A bear trap crafted by a magical Tinkerer.
This trap holds 3 charges. Upon running out of charges, the trap is destroyed.
As an action, you may place this bear trap in an unoccupied space within 5 ft of your character, where it automatically arms itself. This trap is invisible to all creatures except for the creature that set it. Upon stepping on an armed trap, a creature takes 1d6 Piercing damage and has their move speed reduced to 0 for the rest of the turn, and the trap loses 1 charge. If it has charges remaining, the trap automatically rearms itself the turn after the creature steps off of the trap.
Any creature within 5 ft of the trap may use an action to disarm the trap, but any creature that cannot see the trap must succeed a DC 15 Sleight of Hand check or take 1d6 Piercing damage. Upon successful disarming of the trap, it becomes visible to all creatures and regains 1 charge.
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