You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes
within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated). When the magic trap detonates, Each creature in a 10-footradius Sphere centered on item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines. A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.
(From Artificer 1.7)
* - (A peice of copper rubbed against something to create static electrcity )
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