So I was looking at making a kobold artificer (alchemist). I'm curious what folks think of ways to pull of trap-like concepts. Sure it won't come up much but I'd like to~ I was hoping kobold would have trap boosting racial detail but doesn't sadly.
so I wonder what folks think?
Hunting Traps are a thing.. but they weigh a ton for a class that gets -2 strength.. if one dipped for it, mold earth + silent image for pitfalls
So I'd love to hear anyones thoughts or ideas for the few occasions that come up
Without getting too in-the-weeds on all of the specific costs, tools, spells, etc that a DM would ask for... if it were my game, I'd just have you describe to me what kind of a jury-rigged trap you're building out of what materials/spells/whatever. I'd set an off-the-cuff DC for you to succeed at crafting it, referencing the table of typical DCs in DMG Chapter 8: Running the Game - Using Ability Scores (most traps I imagine would fall between easy and hard, so 10-20). If you've gotten that far without failing to craft it, then whatever tool or skill you used to craft it, I'd use that proficiency to set a Trap DC using the same math as spell DC's: 8 + attribute (probably strength, dexterity, wisdom, or intelligence depending on what kind of trap it is and how it was put together) + proficiency bonus if you used a proficient skill or tool to make it. For example, if you're level 1 with 16 wisdom and proficiency in mason's tools making a stone deadfall trap, I'd set the DC at 8+3+2=13. Then I'd just look at DMG Chapter 5: Adventure Environments - Traps section to pick some level-appropriate damage for the trap, probably arbitrarily asigning it setback/dangerous/deadly status based on the nature of what you described.
Chicken_Champ's suggestion is probably the most foolproof and accurate, but does seem a bit time consuming. I think that would be ideal if you're wanting to have your character working on specific traps and you're able to collaborate with your DM between sessions so they can figure out all the details of your theoretical traps/inventions.
I think if it was a spur of the moment thing, you should just tell the DM exactly what you want the trap to be, how much damage you're hoping to deal with it (or what status you're hoping to inflict), and how it will be triggered, then let your DM decide what the DC of the skill check will be based on how complicated your trap is, then depending on how well you roll adjust stuff like damage or the DC of the trap itself.
Makes sense thanks for thoughts.So pre-established trap methods, or in the moment enviromental traps, seem to be the best method. It won't come up very often. but it'll be really fun when I can manipulate the field. and it helps give me options for impacting in battle. (since Alchemists are mainly passive abilities). If I crank up the stealth ability, might also be able to set up troubles in enemy camps with this method too.
One thing I think I might have to do is Magic Initiate to get Minor Illusion and Mold Earth. If I understand mold earth right . I could use an action to dig pock-holes all over an area. and if the dirt is "loose" enough, I could create a small pit fall, which I could cover with minor i llusion (not for very long though). So thats soorta trap like. Snare is also a spell but 1min casting time, and artificiers have very limited spell slots. (though I could at least, cast it through a humculus/familiar... which could be really fun for the "sneak into enemy" stuff-though rope still). huh wonder if there is a magical rope that never ends.. robe of infiniate twine/rope was so useful in Pathfinder
higher levels might be able to pull some stuff with "make stuff" spells later.
If anyone else has items, spells, or suggestions I'd love to hear
Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Oh. Wow I really need to re-read xanathar's guide to everything again. I did not remember that specific rule at all. (read the previous comments as just normal working with GM to make something up, as opposed to an actual ruleset). Huh.. I wonder if there is a cost or if its just an assumed "gathered stuff up while going around" thing. I'll have to dig up xanathars wherever it was that I put it
Oh heck yeah. That's even better reason for me to want to load up on high profiencies. Also hilarity with acid flasks, and basic poisons from the jar. thanks kindly
Whelp whenver I get to play my Kobold Artificer Alchemist.. Gonna have to work with GM to set up some go to stuff.
That's particularly powerful on an Artificer since at 6th level they get Expertise in all tool checks they're proficient in - which Theives' Tools are included by default. I mean it's no Reliable Talent + Expertise from a Rogue but still - potent.
It seems pretty nice. I'll have to read up trap setting info as well again. see how long it takes to place things etc.
'caus it might be a fun way to manipulate the battle field (since alchemists don't have the spell slots to rock spells/elixirs.). If it can be set up via Item Use then rogue dip could be fun. Cantrip + putting a trp down would be nice. Originally I was looking to do that with Hunter's Traps but those were 25lbs
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Heya!
So I was looking at making a kobold artificer (alchemist). I'm curious what folks think of ways to pull of trap-like concepts. Sure it won't come up much but I'd like to~
I was hoping kobold would have trap boosting racial detail but doesn't sadly.
so I wonder what folks think?
Hunting Traps are a thing.. but they weigh a ton for a class that gets -2 strength..
if one dipped for it, mold earth + silent image for pitfalls
So I'd love to hear anyones thoughts or ideas for the few occasions that come up
Without getting too in-the-weeds on all of the specific costs, tools, spells, etc that a DM would ask for... if it were my game, I'd just have you describe to me what kind of a jury-rigged trap you're building out of what materials/spells/whatever. I'd set an off-the-cuff DC for you to succeed at crafting it, referencing the table of typical DCs in DMG Chapter 8: Running the Game - Using Ability Scores (most traps I imagine would fall between easy and hard, so 10-20). If you've gotten that far without failing to craft it, then whatever tool or skill you used to craft it, I'd use that proficiency to set a Trap DC using the same math as spell DC's: 8 + attribute (probably strength, dexterity, wisdom, or intelligence depending on what kind of trap it is and how it was put together) + proficiency bonus if you used a proficient skill or tool to make it. For example, if you're level 1 with 16 wisdom and proficiency in mason's tools making a stone deadfall trap, I'd set the DC at 8+3+2=13. Then I'd just look at DMG Chapter 5: Adventure Environments - Traps section to pick some level-appropriate damage for the trap, probably arbitrarily asigning it setback/dangerous/deadly status based on the nature of what you described.
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I'm going to make this way harder than it needs to be.
Chicken_Champ's suggestion is probably the most foolproof and accurate, but does seem a bit time consuming. I think that would be ideal if you're wanting to have your character working on specific traps and you're able to collaborate with your DM between sessions so they can figure out all the details of your theoretical traps/inventions.
I think if it was a spur of the moment thing, you should just tell the DM exactly what you want the trap to be, how much damage you're hoping to deal with it (or what status you're hoping to inflict), and how it will be triggered, then let your DM decide what the DC of the skill check will be based on how complicated your trap is, then depending on how well you roll adjust stuff like damage or the DC of the trap itself.
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Makes sense thanks for thoughts.So pre-established trap methods, or in the moment enviromental traps, seem to be the best method. It won't come up very often. but it'll be really fun when I can manipulate the field. and it helps give me options for impacting in battle. (since Alchemists are mainly passive abilities). If I crank up the stealth ability, might also be able to set up troubles in enemy camps with this method too.
One thing I think I might have to do is Magic Initiate to get Minor Illusion and Mold Earth. If I understand mold earth right . I could use an action to dig pock-holes all over an area. and if the dirt is "loose" enough, I could create a small pit fall, which I could cover with minor i llusion (not for very long though). So thats soorta trap like.
Snare is also a spell but 1min casting time, and artificiers have very limited spell slots. (though I could at least, cast it through a humculus/familiar... which could be really fun for the "sneak into enemy" stuff-though rope still). huh wonder if there is a magical rope that never ends.. robe of infiniate twine/rope was so useful in Pathfinder
higher levels might be able to pull some stuff with "make stuff" spells later.
If anyone else has items, spells, or suggestions I'd love to hear
Under theives tools Xanathar's Guide says
Oh. Wow I really need to re-read xanathar's guide to everything again. I did not remember that specific rule at all. (read the previous comments as just normal working with GM to make something up, as opposed to an actual ruleset).
Huh.. I wonder if there is a cost or if its just an assumed "gathered stuff up while going around" thing. I'll have to dig up xanathars wherever it was that I put it
Oh heck yeah. That's even better reason for me to want to load up on high profiencies. Also hilarity with acid flasks, and basic poisons from the jar.
thanks kindly
Whelp whenver I get to play my Kobold Artificer Alchemist.. Gonna have to work with GM to set up some go to stuff.
That's particularly powerful on an Artificer since at 6th level they get Expertise in all tool checks they're proficient in - which Theives' Tools are included by default. I mean it's no Reliable Talent + Expertise from a Rogue but still - potent.
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It seems pretty nice. I'll have to read up trap setting info as well again. see how long it takes to place things etc.
'caus it might be a fun way to manipulate the battle field (since alchemists don't have the spell slots to rock spells/elixirs.). If it can be set up via Item Use then rogue dip could be fun. Cantrip + putting a trp down would be nice. Originally I was looking to do that with Hunter's Traps but those were 25lbs