A dungeoneer is at home in underground lairs, winding caves, and labyrinthian passages. They have adapted to the harsh conditions of dungeon environments and turned them to their advantage. hether battling in cramped rooms shrouded in darkness, smashing down locked doors, dodging traps, or enduring natural hazards, experienced dungeoneers thrive underneath the earth, fighting on equal footing with the denizens they encounter there.
Starting at 3rd level, you have adapted to the confined conditions found in dungeons, and you fight best with a wall at your back. Choose one of the following benefits:
While within 5 feet of a solid wall, you add your proficiency bonus to damage rolls with weapon attacks.
While within 5 feet of a solid wall, you gain +2 AC.
Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Adamant Mountain, Razor’s Edge, Tempered Iron. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.
Starting at 7th level, your experience exploring dungeons has made you a veteran of the depths, able to smash your way through common obstacles with ease or endure whatever hazards you encounter. Choose one of the following options:
Starting at 10th level, you are at home in pitch darkness and fight even more effectively without light.
Starting at 15th level, you have mastered the art of fighting in cramped environments both offensively and defensively.
Starting at 18th level, you have become better at withstanding common attacks you encounter when exploring the depths, shrugging off blows that would severely harm other adventurers. When you take damage, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage, as well as to acid, necrotic, and poison damage, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.