Artificer
Base Class: Artificer

A Toxic Trapper uses caustic poisons and acids to control the battlefield and restrict enemy movements.  This class combines the hunting and trapping of most scouts and rangers and the volatile concoctions of alchemists.  These trappers will let few have the antidote to keep them safe from their gases and acids, and even fewer get to know their secrets.  Toxic Trappers tend to use their creations to study, rather sadistically, their enemies, and their death.

Tool Proficiency

3rd-level Toxic Trapper feature

You gain proficiency with poisoner's kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Toxic Trapper Spells

3rd-level Toxic Trapper feature

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

Toxic Trapper Spells

Artificer Level Spell

3rd

detect poison and disease, faerie fire

5th

gentle repose, blindness/deafness

9th

stinking cloud, bestow curse

13th

freedom of movement, blight

17th

cloudkill, contagion

Gas Traps

3rd-level Toxic Trapper feature

You've learned how to create a trap that deploys a caustic gas into the air. Using your poisoner's kit or alchemist tools, at the end of a rest, you can magically create a number of Tiny Gas Traps equal to your Intelligence Modifier.   A Gas Trap is tiny and can be held in one hand before it has been deployed on to the ground.  You can spend an action to deploy a Gas Trap within 15 feet of you.  When it lands, it inflates to a small size object and deploys a noxious gas in a 5 ft. radius for 1 minute.  The trap will dig itself into dirt or stone, making it immoveable.  If the trap is placed on a metal surface, the trap can be moved like any other object.  You can have a maximum number of traps deployed at one time equal to your proficiency bonus.  All gas traps created, become inert at the end of your next long rest.  If you attempt to deploy more taps than you normally could, our oldest remaining trap deactivates.

The trap is a magical object. Regardless of size, the trap has an AC of 14 and a number of hit points equal to 10 + your artificer level + your Intelligence modifier. It is immune to poison, acid, and psychic damage. It automatically fails any ability check or a saving throw that effects it. 

When a hostile creature enters the trap's range for the first time on a turn, starts its turn within the trap's range, or end's its turn there, the creature must make a Constitution saving throw or take 1d6 poison or acid damage (your choice when deployed) and it's movement speed is halved until the end of their turn.  On a successful save, the creature takes half as much damage and is not slowed.  For each consecutive round a creature takes damage from one of your traps, the damage die increases to 1d8, to a maximum of 1d10.  Area within the range of the trap is also lightly obscured.  If a creature is within range of multiple gas traps, the creature only takes damage from one source of gas.  A creature can take damage from your traps no more than once per turn.

Yourself and allied creatures that enter the space must also make a Constitution saving throw or have their movement speed reduced, but are immune to the trap's damage. 

Toxic Antidotes

5th-level Toxic Trapper feature

You have crafted an antidote to protect yourself and others from the harmful effects your traps, as well as the poisonous dangers associated with them.   You can create a number of antidotes equal to half of your proficiency bonus at the end of a long rest and their effects last until the end of your next long rest.  Your antidotes grant immunity to all of your traps effects, advantage on saving throws against poison, and resistance to poison damage.

As the test subject for your antidote, you become permanently immune to the effects of your traps, gain advantage on saving throws against poison, and resistance to poison damage.

 

Gas Cloud

9th-level Toxic Trapper feature

Starting at 9th level, you can create a corrosive cloud of poisonous gas in an area.  You deploy a cannister of gas in a 20 ft. radius sphere that provides the same effects as your gas traps at a point within 60 ft. of you.  This area becomes heavily obscured except to those under the effects of your Toxic Antidote.  You, and creatures under the effect of your Toxic Antidote, are also immune to the effects of your Gas Cloud.

You can use this ability a number of times equal to your proficiency bonus and regain all of it's uses at the end of a long rest.

Potent Poisons

9th-Level Toxic Trapper feature

Starting at 9th level, when creatures that can take damage from your Gas Traps or Gas Cloud fail their saving throw against them, they are also poisoned until they leave the area and when you roll damage for your Gas Traps or Gas Cloud, you may roll one additional damage die.  Additionally, whenever you cast a spell that deals poison or acid damage, you deal an additional 1d8 poison or acid damage, depending on the spell.

Perfect Trapper

15th-level Toxic Trapper feature

You are a master at trapping targets on the battlefield between your noxious gas.

  • You are immune to disease, the poisoned condition, as well as poison and acid damage.
  • Your Gas Trap's and Gas Cloud's radius increases by 5 feet.
  • Your Gas Trap's hit point total double. 
  • Targets that take damage from your Gas Traps or Gas Cloud have disadvantage on their saving throw against its effects.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2021 5:36:44 PM
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9/15/2022 3:40:16 PM
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