Welcome adventurers of every kind, to my website. My website is gratefully acknowledged. Today we’re gonna be taking a look at dnd 5e dungeon delver feat. This feat is reserved for players who want to reach every corner and turn within the dungeon. There was no missing brick and every brick moved every tile. If you’re an avid explorer, this feat is worth taking a look at.
It can be found in the players handbook. This page explains how dnd feats work. These usually come in four levels. You will receive them in return for your ability score increasing. These unique benefits are applicable to many play styles and can give your character an extra personal touch. That being said let’s take a look at the description for dungeon delver feat 5e so we know we’re talking about.
This feat is possible without any prerequisites. Anyone can perform it. It looks this way.
If you are alert to hidden traps and secret doors in many dungeons, you can reap the following benefits:
- Wisdom (perception and intelligence) are both advantages. They can help you find hidden doors.
- Additionally, saving throws that are designed to resist or avoid traps have an advantage.
- You might be resistant to damage detail from traps
- If you move at a normal speed, it is easier to spot traps than if you go at a slower pace.
- Traveling at fast pace doesn’t impose the normal -5 penalty on your passive perception score.
This is some pretty cool stuff. Let’s tale a look at walkthrow here. We can kind of break him down.
In detecting secrets doors, perception and investigation checks can be very useful. This is extremely useful. Your DM should kind of casually bring it up they’d be like you know what roll with advantage. Just that’s all they gotta say. The reason being is it’s very weird for player characters to be like, i’d like to investigate for hidden doors. I know a lot of them do it but they don’t always so be a good DM and just give it to them.
The second one you’ve advantage of saving throws meant to avoid or resist traps. This does not identify which type of damage is being taken. This means that all types of damage can be done, regardless of whether they are fire, bludgeoning, a sand or poison. They can save and throw extremely cool. The same implied for the damage dealt so they when they do take damage it’s always half damage.
This is really cool. There’s no set damage type is just resistant to damage dealt by traps. That’s it very cool and the no -5 penalty when traveling of fast speeds. This is just great to have in general if you’re a scout. You can also use it to get a bonus on your racial heritage. If the deals were identical, it would count as a racial benefit. I might be wrong on that but i’m fairly certain that in case really good stuff.
Let’s get to my personal thoughts on it then.
Which one is most affected by this? This one is dependent more on campaigns, you understand what I mean. That being said if i had to give a class to it, i’d probably say the rogue for sure or the monk may be even a Gish wizard as well.
This one has two main advantages: the ability to spot ahead, and the ability to take trap damage.
So those two problems are usually problems dealt with scouts and squishier characters or characters who are in the frontline but their class usually isn’t conducive to the front line. You will understand what I am referring to.
In any case that’s my personal thoughts on it. Maybe I’m wrong. Please comment below to let me know what your thoughts are.
I’d love to hear from your comments. I love reading them so does everyone else checking in and thank you so much in advance guys it’s been great kind of learning with all of you who’s been fantastic. I never imagined that I could learn so many things. All that being said, enjoy your day!