Fighter
Base Class: Fighter

As your life faded, the dungeon looked into your mind.

It saw no talent for shaping magic. No affinity for monstrous forms. No gift for hearing its distant whispers.

Instead, it recognized something rarer.

Order.

Where others saw treasure, you saw inventory.

Where others saw a pile of discarded weapons, you saw resources waiting to be used.

Where others saw the possessions of the dead, you saw a history worth preserving.

The dungeon approved.

As strange gray mana flowed into your broken body and drew you back from death, a bond formed between your mind and the dungeon's treasury. You became aware of every forgotten sword, every dusty potion, every suit of armor stacked in distant storerooms and hidden vaults.

For centuries the dungeon has accumulated the possessions of adventurers who never returned home. Rusted swords, shattered shields, enchanted relics, forgotten maps, healing draughts, and treasures whose owners have long since turned to dust.

Most creatures see treasure.

You see inventory.

The dungeon has entrusted you with the care of its growing hoard. Through an instinctive connection to the treasury, you know what resources are available, what relics have recently been recovered, and which treasures are beginning to awaken beneath the dungeon's investment of mana.

When your allies require equipment, you provide it.

When new treasures are recovered, you catalogue them.

When the dungeon seeks to strengthen itself, you help guide its investments.

And when danger appears, the dungeon reaches into its vast treasury and places exactly the right tool into your hands.

Not always the weapon you want.

But often the weapon you need.

Level 3: Quartermaster's Ledger

You gain proficiency in the Investigation skill. If you already possess proficiency in Investigation, you instead gain Expertise in that skill. Whenever an item is added to the dungeon's treasury, you immediately become aware of:

  • its existence,
  • its approximate location,
  • whether it possesses magical properties.

You do not automatically learn a magical item's properties. However, by spending 1 minute examining an item, you may identify it as though you had cast the Identify spell. You may do this a number of times equal to your Proficiency Bonus per Long Rest.

Active Hoard Items

You may maintain a number of Active Hoard Items equal to:

  • 2 + your Intelligence modifier (minimum 2).

Active Hoard Items are items currently checked out from the dungeon treasury and available for your use.

Retrievals

You may retrieve a number of items from the dungeon treasury between Long Rests equal to:

  • your Proficiency Bonus + your Intelligence modifier (minimum 1).

You may retrieve items only while: within your bonded dungeon, or within a Dungeon Chamber created by a Dungeon Patron Warlock bound to the same dungeon. Retrieved items emerge from hidden niches, cracks in stone, concealed compartments, or pools of shadow.

Level 3: Access the Hoard

The dungeon grants you access to its stores.

While within your bonded dungeon, or within a Dungeon Chamber created by an allied Dungeon Patron Warlock bound to the same dungeon, you may retrieve items from the treasury. Retrieved items emerge from hidden niches, concealed compartments, cracks in stone, or pools of shadow.

Active Hoard Items

You may maintain a number of Active Hoard Items equal to: 2 + your Intelligence modifier (minimum 2).

An Active Hoard Item remains available until:

  • returned to the treasury,
    destroyed,
    replaced by another item.

Items retrieved from the treasury remain the property of the dungeon.

If an Active Hoard Item is sold, permanently gifted away, or intentionally abandoned, it vanishes at the end of your next Long Rest and reappears within the dungeon treasury.

Retrievals

You may retrieve a number of items from the dungeon treasury between Long Rests equal to: your Proficiency Bonus + your Intelligence modifier (minimum 1).

The retrieved item must already exist within the dungeon treasury.

Level 3: Adaptive Armament

The dungeon remembers the fate of every adventurer whose equipment fills its vaults.

At the end of a Short or Long Rest, choose one Active Hoard Item. The dungeon temporarily invests the item with memories and mana suited to a particular threat.

Choose one of the following adaptations:

  • Trollbane The item deals an additional 1d4 Fire damage.
  • Moon-Hunter Weapon attacks made with the item count as Silvered.
  • Dragonslayer The item deals an additional 1d4 damage against Large or larger creatures.
  • Magehunter You have Advantage on saving throws against spells while carrying the item.
  • Gravekeeper The item deals an additional 1d4 Radiant damage against Undead.
  • Pathfinder While carrying the item, you ignore Difficult Terrain and have Advantage on checks to detect traps.

You may maintain one Adapted Item at a time.

Dragonslayer

Choose one Active Hoard Item.

Attacks made with this item deal an additional 1d4 damage against Large or larger creatures.

At 10th level, this damage increases to 1d6.

Gravekeeper

Choose one Active Hoard Item.

Attacks made with this item deal an additional 1d4 Radiant damage against Undead creatures.

At 10th level, this damage increases to 1d6.

Magehunter

Choose one Active Hoard Item.

While carrying or wielding this item, you have Advantage on saving throws against spells.

Moon-Hunter

The dungeon remembers those who hunted lycanthropes and other creatures vulnerable to silver.

Choose one Active Hoard Item. For the duration of this adaptation, attacks made with that item count as being made with a Silvered Weapon.

Pathfinder

Choose one Active Hoard Item.

While carrying this item:

  • You ignore Difficult Terrain.
  • You have Advantage on checks made to locate traps.
  • You have Advantage on checks made to avoid or disarm traps.

Trollbane

The dungeon recalls the many hunters who ventured into its depths seeking creatures that refused to stay dead.

Choose one Active Hoard Item. For the duration of this adaptation, attacks made with that item deal an additional 1d4 Fire Damage.

At 10th level, this damage increases to 1d6 Fire Damage.

Level 7: Distribute Supplies

Emergency Retrieval

A number of times per Long Rest equal to your Intelligence modifier (minimum once), you may retrieve a consumable item as a Bonus Action.

Examples include:

  • Potions of Healing
  • Antitoxins
  • Holy Water
  • Alchemist's Fire
  • Similar consumable items stored in the treasury

The item must already exist within the treasury.

Combat Provisioning

When Initiative is rolled, you may immediately retrieve one consumable item without expending a Retrieval.

Level 10: Treasury Development

At the beginning of a Long Rest spent within your bonded dungeon, you may submit one Treasury Request.

Examples include:

  • A magical weapon.
  • Improved armor.
  • Healing supplies.
  • Specialized ammunition.
  • A utility item.
  • A specific project approved by the DM.

The dungeon begins investing mana and resources toward the project.

Production Times

Item Time
Common Consumable End of current Long Rest
Common Magic Item 1 Long Rest
Uncommon Item 3 Long Rests
Rare Item 10 Long Rests
Very Rare Item Major Project
Legendary Item Cannot normally be created

The DM determines whether sufficient resources and mana are available.

Quartermaster's Appraisal

You instinctively know:

  • whether an item can be improved,
  • whether sufficient resources exist,
  • approximately how long a project will take.

Greater Adaptations

You may maintain two Adapted Items simultaneously.

In addition, your Adapted Items gain the following improvements:

  • Damage bonuses increase to 1d6.
  • Resistance-granting adaptations become available.

Examples include:

  • Dragonward Gain Resistance to Fire, Cold, Lightning, Acid, or Poison damage.
  • Mindguard Advantage on saving throws against being Charmed or Frightened.

Level 15: Master of Logistics

Rapid Deployment

Once per turn, when a creature within 30 feet uses a Bonus Action or Object Interaction, you may use your Reaction to provide one of your Active Hoard Items to that creature.

The item immediately appears in its possession.

Battlefield Quartermaster

Twice per Short Rest, when Initiative is rolled, you may immediately retrieve a specialized item from the treasury.

Choose an adaptation for that item.

The retrieval does not count against your Retrieval limit.

Expanded Capacity

Your maximum Active Hoard Items become:

3 + your Intelligence modifier.

Level 18: Master of the Hoard

Living Arsenal

Whenever Initiative is rolled:

  • Retrieve one item from the treasury.
  • Apply one adaptation to it.
  • Neither counts against normal limits.

Perfect Inventory

You know the location of every item stored within the dungeon treasury regardless of distance.

Grand Projects

The dungeon may now undertake projects that would normally be impossible.

Given sufficient mana, time, and resources, it may:

  • create Very Rare items,
  • restore damaged legendary relics,
  • combine magical items,
  • create unique relics tied to the dungeon itself.

Such projects always require DM approval and are often adventures in their own right.

Adaptive Mastery

At the start of each of your turns, you may change one adaptation on one Adapted Item you are carrying.

The dungeon continuously adjusts its equipment to the battle at hand.

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