Level
5th
Casting Time
1 Action
Range/Area
100 ft.
()
Components
V, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
To Evoke, Speak the Phrase: "You've Been CLAPTRAPED"
The Caster transforms into a CL4P-TP steward bot. But your friends will call you Claptrap! Or they would, if any of them were still alive. Or had existed in the first place!
This lasts until the spell has resolved.
Roll a D12 to find what will be executed:
- Clap-in-the-box
- Claptrap immediately detonates, dealing half its max HP to itself. Everyone within 20 ft takes 3d8 force damage. If the explosion does not hit any other creatures other than Claptrap, then the Claptrap unit loses all available HP and moves to death saving throws.
- Gun Wizard
- The Claptrap unit casts an aura that grants +1 action per turn for the next 3 rounds to caster and allies within 50 ft of the Claptrap unit.
- Pirate Ship Mode
- Claptrap dons a pirate hat atop a mast and four cannons, which automatically fire to the tune of Tchaikovsky's 1812 Overture. A creature that Claptrap chooses within 100 ft gets directed with 4 cannon blasts that deal Force damage. The creature must make a STH Save throw 15. On a failed save, the creature takes 4d8 force damage. Half that on a successful save.
- One Shot Wonder
- One shot....One opportunity. Roll 1d4.
- If it is an ODD number, a magical flash grenade appears and detonates, clouding Claptrap in a smoke and light that blinds the miserable unit and anyone within 10 ft for 1 round.
- If it is an EVEN number, a magical bullet appears and deals 1d100 force damage to a creature of choice within a 40 ft range of the Claptrap. IF there are no creatures alive within 40 ft of Claptrap, the magical bullet hits Claptrap for the 1d100 damage.
- Laser Inferno
- A Disco ball appears over Claptrap's head shooting lasers at enemies within 20 ft of Claptrap. 3 lasers hit each enemy, one fire, one thunder, and one acid. Each do 1d6 damage of the element type.
- Miniontrap
- Every creature including Claptrap rolls a d20. The creature with the lowest roll is locked in place for 2 rounds.
- MechroMagician
- Claptrap summons a suit of metal armor for itself with Punk rock flair and a large speaker on the back constantly playing Punk rock music. The armor grants +5 AC and negates 10 HP of damage. If the armor loses all 10 HP, it is destroyed.
- Shhhhh.....Trap!
- Claptrap deploys a holotrap and becomes invisible for 1 round. It ends at the start of Claptrap's next turn.
- Blight Bot
- A Siren appears on top of Claptrap's head and sounds off, making every creature painfully aware of Claptrap's presence.
- Rubber Ducky
- Claptrap puts on a Rubber Ducky pool floaty and gives one to a creature within 35 ft. Anyone wearing the Rubber Ducky pool float takes half damage. They last 2 turns.
- Senseless Sacrifice
- Claptrap immediately loses all health points and starts death saving rolls. All downed (but not dead) allies are healed to half health.
- Medbot
- Claptrap's speed doubles. Claptrap emits an aura that heals all allies in the 10 ft range for 1d8 at the end of each round. This lasts for 3 rounds.