Tunnel Watcher
For untold ages, the dwarves have paid in blood to keep their subterranean homes safe. The keystone to the defense of the dwarven citadels are the tunnel watchers, warriors trained in the tight, uneven paths beneath the surface of the world. While the techniques of the tunnel watchers originated with the dwarves, others see the value in such specialization. Tunnel watchers can thus be found throughout the mountainous regions of the world.
Level 3: Bonus Proficiencies
You gain proficiency with thieves’ tools and mason’s tools.Level 3: First Line of Defense
A creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can’t use the Disengage action until the start of your next turn. You can’t reduce a creature’s speed by more than 10 feet with this feature.
In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon’s type.
Level 3: Fight for Every Step
When you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn’t provoke opportunity attacks.
The attacker can immediately move into the space you left. This movement doesn’t cost the attacker’s reaction and doesn’t provoke opportunity attacks, but a creature can move this way only once each turn.
Level 7: Safe Passage
You have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.
Level 10: Steadfast
You have advantage on saving throws against effects that cause the frightened condition and effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you succeed, you deal an extra 1d8 damage of the weapon’s type the next time you hit with a weapon attack before the end of your next turn.
Level 15: Cave-In
Once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon’s reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and isn’t restrained. While restrained in this way, a creature has three‑quarters cover against creatures other than you. When the effect ends, the creature’s space becomes difficult terrain.
Level 18: Against the Tide
When you use the Attack action and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can use a bonus action to shove one creature within 5 feet of a creature you successfully shoved.
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