dauntless/content/Classes/Ranger/Calling of the Spelunker.md
2026-03-08 21:51:42 -06:00

3.7 KiB
Raw Permalink Blame History

source
Campaign Builder: Dungeons and Ruins

!assets/0285a0e733b95ec242b925e5ee168374_MD5.jpg

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 ones 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 cant 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 Stalkers 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.