Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
None
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect

The caster places a 5 ft tall and 5 ft wide gas trap in an unoccupied space. Any enemy who gets within 10 ft of the gas trap must make a constituion saving throw. If they fail, take 1d8 Poison damage for the next three turns. The gas traps can be destroyed, but the attacker must make a dexterity saving throw. If they fail, the traps effect activates, affecting everyone within 10 ft. The caster can have two gas traps out at a time. 

The damage from the traps does not stack, but the length of the effects can. If two traps are activated in the same turn, then the damage and length are not extended. However, if someone has been under the effects for one turn, and then they activate another, then the length of the effects will go back to 3. The length of the effects can never exceed 3, or (or 5 or 6 at higher levels.)

At 5th level, the gas traps do 2d8 damage and their effects last for 4 turns. At 11th level, they do 3d8 damage, their effects are active for 5 turns, and you can have 5 gas traps per turn. At 17th level, the damage increases to 4d8 damage and you can have 5 out per turn. The effects last for 6 turns.

 

Available For: Artificer (Legacy) - Alchemist (Legacy)

WazzyTheEldtrichKnight

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