Hello adventurers of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 13th episode of our dnd 5e feats series. Today we’re gonna be taking a look at dungeon delver 5e feat now this feat is for those players who just like to get into all the nooks and crannies of the dungeon. No stone left unturned, no turn left unchecked and every brick pushed, every floor tile jumped on.
If your character is through when it comes to their exploration then this feat is definitely worth taking a look at. It is found in the players handbook so everyone should have access to it, and if you are unfamiliar with how feats work and when can you take feats in dnd 5e! you usually get them every four levels or so and you get them in exchange of your ability score increase, they offer some unique adventages to certain playstyles as well as give your character a little bit more of a unique and personalized feeling. That being said, let’s take a look at the description for dungeon delver so we know what we’re talking about and how does dungeon delver work? as well.
Table of Contents
The great news that when it comes to this feat is there are no prerequisites for it. Meaning anyone of any class, race or current skill set i guess can use it just fine. And it reads as followed:
Very cool stuff there! let’s take a look at walkthrough here so we can kind of break this down a little bit.
First and foremost advantage on perception and investigation checks when detecting secret doors. Really useful there. 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.
It would be worth noting, this does not specify the damage type. So any damage type be it bludgeoning, be it fire, be it acid, be it poison, be it a disease, they have advantage on that saving throw. Very cool! The same implied for the damage dealt so when they do take damage it’s always half damage. So super cool! once again there’s no set damage type is just resistant to damage dealt by traps that’s it. Very cool!
And the no minus five penalty when traveling of fast speeds. This is just great to have in general if you’re a scout. I know some people get it as a racial bonus, i think the war forged get it as a racial bonus were they the same deal. I might be wrong on that but i’m fairly certain. In any case really good stuff! Let’s get to my personal thoughts on it then.
So who gains the most from this? You know what i want to say this one depends more so on campaigns. That being said, if i had to give a class to it. I’d probably say the rogue for sure or the monk maybe even a gish wizard as well. The main benefits to this one i come at least to me in the form of the ability to scout ahead and the ability to really take trap damage.
So those two problems are usually problems dealt with scouts and squishier characters or character who are in the front line but their class usually isn’t conducive to the front line you know what i mean. In any case that’s my personal thoughts on it, i might be wrong, i might be on to something tell me what you think down beneath.
Let me know if you have any crazy character ideas, stories, thoughts other uses that i might have missed please let me know down in the comments beneath. I love reading them so does everyone else checking this and thank you so much in advance guys it’s been great kind of learning with all of you who’s been fantastic. I hope you guys learn more about dnd when to get feats and i never thought i could learn through so much. That being said, have a great day and as always happy adventuring everyone.