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|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver || | |{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver || | ||
* You gain | * You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps. | ||
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | * You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps. | ||
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|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | |{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master || | ||
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]]. | * Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]]. | ||
* If a [[Spells|Spell]] forces you to make a | * If a [[Spells|Spell]] forces you to make a Dexterity Saving Throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage. | ||
** On a failed save, you only take half damage. | ** On a failed save, you only take half damage. | ||
** On a successful save, you don't take any damage, even if you normally would. | ** On a successful save, you don't take any damage, even if you normally would. |