the sound of laughter when placed underwater |
15 | Coin pouch of oddly marked coins |
16 | A piece of chalk that never breaks or runs out |
17 | A broken shell from a disturbingly large egg |
18 | A set of ancient keys |
19 | A snow globe that shows an endlessly intricate model of your dungeon when shaken |
20 | Set of marked playing cards or weighted dice |
Due to the dungeoneer low access to resources, they have become very acquaint in improvising the construction of traps, reinforcing barricades, creating fake secrets, and creating false entries.
You are able to construct an aspect of a dungeon at half the cost and time. The construction could be a trap, a false door, secret entrance, fake treasure etc. If you are tiring to build one in a short amount of time you have advantage on your roles that deal with creating such aspects
Suggested Characteristics
Use the tables for the true dungeoneer below as the basis for your dungeoneer’s traits and motivations, modifying the entries when appropriate to suit your identity as a dungeoneer.
d6 | Personality Trait |
---|---|
1 | I am use to being alone, why are you talking to me |
2 | I love good work, and respect a master craftier |
3 | I blow up when a adventure talks about looting a dungeon, to me it is a violation |
4 | i am excited by adventures raiding a dungeon for the sake of treasure, a perfect chance to test new ideas and get consumer feed backs on why they did not die. If a opportunity provides itself I will ask them to take a user feedback survey. |
5 | I love a good story of a scary dungeon, it gives me ideas to keep people away |
6 | Go big or go home, all traps must make a stament |
d6 | Ideal |
---|---|
1 | People(Goal). Everyone is expendable, the artifact is what maters |
2 | Honor. I take only what is needed to protect my artifact. I respect what I have killed. |
3 | Greed. I take what I can and more when no one is looking, the Ends will justify my means and all is meant for my dungeon |
4 | Redemption. As long as I am protecting the artifact, I will be able to see my family or loved one agian |
5 | Sacrifice. No one is safe from the artifact and i must sacrifice all that is dear to keep it safe, to protect those I love |
6 | Life. All life is precious, I do all that I can to not kill but will kill if needed. If I kill, it becomes a burden on my soul for 1d4 weeks |
d6 | Bond |
---|---|
1 | Chosen One. I was born to protect this artifact, chosen by a profit |
2 | Conned. you where coned by a devil or celestial being into signing a contract to protect the artifact within |
3 | Family tradition; the family had done this generation and so it must be done this way |
4 | I would die to protect and/or recover an ancient relic |
5 | I will become the greatest dungeoneer that ever lived. look at the score board. It is all about the bones |
6 | Everything I do is to protect life from itself, this artifact must not be used |
d8 | Flaw |
---|---|
1 | Home sick: when you are not in your dungeon you are depressed. everything reminds you of your home. |
2 | Critic. I cannot help but criticize good or bad dungeoneering to the point of obsession and talk about it for days |
3 | Debugger. when I find a poorly built trap or secret entrance I must fix it. |
4 | reDungeoneer. you find a aspect of a dungeon amazing and must re-engineer it to unlock its secrets for you dungeon, even if it means setting it off and putting the party at risk |
5 | I am suspicious of any adventures that comes near to my dungeon, within 10 miles, and must make wisdom saving through to resist the tempted to kill them before they even get to within a mile of the dungeon. “Why waist good traps?” |
6 | I am impatient on getting user testers to come to your dungeon and will find ways to attract adventures. E.G. I would sell and adventure a map that Leeds them through the dungeon while stopping at all of the deadliest traps. |
7 | User Experience and Quality Control. If a adventure survived a dungeon you become obsessed on them and MUST KNOW why. I am burdened on why and become fearful for my dungeon. |
8 | Every day I am not in my dungeon I must make a wisdom saving through or become depressed from homesickness for that day. While depressed, everything reminds me of my dungeon. If this goes on for more than three days in a row I become fearful of the worst. |

Comments