3.7 KiB
| source |
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| Campaign Builder: Dungeons and Ruins |
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While rangers are known for exploring and traversing the natural world, it takes a certain kind of individual to focus on the dark, underground, cramped places of the world. Spelunkers excel at navigating caves, caverns, tunnels, dungeons, and any similar environments. To such rangers, the smell of minerals and fungi, the sound of water dripping, the gleam of a luminescent crystal formation, and even the scraping of stone against one’s body are all reassuring sensations.
| Spelunker Progression | |
|---|---|
| Ranger Level | Features |
| 3rd | Spelunker Calling Spells, Friend of Darkness, Shadowy Ambush |
| 7th | Cave Crawler |
| 11th | Friend of Darkness |
| 15th | Subterranean Master |
Spelunker Calling Magic
3rd-Level Spelunker Feature
You gain calling spells at the ranger levels listed in the Spelunker Calling Spells table. See the Ranger Subclass class feature for how these spells work.
| Spelunker Calling Magic | |
|---|---|
| Ranger Level | Spells |
| 3rd | feather fall |
| 5th | darkvision |
| 9th | water breathing |
| 13th | freedom of movement |
| 17th | passwall |
Friend of Darkness
3rd-Level Spelunker Feature
You gain darkvision out to a range of 60 feet. If you already have darkvision from your lineage, its range increases by 30 feet.
In addition, when viewing a lightly obscured area, as a bonus action you can tune your senses to ignore the normal disadvantage on WIS (Perception) checks that rely on sight for 10 minutes. Once you use this ability, you can’t use it again until you finish a long rest.
Shadowy Ambush
3rd-Level Spelunker Feature
You use the shadows to ambush your foes. When you attack from dim light, darkness, or magical darkness and hit a creature with a weapon attack, you deal extra damage. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.
Cave Crawler
7th-Level Spelunker Feature
You are adept at moving through subterranean spaces, no matter the terrain. As a bonus action, you can choose one of the following options for 1 hour:
- You gain a climb speed equal to your base movement speed. If you already have a climb speed, it increases by 15 feet.
- You gain a swim speed equal to your base movement speed. If you already have a swim speed, it increases by 15 feet.
- Your jump distance is doubled.
- You take half the usual damage from falling.
You can do this a number of times equal to your PB, and you regain all expended uses when you finish a long rest. The abilities granted by multiple uses of this feature can overlap, so for example, you could have both a climb speed and reduced damage from falling for whatever time remains on the first one activated.
In addition, you suffer no penalties for squeezing into a smaller space.
Friend of Darkness
11th-Level Spelunker Feature
Your time in the dark lets you energize yourself when hidden in shadows. When you use your Stalker’s Step feature, you gain temporary hit points equal to your PB.
Subterranean Master
15th-Level Spelunker Feature
Your skill at navigating subterranean spaces grants you the following benefits:
- The range of your Keensense class feature increases to 20 feet.
- You have learned to make quick adjustments in perilous situations. Once per turn, when you miss with a weapon attack, you can immediately reroll and use the results of the new roll. You can use this ability a number of times equal to your PB, and you regain all expended uses when you finish a long rest.