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Dungeoneering

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Dungeoneering's checks are based on the Wisdom ability score.

You have picked up knowledge and skills related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing dungeon hazards, and foraging for food in the Underdark.

If you have selected this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field. Also, those trained in the skill can identify creatures of the Far Realm that lair and hunt in dungeons and underground settings.

Dungeoneering KnowledgeEdit

Make a Dungeoneering check to remember a useful bit of knowledge about an underground environment or to recognize an underground hazard or clue. See “Knowledge Checks”.

Examples of dungeoneering knowledge include determining cardinal directions while underground (common), recognizing a dangerous underground plant (expert), or spotting new construction or noticing a change in depth while exploring an area (expert).

ForageEdit

Make a Dungeoneering check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness— caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.

Forage: 1 hour.

  • DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one).
  • Success: You find enough food and water for 24 hours.
  • Failure: You find no food or water. You can forage again but in a different area.

Monster KnowledgeEdit

Aberrant

Make a Dungeoneering check to identify a creature that has the aberrant origin (a creature of the Far Realm). See “Monster Knowledge Checks”.

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