Dungeoneer

SubclassValdaPlayerPack2014Fighter

Subclass features

Dungeoneer

Level 3

Survive the Dungeon

Only fools would dive headfirst into an abandoned crypt filled with monsters and deathtraps, but it seems only fools emerge from such crypts laden with as much loot as they can carry. The archetypal dungeon delver is a veteran of such suicidal dungeon delves, and has become intimately familiar with the hazards therein. In the course of their adventures, such a Dungeoneer will have adopted countless best practices, along with a litany of unproven superstitions which they believe keeps them alive. Principles from "always be the first one to hit the monster" to "never be the first one to touch a treasure chest" line a Dungeoneer's journal. However, it's probably better to be paranoid and superstitious than lying at the bottom of a pit trap, incinerated by a Fireball, or digested by a mimic.

Kick in the Door

You have Advantage attack rolls you make during the first round of combat.

Heroic Superstition

You gain Heroic Inspiration when you do any of the following.

Damage Vulnerability

Deal a type of damage to which a creature has Vulnerability.

Find Weakness

Trigger a creature's specific weakness, such as Shadow's Sunlight Weakness or dealing damage that prevents a creature's Regeneration.

Guess the Monster

Guess a creature's specific kind (such as a mimic or lich) before seeing it. The GM confirms if you are correct when the creature is revealed. You can't guess the identity of Humanoids.

Secret Doors

Discover a secret door.

Trapfinder

Detect or disarm a trap.

Treasure Hoard

Find an Uncommon, Rare, Very Rare, or Legendary magic item or treasure worth 100 GP+.

You can cast any of the following spells without a spell slot: Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Find Traps, Identify, and Purify Food and Drink. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell).

You can use this feature five times and regain all expended uses when you finish a Long Rest.

Monster Kill

Level 10

Once per turn when you hit an Aberration, Dragon, Fey, Fiend, Monstrosity, Ooze, or Undead with an attack with a weapon, you can deal an extra 1d10 damage to the target. This damage is the same type dealt by the weapon.

Avoidance

Level 15

When you're subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.

Veteran Hero

Level 18

Your dungeoneering expertise gives you the following benefits.

Peerless Heroism

Once per turn when you make a D20 Test, you can expend Heroic Inspiration to turn the roll into a 20, instead of rerolling the d20.

Double Inspiration

You can have two instances of Heroic Inspiration at one time. You can use only one Heroic Inspiration per roll.

Raw data
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        "name": "Dungeoneer",
        "type": "entries",
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        "header": 1,
        "source": "ValdaPlayerPack",
        "entries": [
          "{@i Survive the Dungeon}",
          "Only fools would dive headfirst into an abandoned crypt filled with monsters and deathtraps, but it seems only fools emerge from such crypts laden with as much loot as they can carry. The archetypal dungeon delver is a veteran of such suicidal dungeon delves, and has become intimately familiar with the hazards therein. In the course of their adventures, such a Dungeoneer will have adopted countless best practices, along with a litany of unproven superstitions which they believe keeps them alive. Principles from \"always be the first one to hit the monster\" to \"never be the first one to touch a treasure chest\" line a Dungeoneer's journal. However, it's probably better to be paranoid and superstitious than lying at the bottom of a pit trap, incinerated by a Fireball, or digested by a mimic.",
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            "name": "Kick in the Door",
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            "__prop": "subclassFeature",
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            "entries": [
              "You have {@variantrule Advantage|XPHB} attack rolls you make during the first round of combat."
            ],
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            "subclassSource": "ValdaPlayerPack",
            "subclassShortName": "Dungeoneer"
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            "entries": [
              "You gain {@variantrule Heroic Inspiration|XPHB} when you do any of the following.",
              {
                "name": "Damage Vulnerability",
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                  "Deal a type of damage to which a creature has {@variantrule Vulnerability|XPHB}."
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                  "Trigger a creature's specific weakness, such as {@creature Shadow|XMM|Shadow's} Sunlight Weakness or dealing damage that prevents a creature's Regeneration."
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                "name": "Guess the Monster",
                "type": "entries",
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                  "Guess a creature's specific kind (such as a mimic or lich) before seeing it. The GM confirms if you are correct when the creature is revealed. You can't guess the identity of Humanoids."
                ]
              },
              {
                "name": "Secret Doors",
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                  "Discover a secret door."
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              {
                "name": "Trapfinder",
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                "entries": [
                  "Detect or disarm a trap."
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              {
                "name": "Treasure Hoard",
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                  "Find an Uncommon, Rare, Very Rare, or Legendary magic item or treasure worth 100 GP+."
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            "entries": [
              "You can cast any of the following spells without a spell slot: {@spell Alarm|XPHB}, {@spell Comprehend Languages|XPHB}, {@spell Detect Magic|XPHB}, {@spell Detect Poison and Disease|XPHB}, {@spell Find Traps|XPHB}, {@spell Identify|XPHB}, and {@spell Purify Food and Drink|XPHB}. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell).",
              "You can use this feature five times and regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
            ],
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            "source": "ValdaPlayerPack",
            "entries": [
              "Once per turn when you hit an Aberration, Dragon, Fey, Fiend, Monstrosity, Ooze, or Undead with an attack with a weapon, you can deal an extra {@damage 1d10} damage to the target. This damage is the same type dealt by the weapon."
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            "entries": [
              "When you're subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition."
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            "entries": [
              "Your dungeoneering expertise gives you the following benefits.",
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                "name": "Peerless Heroism",
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                "entries": [
                  "Once per turn when you make a {@variantrule D20 Test|XPHB}, you can expend {@variantrule Heroic Inspiration|XPHB} to turn the roll into a 20, instead of rerolling the {@dice d20}."
                ]
              },
              {
                "name": "Double Inspiration",
                "type": "entries",
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                  "You can have two instances of {@variantrule Heroic Inspiration|XPHB} at one time. You can use only one {@variantrule Heroic Inspiration|XPHB} per roll."
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        "classSource": "XPHB",
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