While most Artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze traps that guard tombs and temples. <br> ___ ### 3rd Level <br> ##### Dungeoncraft You are a master at dungeoneering and use your knowledge to craft Dungeoncraft items. During a [[Survival Needs#Long Rest|long rest]], you can spend 1 hour using [[Gear Appendix#Tinker Tools|Tinker Tools]] to craft a number of items from the [[Adventuring Gear#Standard Gear|Standard Gear]] table, equal to twice your Intelligence modifier (minimum 2). These objects appear as non-magical, but turn to ash at the end of your next [[Survival Needs#Long Rest|long rest]]. You can take the [[Actions in Combat#Use an Object|Use an Object]] action as a bonus action, but you must use a Dungeoncraft item. Dungeoncraft items can bear one [[Artificer#Arcane Infusions|Arcane Infusion]] for an item that it could be used as an improvised version of. <br><br> ##### Dungeoneer Spells You gain additional spells at the Artificer levels listed. They do not count against the number of spells you know. | Artificer Level | Dungeoneer Spells | | :-------------: | -------------------------------------------------------------------------------------------------------------------- | | 3 | [[Divine Spells#Alarm\|alarm]], [[Primal Spells#Snare\|snare]] | | 5 | [[Primal Spells#Find Traps\|find traps]], [[Arcane Spells#Knock\|knock]] | | 9 | [[Divine Spells#Create Food and Water\|create food and water]], [[Arcane Spells#Glyph of Warding\|glyph of warding]] | | 13 | [[Arcane Spells#Fabricate\|fabricate]], [[Arcane Spells#Resilient Sphere\|resilient sphere]] | | 17 | [[Arcane Spells#Passwall\|passwall]], [[Primal Spells#Wall of Stone\|wall of stone]] | <br><br> ##### Tools of the Trade You gain proficiency with [[Gear Appendix#Carpentry Tools|Carpentry Tools]] and [[Gear Appendix#Masonry Tools|Masonry Tools]]. If you are already proficient with either, you instead gain proficiency in another [[Adventuring Gear#Tool Sets|Tool Set]] of your choice. In addition, you gain proficiency with [[Armour & Weapons#Improvised Weapons|improvised weapons]] and can use your Intelligence, in place of Strength for all of your attack and damage rolls with improvised weapons. <br> ___ ### 5th Level <br> ##### Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can take the [[Actions in Combat#Use an Object|Use an Object]] action in place of one or both of these attacks. Finally, damage dealt by your [[#Dungeoncraft|Dungeoncraft]] items counts as magical for overcoming [[Damage and Healing#Resistance|resistances]] and [[Damage and Healing#Immunity|immunities]]. <br> --- ### 10th Level <br> ##### Arcane Improvisation You have a unique way of making things work. If you have a [[#Dungeoncraft item]] that could feasibly be used as a [[Spellcasting#Components|material component]] as part of casting any spell you know, you may cast the spell without expending a spell slot, but the chosen Dungeoncraft item is consumed by the spell. You cannot use this feature to replace other [[Spellcasting#Components|material components]] that may be required as part of the spells casting. You can cast each spell you know this way once, then you must complete a [[Survival Needs#Long Rest|long rest]] before you can do so again. <br> ___ ### 15th Level <br> ##### Master Dungeoneer You are a deadly master of dungeon design. You can spend 10 minutes using [[Gear Appendix#Carpentry Tools|Carpentry Tools]] and/or [[Gear Appendix#Masonry Tools|Masonry Tools]] to produce the effect of [[Arcane Spells#Passwall|passwall]] or [[Primal Spells#Wall of Stone|wall of stone]] without expending a spell slot. When you cast the spells in this way, they do not require your [[Spellcasting#Concentration|concentration]], and the structures turn to ash at the following dawn. Finally, creatures have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all saving throws made to resist the effects of your [[#Dungeoncraft|Dungeoncraft items]].