Ranger
Base Class: Ranger

Armed with a Backpack, crowbar, hammer and pitons, a torch, tinderbox, a weeks worth of dried rations, waterskin, fifty feet of rope a sharp mind and quick reflexes, the Dungeoneer is the expert in delving into the lost and bringing even the most stalwart adventurers home alive.T

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace

 

Hit and Run

At 3rd level, when the Dungeoneer starts their action next to an opponent, they may, with a successful strike, knock their target prone and take a full move - without drawing an opportunity attack from any other opponents. A successful strike on the target vs. Strength(Athletics) or Dexterity(Acrobatics) check (opposed). If the target fails, it takes damage as normal and is knocked prone, allowing the Dungeoneer to move away from the target. This movement will not provoke any opportunity attacks from any other opponents that are standing within 10

Passive Perception

At 3rd level, passive perception is elevated. You gain a +2 bonus to your passive perception.

At 7th level, passive investigation is elevated. You gain a +2 bonus to your passive investigation.

Passive Investigation

You gain a +2 bonus to your passive investigation.

Tomb Raider

Your passive perception is now able to pick up on traps and secret doors within 15’ of your location. If your Passive Perception defeats the DC to find a trap or secret door, you will sense the general location of it. You will then be able to make a Perception roll, at advantage, to find it.

Fool Trap

The Dungeoneer is able to temporarily fool a trap. It triggers, but triggers 1d4 rounds later.

This can also be used in conjunction with creating traps. You can immediately set and fool the trap to go off.

Crack the Secret

The Dungeoneer is able to discover facts about an event or person by touching inanimate objects associated with them.

Item Read

When the dungeoneer holds an item, or lays hands on an item  and concentrates, they can discern an object's secrets, or a secret of the previous owner.

The dungeoneer is able to cast Identify. 

With a successful Investigation Roll (DC vs Age of Item) the Dungeoneer can discern a secret or piece of history from the item.

Base DC is 12 with a +1 added for every 100 years.

Modifiers -  -2 if the item is cracked or slightly damaged. -4 if the item is missing pieces or suffering moderate damage. -8 if more than 50% of the item is missing. -12 if you are in possession of a piece of a greater item.

 

Dungeon Master

You have seen so many maps and been in more than a handful of dungeons, you can recall previous maps flawlessly.

Additionally, when traversing a new dungeon or tomb, you can instinctively determine locations (via direction) of specific "common" dungeon or tomb locations.
Example - From the entrance, you wish to discern the location of the old torturer's sleeping quarters, you would instinctively know it is to the left.

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