
A quiet, calculating saboteur who relies on preparation and patience rather than brute strength. Trappers are experts in laying snares, spotting ambush points, and surviving in environments where others perish. Some use this gift for hunting… others for escape.
- Ability Scores:
- Skill Proficiencies: You gain proficiency in Stealth and Survival, perfect for laying ambushes and navigating difficult terrain.
- Tool Proficiencies: You gain proficiency in either Tinker’s Tools or Thieves’ Tools (your choice), representing your ability to rig traps and manipulate mechanical devices.
- Languages: You learn one language of your choice, often picked up through travel, trade, or survival instincts in foreign territory.
- Equipment: A coil of wire, chalk powder, tripwire pins, a small sketch journal filled with trap designs, common clothes, and a pouch containing 10 gp
You’ve spent your life thinking in patterns, pressure plates, and contingencies. Roll or choose from the table below to reflect the subtle ways this mindset reveals itself in your daily behavior.
You can identify vulnerable terrain and lay improvised traps with minimal tools. With 10 minutes of preparation and a successful DC 12 Stealth or Survival check, you can create a basic trap in a 5-foot square. The trap either restrains, trips, or alerts others (DM’s discretion). These traps do not require special gear—only time and environmental materials.
Suggested Characteristics
Trappers are quiet by nature, often overlooked until their work speaks for them. Their paranoia, caution, and calculated distance from others shape how they move through the world. The table below offers inspiration for fleshing out their traits, ideals, bonds, and flaws.
Contacts
Your solitary work rarely lends itself to long friendships, but you likely know a fence, scout, or alchemist who appreciates your talents—or fears them. You may also have enemies who survived your traps… barely.
You honed your skills not in the wilderness, but in alleyways, crumbling basements, and rain-slick rooftops.
When operating in cities or dungeons, you can lay traps twice as quickly (5 minutes instead of 10) and always know the location of at least one structurally weak point or hidden exit in an urban environment

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