Artificer
Base Class: Artificer

From an early age you were fascinated by all aspects of traps, from their elegant engineering to their ingenious lethality. Perhaps you fell victim to a particularly innovative device, or witnessed the effectiveness of one. You might have had a teacher, but just as likely you learned from studying the mechanisms of sprung or disabled traps. You have dedicated yourself to the ultimate expression of the trapmaker’s craft.

Preparation and care are the keys to your survival. You have great respect for traps and what they can do, so you never rush headlong into anyplace new and unfamiliar. Your role in the party depends on its needs: You might take point, searching for the handiwork of other trapmakers, or follow up the rear, rigging nasty surprises to cover the group’s withdrawal. In either case you take your responsibility, like everything else in life, very seriously.

Trap Sense

Beginning at 3rd level, you become more adept at evading the effects of traps. You have advantage on ability checks made to find hidden doors, mechanisms and traps, and to deactivate traps. Additionally, you gain proficiency in the Investigation and Perception skills if you don’t already have it.

Trapsmith Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Trapsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Trapsmith Spells

Artificer Level Spell

3rd

snare, alarm

5th

rope trick, cordon of arrows

9th

clairvoyance, glyph of warding

13th

arcane eye, locate creature

17th

passwall, wall of stone

Combat Trapping

You know how to create combat traps to aid your allies. When you pick this subclass at 3rd level, you can learn four traps from the list below. You learn an additional trap at 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level. Whenever you attain a new level in this class, you can choose to replace any one previously learned trap with a new trap.

You can use an action to craft a combat trap you know and place it in any square within 5ft of you. A combat trap is triggered by any tiny or larger creature entering the trapped square. Flying or incorporeal creatures don’t trigger combat traps. You can build a trap only on solid ground you can’t place it on a wall or ceiling, in the air, or floating in the water. A combat trap functions only once. Once set, it lasts for 1 hour or until triggered, whichever comes first.

Some traps allow a saving throw, as noted in a trap’s entry. The save DC is equal to your spell save DC. Additionally, some traps replicate the effects of certain items, such as caltrops. Any saving throw mentioned in these item's description uses your spell save DC instead of the DC mentioned in the item description. Locating or disabling a mechanical trap requires a successful ability check with a DC equal to your spell save DC as well. You can automatically find and disable your own traps. All combat traps produce extraordinary effects, so dispel magic or magic resistance cannot interfere with them.

Unless otherwise noted, an ongoing effect from a combat trap lasts for a number of rounds equal to your Artificer level. Multiple effects from the same kind of combat trap don’t stack; use only the longer duration.

You can craft a number of traps equal to your intelligence modifier, and you regain expended uses upon finishing a long rest.  Alternatively, you can expend a spell slot to set a trap, after you have expended all free uses.

Beffudler

A pungent spray applies a —4 penalty on constitution saving throws to maintain concentration on a spell, as well as ability checks based on Intelligence, Wisdom, and Charisma, to any creature in the trapped square or any adjacent squares. This effect wears off after an hour.

Blastbag

The volatile mixture in the bag bursts into a ball of sticky burning liquid. Any creature in the trapped square or any adjacent square is covered by alchemist's fire.

Enfeebler

A puff of acrid powder renders any creatrue on the trapped square poisoned for an hour.

Entangler

A hidden cord loops around the target, restraining it. A successful dexterity  saving throw negates the effect. A creature can make a strength saving throw as an action on each of its turns, breaking free on a successful save.

Equalizer

The first creature entering the trapped square must succeed on a dexterity saving throw or fall prone. The trap reputedly gets its name from its gnome inventor, who used it to bring taller foes down to his level.

Flashbang

The trapped square emits a blinding burst of light accompanied by a loud thunderclap. Any creature in the trapped square or any adjacent square becomes blinded and deafened until the end of it's next turn.

Footspiker

This trap effectively fills the designated square with caltrops.

Glitterburst

A fine cloud of silver dust clings to any creature within the trapped square. Any creature affected by a glitterburst trap takes a –5 penalty on dexterity (stealth) checks and is visibly outlined for the duration of the effect, causing it to gain no benefits from the invisible condition.

Oil Mine

Triggering the traps causes a small container to explode and spill and spray oil at it's target. This duplicates the effects of the grease spell, except that it's effect only fills the trapped square. Additionally all creatures in the trapped square or any adjacent squares get covered by oil.

Piston

A platform springs up, causing any creature in the trapped squared to be pushed 15ft into the air.

Scorcher

The trapped square releases a cloud of fine dust followed by a spark, setting off a small explosion that deals 2d8 fire damage to each creature in that square, or half as much on a successful dexterity saving throw.

Sleeper

A slumber-inducing vapor makes any creature in the trapped square unconcious for the duration, or until someone else uses their action to shake the creature awake. A successful Constitution save negates this effect.

Smoke Bomb

This trap emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Spiderweb

The trapped square releases a burst of sticky tendrils that toughen when they contact air. This trap duplicates the effect of a web spell, except that the strands fill only the trapped square and all adjacent squares.

Stinkburst

A cloud of noxious vapors duplicates the effect of a stinking cloud spell, except that the effect fills only the trapped square and all adjacent squares.

Expert Trapsetter

Beggining at 5th level, you can set a mechanical trap as a bonus action. Additionaly, when you craft a trap, you can toss it to a point within 20ft of you, instead of setting it in an adjacent square.

Magical Trapping

Upon reaching 5th level, all damage dealt by your traps is considered magical for the purpose of overcoming resistances and immunities to nonmagical damage.

Additionally, when you cast a spell that doesn’t have a range of touch or self, you can choose to cast it as if you were in a set trap’s position, regardless of your distance from it.

Trapper's Transposition

Starting at 9th level, you have learned to magically traverse the battlefield using your traps. As a bonus action on your turn, while within 5ft of a set trap, you can teleport to a space within 5ft of another trap you have set, provided the two traps are within 60ft of eachother.

Master Trapper

Starting at 15th level, your mastery over traps has reached an undisputed level. You gain the following benefits:

  • Distant Trigger: As a bonus action on your turn, you can cause a trap that’s within 30ft of you to trigger.
  • Tripwire: When you set a trap, you can choose to set it as a tripwire. The wire is a straight line, up to 15ft long, and to set a trap this way you must be in the space of both ends of the wire at some point in your turn of setting the trap. The first creature that crosses the wire suffers the effects of the trap you set, and the tripwire is destroyed, as a normal trap would be. If the trap has any long-lasting effects, the position of the effects is in the space the creature crossed the wire on.
  • Advanced Camoflage: Any creature that can't see a trap of yours has disadvantage on saving throws against it's effects.
Trapsmith Image

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