Dungeon Savvy. The dungeoneer has advantage on Intelligence (investigation) and Wisdom (Perception) checks to locate traps and secret doors.
Quick Fingers. The dungeoneer may make a Dexterity (slight of hand) or Dexterity (thieves tools) check as a bonus action.
Multiattack. The dungeoneer makes any two weapon attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage.
Stay Back. When a creature enters the dungeoneer's melee weapon reach, the dungeoneer yells and waves his weapon at the creature. The target creature must make a DC 11 Wisdom saving throw or be unable to willing move within the dungeoneer's reach until the start of its next turn. Beasts have disadvantage on this saving throw. A creature is immune to this feature if it can not be frightened.
Description
Not as threatening in combat as other Blacklance soldiers; dungeoneers specialize in a variety of useful skills.
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