You've learned the precise art of hiding and deploying traps. When you have time to setup a trap, you can tweak your traps to far exceed their potential.
- When you deploy caltrops, ball bearings, a hunting trap, or similar items or traps that require a saving throw, you can replace the item's DC with 8 + your proficiency bonus + your Dexterity modifier. Additionally, a creature must make the save even when moving at half speed.
- All traps that do damage (Hunting Traps, Caltrops, etc) add 1 dice for every 5 levels of the character. Traps also move up 1 dice.
- Caltrops (bag of 20) dealing 1d4 at level 1, 2d4 at 5th,2d4 at 10th, 3d4 at 15th, 4d4 at 20th
- Hunting Traps dealing 1d6 piercing at level 1, 2d6 at 5th, 3d6 at 10th, 4d6 at 15th, 5d6 at 20th
- When using Hunting Traps:
- creatures take 1 damage from a failed escape attempt + 1 per 5 levels. (+1 at 5th, +2 at 10th, +3 at 15th, +4 at 20th)
- The Strength DC to escape is 8 + your proficiency bonus + your Dexterity modifier.
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Posted Feb 10, 2024Hey; just wanted to let you know it looks amazing! I just noticed that when you put in the dice numbers for the caltrops thought you accidentally did 2d4 twice and threw your count off a bit. It might also be an okay idea to add a +1 to wisdom and make it a half feet instead of a full!