You began training for masonry and structural engineering as soon as soon as you could work with your hands. You have knowledge of masonry, architecture, structural engineering (dungeons, castles, fortifications, sewers, aqueducts), the types of creatures that live in dungeons and caverns, e.g., beasts and vermin, plants, humanoids (e.g., dwarves, gnomes, goblins, etc.) oozes, ropers, piercers, etc., and survival skills (e.g., foraging, etc.) in such environments.
Dungeoneering: answering a question within your field of study with a Perception or Investigation check (e.g., find non-magical secret doors or traps) has a DC of 15 (for really easy questions), 20 (for basic questions), or 25 to 30 (for really tough questions).
Monsters: in many cases, you can use a skill in conjunction with this background, e.g., Nature, to identify monsters. In general, the DC of such a check equals 10 + the monster’s HD. For every 5 points by which your check result exceeds the DC, you know another piece of useful information such as their special powers, immunities, vulnerabilities, etc.
Forage: make a Survival check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
- DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one).
- Success: You find enough food and water for 24 hours.
- Failure: You find no food or water. You can forage again but in a different area.
- Ability Scores: Strength, Intelligence, Constitution
- Feat: Skilled
- Skill Proficiencies: Perception and Investigation
- Tool Proficiencies: Mason's tools
- Equipment: Mason's Tools, Traveler's clothes, Backpack, Chalk, Paper, Rope, Piton, Torch
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