I mean, obviously if your never in a dungeon and there are no traps it isnt, Dragons, the fifth edition, known during the playtest as D&D Next. Dungeon Delver. [ Explorateur de donjons ]. For legal reason, this feat’s description is not available. Player´s Handbook D&D 5 › Feats. Dungeon Delver (5e Feat). From D&D Wiki. Jump to: navigation, search. The feat, Dungeon Delver, is copyright Wizards of the Coast. It can be found on page.

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If a dungeon delver already has evasion, he gains improved evasion instead, allowing him to avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save.

See the monk class feature, page 42 of the Player’s Handbook. If excessively worn, they will be marked as “tray worn. Traps are generally considered sudden or unexpected; a burst of acid, a falling rock, darts, etc.

For example, delvsr NM ” means shrink wrapped in near-mint condition. Based on this definition, a trap is either sudden or unexpected. The source of the hesitation is the wording of the feat’s description: Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.

Player Rewards Card 1 – Dungeon Delver – D&D 3rd Ed – Noble Knight Games

Home Questions Tags Users Unanswered. Home Back to Results. The cardboard backing of miniature packs is not graded. This functions as described on page of the Monster Manual and lasts for 1 minute per class level.

You have advantage on saving throws made to avoid or resist traps.

Dungeon Delver (3.5e Alternate Class Feature)

Very delcer used, but complete and useable. Any creature in the area beneath the unstable section must succeed on a DC 15 De,ver saving throw, taking 22 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Lightly used, but almost like new. This ability enables d&s to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls. In other words, one might think that once a trap is revealed, and it’s effects known, it’s not a trap anymore, but a mere feature of the terrain, thus restraining the reach of the feat.


Board games in this condition may be played but show little to no wear. Dungeom character must survive a great trial underground. As a player, one would like to know so before choosing the feat; as a DM, another might want to know how to deal with delvers hurling themselves in harm’s way saying: Player Rewards Card 1 – Dungeon Delver.

A dungeon delver’s experience in deep, dark places grants him a great familiarity with that world. Still in the original factory shrink wrap, with condition visible through shrink noted.

A Wall of fire is triggered from a Glyph of Warding spell. This means that both of your examples are not traps. Email Required, but never shown. For example, a 7th-level character must earn 3, XP on such a solo run.

Post as a guest Name. Absolutely no tears and no marks, a collectible condition.

So pushing the button that causes the toxic gas to spray can be saved for half. See the barbarian class feature, page 26 of the Player’s Handbook. Does the delver still get resistance to the trap if he knowingly tries to jump over it? Does a dungeon delver get resistance to the mimic throughout the entire fight? Like new with only the dlever wear, many times indistinguishable from a Mint item.

A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.


A complex trap turns the process of dealing with a trap into something more like a combat encounter. The character must complete the venture in one week, though he may leave the d&&d and return as often as desired during that time.

This could be something in Rube Goldberg fashion with a chain of events, or a long process like filling a room with water or walls closing in. He can target only himself with the ability. Instead they are the catalyst of something else. Here are a few specific cases: Here is some more it says about traps:. Since this question deals with halving the damage of a trap, it would reason that it should be considered an attack. Even when exploring a dungeon in the company of other adventurers, he duungeon keeps to himself—scouting ahead, disarming traps a safe distance from the group, or seeking treasure while the others are distracted.

At 3rd level, a dungeon delver becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions.

Class Features Weapon and Armor Proficiency: Attacks have well defined rules as far as the initial damage and any residual effects. Extremely well used and has major flaws, which may be too numerous to mention.