Base Class: Ranger
Fortresses rise and fall, transforming from safeguards of humanity to piles of crumbling stone and fallen towers in a civilization’s heartbeat. Nature, as immutable as time, rises and consumes the remains of these once-grand behemoths, leaving behind scattered ruins and decaying fortifications like the discarded bones of a kill. It’s in the carcasses of these half-buried monuments that Dungeon Striders work.
Dungeon Striders are rangers who dedicate themselves to traversing the dungeons and catacombs that are left behind in the wilderness. Whether hired by remote villages to ensure that ancient ruins are cleared of dangerous creatures or by adventuring parties seeking treasure and glory within underground corridors, Dungeon Striders spend a majority of their lives braving precarious structures and clearing deadly hazards that other rangers will never have to face. Dungeon Striders gain the skills necessary to pursue their trade through shadowing a more experienced mentor in the wild, practicing the arming and disarming of traps, studying the structural integrity of various ruins, and learning about the flora and fauna that they’re likely to encounter on their journeys. These connections are considered invaluable by Dungeon Striders and they’ll maintain a relationship, however distant it might be, with their mentor for the remainder of their careers.
Practiced Trapper
You gain proficiency with Thieves' Tools if you do not already have it. Additionally, as a bonus action, you may give yourself advantage on your next check made to disarm, find, or set a trap. 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.
Ruin Walker
Through practice and study, you are as in tune with your unique hunting ground as the rest of the wilderness. When you use Primeval Awareness, you may add oozes and monstrosities to the list of creatures that you can sense. Additionally, when you use this feature, you are aware of the location of any molds, slimes, or creature-based hazards within 60 feet of you.
Underworld Guardian
Your reflexes have sharpened to protect those around you from the threats of the dungeon. If a trap or hazard within 15 feet of you would deal damage, you may expend a spell slot as a reaction to reduce that damage. The damage is reduced by 2d6 for a 1st-level spell slot, plus 1d6 for each slot level higher than 1st. The damage is reduced before any resistance or vulnerability is applied.
Your range for this feature increases from 15 feet to 30 feet at 18th level.
Oubliette-Honed Instincts
When you focus your energy, the corridors reveal their secrets to you. As an action, you may expend a spell slot. For the next 1 minute, you can discern the location of any secret doors, dangerous structural flaws (like weakness in the floor, unstable ceilings, hidden sinkholes, etc.), or objects bearing magic within 30 feet of you. This feature penetrates all nonmagical barriers within range.
The duration for this feature is increased by 1 minute and the range is increased by 10 feet for each spell slot level expended higher than 1st.
Tireless Delver
You have been hardened by a life spent roaming the underworld and it’s changed you in more ways than one. You gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage dealt by traps, hazards, and from falling.
- You have advantage on all saving throws made to resist exhaustion. Additionally, when an effect or completing a long rest would remove 1 level of exhaustion from you, you can remove 2 levels instead.
- You only need to sleep for 4 hours to gain the benefits of a long rest.
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