Artificer
Base Class: Artificer

A Trapper is a genius at creating intricate mechanisms to capture, incapacitate and eliminate enemies. Trappers use their inventions for hunting, protection domiciles or a patron’s keep, as well as in a pinch during combat. A relatively new branch of artificer tradition, it is common among the denizens of Chult.

Tool Proficiency

You are proficient in Thieves’ Tools.

Trap Maker

Trap Maker

 Your experience disarming traps has helped you to understand the mechanisms behind them in order to create your own.

 Starting at 3rd level you can spend 10 minutes and 5 gp to construct a trap. You may select one of the following traps or work with the DM to create your own. You may place these traps as a bonus action. A creature may make a Wisdom (Perception) check to spot the trap (DC = 8 + Intelligence modifier + Proficiency). The trap is triggered when a creature enters the same space as the trap. 

Poison Trap: A creature who triggers this trap must make a Constitution saving throw (DC = 8 + Intelligence modifier + Proficiency). On a failure the creature takes 2d6 poison damage and is poisoned for 1 minute. A creature poisoned this way may make another saving throw at the end of its turn, ending this effect on a success. On a success they take half the damage and are not poisoned.

Flash Trap: A creature who triggers this trap must make a Dexterity saving throw (DC = 8 + Intelligence modifier + Proficiency). On a failure the creature takes 2d6 Lightning damage and is blinded for 1 minute. A creature blinded this way may make another saving throw at the end of its turn, ending this effect on a success. On a success they take half the damage and are not blinded.

Boom Trap: A creature who triggers this trap must make a Constitution saving throw (DC = 8 + Intelligence modifier + Proficiency). On a failure the creature takes 2d6 Thunder damage and is deafened for 1 minute. A creature deafened this way may make another saving throw at the end of its turn, ending this effect on a success. On a success they take half the damage and are not deafened.

Frost Trap: A creature who triggers this trap must make a Dexterity saving throw (DC = 8 + Intelligence modifier + Proficiency). On a failure the creature takes 2d6 Cold damage and their movement speed is halved for 1 minute. A creature who has its movement halved in this way may make another saving throw at the end of its turn, ending this effect on a success. On a success they take half the damage and are not deafened.

Remote Trigger

Starting at 5th level you have the ability to detonate a trap of your choice that you have placed as a bonus action.

Additionally the damage of your traps increases by 1d6 and the trap now affects targets within a 5ft radius.

Dead Man’s Switch

Starting at 9th level you may use an action to activate (or deactivate) a Dead Man’s Switch. While active, if you are reduced to 0 hp your traps will trigger and detonate with no action required.

Additionally the damage of your traps increases by 1d6 and the radius of your traps increases by 5 ft.

Master of Traps

Starting at 15th level you have mastered the ability to create traps. The damage of your traps increases by 1d6 and the radius of your traps increases by 5 ft. Additionally each of your traps gains an additional way to disable or destroy your foes. 

Poison Trap: If a creature fails its saving throw and is poisoned, it must also spend its action coughing in a fit at the intensity of your poison. 

Flash Trap: If a creature fails its saving throw and is blinded, it is also stunned until the start of its next turn. 


Boom Trap: If a creature fails its saving throw and is deafened, it is also pushed back 15 ft and knocked prone. 

Frost Trap: If a creature fails its saving throw and has its movement speed halved, it becomes restrained as it is trapped in a block of ice. The creature can use its action to break free, but, still has its movement halved unless it makes its saving throw at the end of the turn.

 

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