You are practiced in navigating ancient ruins, crypts, dungeons and labyrinths and thus have a knack for disarming ancient traps or avoiding the fallout when your allies inevitably trigger said traps.
• +1 Dexterity and Intelligence.
• You ignore difficult terrain caused by rubble, unstable terrain, bones, ruins, or collapsed structures.
• You have advantage on checks to disarm magical and non-magical traps and advantage on saves to avoid damage or effects dealt by traps.
• As a bonus action, you can identify the weakest point of an object or structure. For the next minute, you deal triple damage to that object potentially causing it to collapse a larger structure or break through a wall or door. Up to DM discretion on what exactly happens when said object is destroyed or triggered/activated.
• You always know which way is North even when underground and become proficient with cartographer's tools, if you are already proficient you gain expertise.
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