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Prerequisite: Requires Intelligence and Wisdom score of 12 or higher.
 

Ability Score increase. Increases Intelligence and Wisdom score by 1. you can choose either your Int or Wis Modifier plus you Proficiency Modifier as the DC for certain traps effects.  


Preparing Traps. Spending an hour and 50 GP per trap, you can make up to 4 traps at a time that have different effects based on the ingredients used. Fire trap: Dragon Scilla, Cold trap: Rimed Hibiscus , Lightning trap: Static Lily, Acid trap: any full vial of acid, Thunder trap: gunpowder/black-powder, Force trap: a silver and amethyst ring, Necrotic trap: animal bones and a dying plant, Radiant trap: holy water, Poison trap: any full vial of poison.


Setting Traps Action. You can use an action to set up traps within 10 feet of you. these can have various triggers, or a bonus action at level 10. the triggers can be made manual activation, specific targets, a timer, or proximity. 


Damage and Area. The type of ingredients used will decide what type of trap you have made: 

  • Fire. An explosive trap that will deal 3d10 fire damage and burn objects in a 10 foot area. all targets in range make a DEX saving throw against your Chosen Score plus your proficiency modifier, if they succeed then they take half damage instead. objects take maximum damage.
  • Cold. A neutralizing trap that deals 2d10 cold damage and forces the target to make a CON saving throw against your Chosen Score plus you proficiency modifier. if the target fails they are paralyzed until the end of their next turn or if they are melted out by any fire damage. 
  • Lightning. This Trap will target one creature that is closest to the trap and in a 15 foot range. the target will make a DEX saving throw against you Chosen Score plus your proficiency modifier. the trap deals 4d10 lightning damage on a failed save, and half of that on a successful one.
  • Acid. this trap will spray acid within its range dealing 2d10 acid damage immediately, the creatures that were hit by the trap will take 1d6 acid damage every round until the creature scrapes off the acid with an action or washes it off.
  • Thunder. This trap will deal 2d10 thunder damage in a 20 foot area. creatures in the area must make a CON saving throw against your Chosen Score Plus you proficiency modifier. On failed saves the creature is knocked back 15 feet. on a successful save creatures take half damage and aren't knocked back. this trap makes a thunderous sound that can be heard up to 400 feet away
  • Force. This Trap will cause any creatures within 10 feet of it to take 2d12 force damage.
  • Necrotic. This trap will prevent all creatures within 30 feet of it from healing. Any creature that starts its turn within 10 feet of the trap will take 1d10 necrotic damage.
  • Radiant. This trap will deal 1d10 radiant damage to all creatures within 10 feet of it. if the creature is an undead, monstrosity, aberration, construct, fey or fiend this damage increases to 4d10 radiant damage. 
  • Poison. This trap will create a cloud of poison in a 20 foot radius that will deal 1d8 damage every time a creature starts, or ends their turn in the cloud of poison.  they will also take damage if they enter the poison cloud. this poison cloud lasts for 5 rounds or 30 seconds.

Previous Versions

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4/12/2026 5:37:56 PM
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