Ranger
Base Class: Ranger

Those who fight against monsters must take care to not become monsters themselves. And those who delve in dungeons must take care to… not become dungeons?

 

This subclass was created as part of the Subclasseptember 2022 challenge!

Dungeoneer

When you join this conclave at 3rd level, you gain an instinctive experience with dungeoneering. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, traps, and other hidden objects.

In addition, you are unusually prepared to deal with unexpected situations. As a bonus action, you can spend up to 100 gold to instantaneously obtain a nonmagical piece of equipment. The item’s value must be equal to or less than half the value of the gold expended.

Dungeon Magic

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Dungeon Magic table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3 feather fall
5 web
9 Leomund’s tiny hut
13 arcane eye
17 animate objects

Trapmaster

Also at 3rd level, you incorporate aspects of the dungeon into your armor. You gain proficiency with heavy armor and thieves’ tools. In addition, when you take damage while wearing armor, you can use your reaction to trigger one of the following Traps.

Dart Trap. A flurry of darts fires from a hidden chamber. Make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 1d4 piercing damage and must make a Constitution saving throw. On a failed save, it is poisoned for 1 minute. A creature that fails this saving throw can repeat it at the end of each of its turns.

Flame Trap. A burst of flame explodes outward to ward off attackers. Other creatures within 10 feet of yourself must make a Dexterity saving throw or take 2d6 fire damage.

Gravity Trap. Gravity suddenly shifts around yourself. A creature within 30 feet of yourself must make a Dexterity saving throw or be moved 30 feet in a direction of your choice. A creature can willingly fail this save.

Spike Trap. Spikes burst out from yourself to impale an attacker. Make a melee spell attack against a creature within 5 feet. On a hit, the target takes 2d8 piercing damage.

Wall Trap. Stony plates erupt to protect yourself from harm. You gain 2d6 temporary hit points. These temporary hit points increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend a spell slot of 1st level or higher to use this feature again.

Springtrap

At 7th level, you have become so adept with traps that you can instantly identify and even take control of traps for yourself. You learn the find traps spell, and can cast it without expending a spell slot. When you do so, you can forcibly trigger a trap that you find as part of the same action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend a spell slot of 2nd level or higher to use this feature again.

Warden's Glyph

By 11th level, you have learned to further inscribe your armor with magical traps. You learn the glyph of warding spell, and can cast it without expending a spell slot. When cast in this way, you can only cast it on your armor, and it will not break when moved. You are immune to any damage caused by your glyph of warding.

Once you use this feature, you can’t use it again until you finish a long rest.

Omnipresent Dungeon

At 15th level, you can invoke the powers of the dungeon within any area. You learn the guards and wards spell, and can cast it without expending a spell slot.

Once you use this feature, you can’t use it again until you finish a long rest.

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