Base Class: Ranger
With experience tinkering with all sorts of tools, you know how to make the prepare the right traps for the right situations. You gain the ability to learn the Preparation and Deployment of three Traps of your choice: Net Trap, Noxious Trap, Explosive Trap, Permafrost Trap, Trauma Trap, Dart Trap, Phantom Trap, Flashpowder Trap, Snake Trap and Mind Spike Trap. All traps can be thrown up to 20ft and will be armed immediately upon landing.
Each of these Traps have a Material Cost. Should you be missing the materials, there is always an alternate cost in Gold.
When outside of combat you may Prepare a Trap as a Ritual. This grants you one Prepared Trap (2 at level 7, 3 at level 11, 4 at level 15), you may have up to 2 Prepared Traps (3 at level 7, 4 at level 11 and 6 at level 15) at most at any given time. You may also gain 1 Prepared Trap (2 at level 7, 3 at level 11 and 4 at level 15) following a Short Rest, provided that you pay the respective Cost. You gain the maximum amount of Prepared Traps following a Long rest, provided that you pay a Discounted Cost for each of your chosen Traps.
Level 3: Prepare & Deploy Trap
With your deep knowledge of fieldcraft, tinkering, and tactical improvisation, you gain the ability to prepare and deploy deadly traps suited to any situation.
Trap Selection
At 3rd level, you learn to prepare and deploy three traps of your choice from the following list:
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Net Trap
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Noxious Trap
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Explosive Trap
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Permafrost Trap
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Trauma Trap
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Dart Trap
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Snake Trap
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Phantom Trap
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Flashpowder Trap
- Mind Spike Trap
You may choose additional traps at higher levels as determined by your DM or subclass progression.
Deploying Traps
All traps have the following shared properties unless otherwise stated:
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Thrown range: 20 feet (30 feet if you have the Precise Strategist feature)
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Activation: Traps are armed immediately upon landing
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Area of Effect: Each trap has its own defined radius or area
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Material Cost: Each trap requires specific components; if unavailable, you may spend gold as an alternate cost
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Saving Throws: DC = 8 + your proficiency bonus + WIS modifier
Traps can be spotted with a successful Wisdom (Perception) or Intelligence (Investigation) check (DC set by the DM). If a creature detects a trap before entering its radius, it avoids triggering it.
Trap Preparation
When outside of combat, you can prepare a trap as a ritual, which takes 10 minutes. This grants you 1 Prepared Trap, which you can deploy at any time. You may have a maximum number of Prepared Traps at a time:
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2 at level 3
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3 at level 7
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4 at level 11 (6 if you have the Chain Reaction feature)
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6 at level 15 (8 if you have the Chain Reaction feature)
You may also prepare 1 additional trap (increasing at levels 7 (2 traps), 11 (3 traps), and 15 (4 traps)) after a Short Rest, provided you pay the respective cost.
After a Long Rest, you regain the maximum number of Prepared Traps, provided you pay the material or discounted gold cost for each trap you prepare.
Dart Trap
Upon activation, the trap begins launching volleys of magical darts in a vertical column covering a 10-foot radius and rising 20 feet high. The darts persist, striking any creature that enters the area or starts its turn there.
The trap lasts for 2 rounds, and each creature affected must make a Dexterity saving throw. On a failed save, the creature takes 3d4+3 piercing damage. On a successful save, the creature takes half damage.
The trap is destroyed after 2 rounds or if manually disabled.
Explosive Trap
Upon activation, this trap erupts with concussive force in a 5-foot radius, centered on the trap.
Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6+5 force damage, is prone, and becomes deafened for up to 3 rounds. On a success, the creature takes half damage and is not affected by the additional conditions.
In addition, creatures that fail the save are pushed away from the center of the trap:
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Small creatures are pushed 10 feet
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Medium creatures are pushed 5 feet
If a creature is pushed into a solid surface, it takes 1d6 bludgeoning damage from the impact and immediately falls prone (if not already).
This trap is especially effective in confined spaces and may knock enemies into hazards or off ledges when placed strategically.
Flashpowder Trap
When triggered, this trap explodes in a blinding flash and deafening crack in a 10-foot radius. Each creature in the area must make a Dexterity saving throw.
On a failed save, a creature takes 1d4 radiant damage and becomes both blinded for 1 round and deafened for up to 2 rounds.
At the end of each of its turns, an affected creature may make a Constitution saving throw against the same DC to end both conditions early.
Regardless of the outcome, any invisible creatures in the area are revealed until the end of your next turn.
Mind Spike Trap
When a creature enters the trap’s 5-foot radius or when you manually trigger the trap, the closest creature within 5 feet is affected.
The creature must make a Wisdom saving throw.
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On a failed save, the creature takes 2d4 + 2 psychic damage and becomes enraged for up to 3 rounds. While enraged, the creature must use its action each turn to attack the nearest creature it can see using any available means.
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At the end of each of its turns, if the creature was hit by one of its allies during that turn, or otherwise compelled it may repeat the saving throw. On a success, the effect ends.
Creatures immune to the charmed condition are unaffected.
Net Trap
When activated, the trap springs up. Each creature within 10 feet of the trap must make a Dexterity saving throw.
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On a failed save, the creature is restrained and suspended above.
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A restrained creature may use its action on its turn to repeat the saving throw.
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Alternatively, another creature within 5 feet of the target that is not restrained may assist, allowing the restrained creature to make the save with advantage.
Once one creature successfully escapes, the net tears apart and all remaining creatures caught in the trap are freed and fall prone.
Noxious Trap
When triggered, this trap releases a foul, greenish gas that expands in a 10-foot radius and lingers for 3 rounds, clinging to the terrain and stinging the eyes and lungs of all nearby creatures.
Each creature in the area when the trap is triggered must make a Constitution saving throw.
On a failed save, a creature becomes poisoned for up to 3 rounds. At the end of each of its turns, it may repeat the saving throw (same DC) to end the condition early.
While the gas remains, any creature that starts its turn in the area or enters it for the first time on a turn must make the same saving throw.
On a failed save, if it is not already poisoned, it becomes poisoned for up to 3 rounds. If it is already poisoned, it instead takes 1d6 poison damage.
Permafrost Trap
Upon activation, streaks of frost spread rapidly from the trap’s center, coating the ground in slick ice across a 20-foot radius. The entire area becomes difficult terrain for 6 rounds.
Any creature that enters the area or starts moving within it must make a Dexterity saving throw.
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On a failed save, the creature is knocked prone.
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On a successful save, the creature remains standing.
Phantom Trap
When triggered, this trap creates a sudden, magical illusion in a 10-foot radius, complete with visual and auditory effects. The illusion represents a violent event — a magical blast, collapsing terrain, or monstrous emergence — and leaves behind a static image of destruction, such as rubble, fire, or a crater.
Each creature that can see or hear the illusion when it is triggered must make an Intelligence saving throw.
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On a failed save:
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The creature becomes frightened of the trap’s center until the end of its next turn
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It perceives the aftermath of the illusion as real
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It cannot willingly approach the center of the trap and treats the affected area as dangerous terrain
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On a successful save, the creature recognizes the illusion as false and is unaffected.
Any creature affected by the illusion may use its action to examine the illusion. On a successful Intelligence (Investigation) check against the same DC, the creature identifies the illusion as false and is no longer affected by it.
If a creature is forced through the illusion's center or into its zone from outside, it may make a new Intelligence saving throw to disbelieve the illusion.
The illusion lasts for 3 rounds and provides heavy visual obstruction. The area is considered heavily obscured.
Snake Trap
Upon activation, the trap magically conjures a Snare Viper for each enemy creature caught within a 5-foot radius. Each snake slithers forth from the trap and targets only the creature it was summoned to pursue.
Each snake uses the Snare Viper stat block (Homebrew creature by me, attic_bat) and has the following modified behavior:
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AC 13, 1 HP, acts immediately after its target’s turn in initiative
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Attacks only its assigned target using its Bite attack (Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1d4 + 2 Piercing damage plus 1d6 Poison damage, DC 11 CON save).
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Disappears if its target dies, becomes unreachable, or after 3 rounds
Snakes do not follow commands, attack other enemies, or respond to player actions. The trap is destroyed upon activation.
Trauma Trap
Upon activation, the trap delivers a sudden, concussive blast to the triggering creature. The target must make a Dexterity saving throw.
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On a failed save, the creature takes 5d6 bludgeoning damage and becomes stunned until the end of its next turn.
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On a successful save, the creature takes no damage and is unaffected.
Each creature within 10 feet that witnesses the trap’s activation must make a Wisdom saving throw.
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If the trap hit (the initial target failed its save), a failed Wisdom save causes the creature to become frightened of the trap’s origin point until the end of its next turn.
Improvised Expertise
At 3rd level, your experience in rigging traps, jury-rigging devices, and adapting to unpredictable environments sharpens your versatility.
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You gain proficiency with Tinker’s Tools.
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You also gain proficiency in one skill of your choice from the following list:
Acrobatics, Investigation, Nature, Perception, Sleight of Hand, Stealth, Survival
Level 7: Improved Trap
At the 7th level, you may choose one trap you know to enhance. This trap is considered an Improved Trap and gains additional effects when deployed.
You may change your chosen Improved Traps after a long rest by spending 10 minutes modifying your trap designs.
Improved Dart Trap
Upon activation, this trap launches a storm of magical darts in a 15-foot radius, rising 30 feet upward, forming a shimmering field of piercing force. The field remains active for 4 rounds.
When the trap is triggered, each creature within the area must make a Dexterity saving throw.
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On a failed save, the creature is knocked prone, and cannot take reactions until the end of its next turn.
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On a successful save, the creature suffers no additional effects.
At the start of each of your turns for the next 4 rounds, the field remains active. Each creature that starts its turn in, or enters the area must repeat the Dexterity saving throw (DC = 9 + your proficiency bonus + your Wisdom modifier). On a failed save, it takes 4d4 + 3 piercing damage (half on success).
In addition, any creature that attempts to cast a spell while inside the area before the end of its next turn must first succeed on a DC 10 Constitution saving throw or the spell fails and is wasted.
This trap is especially effective against aerial targets and spellcasters, punishing sustained presence in the affected zone.
The cost of this trap is double that of the original Dart Trap.
Improved Explosive Trap
Upon activation, this trap unleashes a violent concussive blast in a 10-foot radius, centered on the trap. Each creature in the area must make a Dexterity saving throw.
On a failed save, the creature takes 6d6 + 10 force damage, is knocked prone, becomes deafened for 4 rounds, and is pushed away from the center of the blast:
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Small creatures: 20 feet
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Medium creatures: 15 feet
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Large creatures: 10 feet
If a creature hits a solid surface while being pushed, it takes an additional 2d6 bludgeoning damage.
On a successful save, the creature takes half damage and is not pushed or affected by conditions.
The cost of this trap is double that of the original Explosive Trap.
Improved Flashpowder Trap
Upon activation, this trap erupts in a burst of blinding white light and concussive noise, affecting all creatures in a 15-foot radius. Each creature in the area must make a Dexterity saving throw.
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On a failed save, the creature takes 2d4 radiant damage, becomes blinded for up to 2 rounds, deafened for up to 3 rounds, and cannot take bonus actions while affected.
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The creature is also coated in a glowing residue, causing the first attack against it to have advantage. While coated, it has disadvantage on Stealth checks.
The residue remains until one of the following occurs:
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The creature is hit by an attack (the residue shakes off on impact)
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The creature uses its action to remove the residue
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It is removed by a strong environmental effect (e.g., gust of wind, immersion in water, magical cleansing, etc.)
At the end of each of its turns, an affected creature may make a Constitution saving throw to end the blinded and deafened conditions only.
In addition, invisible or hidden creatures in the area are revealed until the end of your next turn, and cannot attempt to hide again during that time.
Improved Mind Spike Trap
When triggered, this trap emits a pulse of arcane psychic energy that lashes out at nearby minds. It affects up to three creatures within a 10-foot radius, starting with the triggering creature, then the next closest.
Each affected creature must make a Wisdom saving throw.
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On a failed save, the creature takes 4d4+4 psychic damage and becomes enraged for up to 3 rounds. While enraged, the creature must use its action each turn to attack the nearest creature it can see, using any available means.
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At the end of its turn, an enraged creature may attempt a new saving throw only if:
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It was hit by a non-enraged ally, or
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It was otherwise compelled or persuaded by a non-enraged ally (e.g., a command or magical intervention)
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If the enraged creature is instead hit by another enraged creature, it takes 1d4+1 psychic damage and does not get to make a saving throw. Its mind twists the violence into justification for its rage, reinforcing its belief that it is under siege from all sides.
Creatures immune to the charmed condition are unaffected by this trap.
The cost of this trap is double that of the original Mind Spike Trap.
Improved Net Trap
Upon activation, the trap springs upward, launching a reinforced net into the air to ensnare creatures within a 10-foot radius. Each creature in the area must make a Dexterity saving throw.
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On a failed save, the creature becomes restrained, suspended just above the ground by the net. While restrained, the creature cannot move and has disadvantage on Dexterity saving throws and attack rolls.
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The creature also takes 1d4 slashing damage at the start of each of its turns while trapped.
At the end of its turn, a restrained creature may attempt to escape by repeating the Dexterity saving throw with disadvantage.
Alternatively, an unrestrained creature within 5 feet may assist, allowing the restrained creature to attempt the save without disadvantage.
If a creature fails this escape attempt, it suffers an additional 2d4 slashing damage from the net’s constricting tension.
The net remains in place until two creatures have successfully escaped. When this occurs, the trap’s mechanism collapses, and any remaining creatures still caught in the net immediately fall prone as it fails.
The cost of this trap is double that of the original Net Trap.
Improved Noxious Trap
When triggered, this trap releases a foul, green gas in a 15-foot radius, which lingers for 4 rounds. The area is heavily obscured for the duration.
Each creature in the gas when the trap is triggered, entering the gas or at the start of its turn while inside the gas, must make a Constitution saving throw.
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On a creature’s first failed save, it becomes poisoned for up to 3 rounds. Consecutive fails refresh [Tooltip Not Found].
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On a second failure while already poisoned, the creature becomes blinded while inside the gas and takes 1d6 poison damage at the start of each of its turns while in the gas.
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On a third failure, the creature begins suffocating. While suffocating, it gains 1 level of exhaustion at the end of each of its turns until it reaches clean air. Once it can breathe again, all exhaustion from suffocating is removed. The poison damage also increases to 3d6 per turn.
At the end of each of its turns, a creature may repeat the saving throw. On a success, all conditions and effects end immediately.
If the gas comes into contact with fire, it explodes. Each creature inside the cloud must make a Dexterity saving throw or take 4d6 fire damage (half on success). The gas is then consumed and dissipates.
The cost of this trap is double that of the original Noxious Trap.
Improved Permafrost Trap
Upon activation, this trap releases a shockwave of arcane frost that spreads rapidly across the ground in a 30-foot radius, coating the terrain in jagged, slick ice.
The affected area becomes extremely difficult terrain for all creatures for 6 rounds. While within the area, creatures may only move up to a third of their normal movement speed.
Any creature that enters the area or begins moving on the ice must succeed on a Dexterity saving throw, or fall prone due to slipping.
The cost of this trap is double that of the original Permafrost Trap.
Improved Phantom Trap
Upon activation, this trap projects a more intense illusion of danger across a 15-foot radius, visible to creatures at any distance with line of sight. The illusion might appear as collapsing ruins, arcane vortexes, or impossible creatures looming from the center of the trap.
Any creature that sees the illusion must make an Intelligence saving throw. On a failed save, the creature believes the illusion is real and:
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Cannot willingly enter the illusion’s area
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Is considered frightened while within 10 feet of the illusion
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Cannot attempt to disbelieve the illusion again until it is forced into the area or the trap ends
Creatures that succeed on the save can move through the illusion normally and are not affected.
The illusion lasts for 5 rounds and causes the area to be heavily obscured. It does not cause physical harm, but its emotional and visual presence can paralyze enemies through fear and uncertainty.
The cost of this trap is double that of the original Phantom Trap.
Improved Snake Trap
Upon activation, this trap magically conjures a Snare Constrictor for each enemy creature caught within a 10-foot radius. Each serpent slithers forth and targets only the creature it was summoned to pursue.
Each constrictor uses the Snare Constrictor stat block (homebrew by attic_bat) with the following behavior and statistics:
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Size: Small
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AC 18, 1 HP, and acts immediately after you in initiative
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Attacks only its assigned target, ignoring all other creatures
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Fang Strike (Melee Weapon Attack): +5 to hit, reach 5 ft.
Hit: 1d8 + 4 piercing damage and attempts to grapple target
If its assigned target dies, disappears, or becomes unreachable, the constrictor automatically retargets to the nearest hostile creature it can see.
Each summoned constrictor lasts for 4 rounds or until reduced to 0 HP. These serpents are arcane constructs, not beasts. They do not follow commands, do not respond to allies, and never attack unintended targets.
The trap is destroyed upon activation.
The cost of this trap is double that of the original Snake Trap.
Improved Trauma Trap
Upon activation, this trap lashes out with vicious, slashing force. The triggering creature must make a Dexterity saving throw.
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On a failed save, the creature takes 8d6 slashing damage and begins to bleed. While bleeding, it takes 1d6 damage at the start of each of its turns for 5 turns. The bleeding ends early if the creature receives magical healing or is treated with a Healer’s Kit as an action.
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On a successful save, the creature takes 8 slashing damage due to the trap’s graze.
In either case, all other creatures within 5 feet of the trap take 8 slashing damage as part of the trap’s arcing cleave, applied as a graze.
Each creature within 15 feet that witnesses the trap’s activation must make a Wisdom saving throw:
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If the trap hit (i.e., the triggering creature failed its Dexterity save), a failed Wisdom save causes the creature to become frightened of the trap’s origin point for up to 2 rounds.
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If the trap missed, the frightened condition lasts 1 round instead.
A frightened creature may repeat the Wisdom saving throw at the end of each of its turns, ending the condition on a success.
The cost of this trap is double that of the original Trauma Trap.
Level 7: Quick Setup
You have refined your reflexes and timing to deliver your traps exactly when and where they’re needed.
Once per long rest, when you take a bonus action to deploy a trap, you may instead deploy two traps simultaneously using that same bonus action.
You may use this feature two times per long rest starting at level 11.
Level 7: Trap Module Installation
You gain access to advanced modular enhancements, allowing you to install custom hardware into your traps for increased precision or battlefield manipulation. Choose one of the following trap modules:
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Kinetic Anchor: Pull enemies toward a trap before it activates
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Rubberized Casing: Bounce thrown traps off deployed traps to extend range
You may change your chosen trap module after a long rest by spending 30 minutes adjusting your trap schematics.
Kinetic Anchor
You’ve developed a reactive magnetic-field mechanism that manipulates battlefield movement with subtle force pulses.
When a hostile creature moves within 15 feet of one of your armed traps, you may use your reaction to attempt to pull it closer before the trap activates. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier), or be pulled 5 feet toward the trap’s center.
If the pull causes the creature to enter the trap’s trigger radius, the trap activates immediately.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Rubberized Casing
You’ve developed specialized trap casings with shock-absorbent linings and rebound-optimized design, allowing your traps to ricochet with control.
When you throw a trap, you may target one of your already-deployed traps as a bounce point. If the trap hits, it bounces an additional 20 feet in a direction of your choice, landing and arming there.
For each bounce, make a Trap Accuracy Check using your Hit Die + Dexterity modifier to maintain control.
Level 11: Trapmaster’s Method
By 11th level, your experience in the field has led you to refine a personal doctrine of trap warfare. Choose one of the following methods:
Chain Reaction. You specialize in overwhelming force and cascading detonations. When you trigger a trap, all other traps you’ve placed within 20 feet of it automatically detonate in sequence. This effect is not optional—once the chain begins, it continues through all connected traps.
In addition, your maximum number of Prepared Traps increases by 2.
Precise Strategist. You focus on surgical placement and active battlefield control.
You can now throw or deploy traps up to 30 feet away.
In addition, once per turn, you may use a bonus action to move one trap (triggered or untriggered) up to 10 feet to a space you can see. The trap must remain within line of sight and cannot pass through solid barriers.
Chain Reaction
You specialize in overwhelming force and cascading destruction. When you detonate a trap, all of your other traps within 20 feet of it automatically detonate in sequence. This effect is not optional — once the chain begins, it continues through any connected traps.
In addition, your maximum number of Prepared Traps increases by 2.
Precise Strategist
You focus on surgical placement and active control of the battlefield.
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You may now throw or deploy traps up to 30 feet away, instead of 20 feet.
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Once per turn, you may use your bonus action to move one trap (triggered or untriggered) up to 10 feet to a location you can see. The trap must remain within line of sight and cannot pass through solid barriers.
Level 11: Spell Rigging
You’ve mastered the fusion of arcane and mechanical design, allowing you to rig spell scrolls into compact magical devices that function as custom traps.
You may rig a spell scroll into a Spell Rig — a throwable, trap-compatible arcane construct. The Spell Rig is treated as a trap for the purposes of your class features (including Rubberized Casing, Remote Detonation, Precise Strategist, and Chain Reaction), but is not a Prepared Trap and does not count against your maximum trap total.
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Throwing Range: 20 feet
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Activation: When rigging the device, choose whether it activates automatically when a creature enters a 5-foot radius, or requires manual detonation
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Scroll Requirements: The scroll must target a creature, point, or have a defined area of effect, and must not require concentration
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The spell is cast immediately when the Rig is triggered, centered on its position
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The scroll is consumed during rigging, and you must meet any normal usage requirements (e.g., class restriction or DC check for higher-level scrolls)
You may only have one Spell Rig at a time. Creating a new one renders the previous inert.
If you have the Precise Strategist feature, you may reposition your Spell Rig as if it were a trap.
Level 15: Mastered Trap
You have perfected the deadliest tools in your arsenal. At 15th level, choose one of your known Improved Traps to become a Mastered Trap, gaining access to its final, most powerful form.
Mastered Traps represent the pinnacle of your trapcraft — devastating in effect, highly refined, and built for maximum battlefield control.
You may change your chosen Mastered Trap after a long rest by spending 1 hour reworking your trap schematics.
The costs of Mastered traps vary based on a case-by-case basis.
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