Base Class: Warlock
Deep beneath the earth lies a living dungeon: a vast intelligence of stone, mana, memory, instinct, and purpose. It rarely speaks in words. Instead it communicates through emotions, dreams, fragments of memory, fleeting sensations, and glimpses of possible futures.
You have become its voice in the world beyond its walls.
Through a fragment of the dungeon core that you carry with you, the dungeon sees what you see, learns what you learn, and slowly expands its understanding of the world beyond its halls.
In return, it grants you power drawn from hidden passages, forgotten chambers, ancient traps, and the primal magic that sustains all dungeons.
Level 3: Dungeon Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Dungeon Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Alarm, Arcane Lock, Detect Magic, Unseen Servant, Rope Trick |
| 5 | Glyph of Warding, Leomund's Tiny Hut |
| 7 | Stone Shape, Secret Chest |
| 9 | Passwall, Wall of Stone |
Level 3: Dungeon Seed
A fragment of your dungeon's core resides within you.
You always know:
- the direction of your dungeon,
- whether the dungeon is safe,
- whether the dungeon is under attack,
- whether another bonded servant is currently inside it.
As an Action, you may concentrate on the Dungeon Seed to communicate simple emotions and impressions to the dungeon.
The Dungeon may respond in kind.
The exact nature of this communication is determined by the DM.
Level 6: Authority of the Warden
Whenever you create a Chamber, choose one configuration.
- Treasury Chamber Allies within the Chamber gain Temporary Hit Points equal to your Warlock level.
- Barracks Chamber Allies gain a bonus equal to your Charisma modifier on Initiative rolls.
- Sanctuary Chamber Allies gain Advantage on saving throws against being Charmed or Frightened.
- Trap Chamber Allies gain Advantage on the first attack roll they make on each of their turns.
You choose the configuration whenever a Chamber is created.
Barracks Chamber
Allies gain a bonus equal to your Charisma modifier on Initiative rolls.
Sanctuary Chamber
Allies gain Advantage on saving throws against being Charmed or Frightened.
Trap Chamber
While inside the Chamber, allies or creatures of your choice gain Advantage on the first attack roll they make on each of their turns.
Treasury Chamber
Allies within the Chamber gain Temporary Hit Points equal to your Warlock level.
Level 3: Chamber of the Dungeon
You can temporarily manifest part of your dungeon in the outside world.
As an Action, you create a Chamber centered on yourself. The Chamber lasts for 10 minutes.
You may use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after a Long Rest.
The Chamber extends 15 feet from you in all directions.
Within the Chamber:
- Dim light fills the area.
- Stone, roots, fungus, crystal, or other dungeon features emerge.
- The area is considered part of your dungeon.
Dungeon Step
While within your Chamber, you may cast Misty Step without expending a spell slot.
When cast this way:
- Both your starting point and destination must be within the Chamber.
- The spell requires no spell slot.
You may use Dungeon Step once on each of your turns.
Level 10: Greater Chamber
The radius of your Chamber increases to 30 feet.
You may now maintain two Chamber configurations simultaneously.
Whenever you create a Chamber, choose two options from Authority of the Warden.
Additionally:
Safe Haven
During a Short Rest taken entirely within your Chamber:
- creatures regain additional Hit Points equal to your Charisma modifier per Hit Die spent.
Level 14: Dungeon Reach
Whenever you create a Chamber, choose three Chamber configurations instead of two.
Additionally:
Persistent Chamber You may maintain a Chamber for 1 hour.
Doorway Home Once per Long Rest while inside a Chamber, you may create a temporary portal leading directly to your bonded dungeon. The portal remains open for 1 minute. The destination within the dungeon is chosen by the DM, usually near a secure and familiar location.
Living Dungeon Your Chamber becomes a true fragment of the dungeon. Within the Chamber:
- Difficult terrain of your choice appears.
- You always know the location of creatures inside the Chamber.
- You cannot be surprised.
Previous Versions
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6/12/2026 6:42:02 AM
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