Base Class: Artificer
Trapsmiths are artificers who have mastered the art of creating and detecting traps. Whether through stealth and infiltration or through improvisation in the heat of battle, Trapsmiths control the battlefield.
Trap Expert
3rd-level Trapsmith feature
You gain proficiency in one of the following skills of your choice: Investigation, Perception, Sleight of Hand, or Stealth. When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect a trap or a thieves' tools check to disable a trap, you can treat a d20 roll of 9 or lower as a 10.
You also gain proficiency with carpenter's tools and mason's tools. If you already have one or both of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice for each proficiency you already had.
Investigation
You gain proficiency in one of the following skills of your choice: Investigation, Perception, Sleight of Hand, or Stealth. When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect a trap or a thieves' tools check to disable a trap, you can treat a d20 roll of 9 or lower as a 10.
Perception
You gain proficiency in one of the following skills of your choice: Investigation, Perception, Sleight of Hand, or Stealth. When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect a trap or a thieves' tools check to disable a trap, you can treat a d20 roll of 9 or lower as a 10.
Sleight of Hand
You gain proficiency in one of the following skills of your choice: Investigation, Perception, Sleight of Hand, or Stealth. When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect a trap or a thieves' tools check to disable a trap, you can treat a d20 roll of 9 or lower as a 10.
Stealth
You gain proficiency in one of the following skills of your choice: Investigation, Perception, Sleight of Hand, or Stealth. When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect a trap or a thieves' tools check to disable a trap, you can treat a d20 roll of 9 or lower as a 10.
Trapsmith Spells
3rd-level Trapsmith feature
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.
| Artificer Level | Spell |
|---|---|
| 3rd | Alarm, Detect Magic |
| 5th | Find Traps, Arcane Lock |
| 9th | Dispel Magic, Glyph of Warding |
| 13th | Fabricate, Stone Shape |
| 17th | Creation, Cloudkill |
Trap Crafting
3rd-level Trapsmith feature
Your skill in trapsmithing allows you to craft and set traps more efficiently than others. You learn to create two traps of your choice, from among the traps described below, and each time you gain a level in this class, you can replace one trap you know with a different one from this feature. When you reach certain levels in this class, you learn additional traps, as shown in the Traps Known table.
You can spend 1 minute setting a trap. When you do so, choose a trap from your list of traps known and a trigger from the list of triggers below. Traps are activated when the condition for the trigger is met. Detecting or disabling a trap you have set with this feature requires an ability check against your spell save DC. If the trap requires a saving throw, the saving throw is also against your spell save DC. You can have a maximum number of traps set equal to your Intelligence modifier (minimum of one trap). When you set a trap exceeding your trap maximum, the oldest trap immediately harmlessly deactivates, and then the new trap is set.
Triggers.
- Pressure plate. You craft a pressure plate no larger than a 5 foot square. When weight is either set on or removed from the pressure plate (your choice), the trap activates.
- Trip Wire. You stretch a wire no longer than 30 feet between two objects or surfaces. When a creature or object passes through the wire, the trap activates.
- Interface. You rig a trap in a doorknob, door, chest, or some other object or mechanical device that can be operated. When the device is operated, the trap activates.
Traps Known
| Artificer Level | Number of Traps |
|---|---|
| 3rd | 2 |
| 5th | 3 |
| 9th | 4 |
| 15th | 5 |
The following traps are available to you when you learn a trap. If a trap has a level requirement, you must be at least that level in this class to learn the trap.
Armed Trap. This trap uses mechanisms such as blades or blunt objects to inflict damage. When you set this trap, choose one of the following damage types: slashing, piercing, or bludgeoning. When the trap is triggered, the affected creature must roll a dexterity saving throw. They take 1d12 of the chosen damage type on a failed save, or half as much on a successful save.
This trap's damage increases by one die when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Elementally Armed Trap. This trap uses lit oil, charged batteries, or other mechanisms to inflict elemental damage. When you set this trap, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When the trap is triggered, the affected creature must roll a dexterity saving throw. They take 1d8 of the chosen damage type on a failed save, or half as much on a successful save.
This trap's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Restraining Trap. This trap uses ropes, chains, or other mechanisms to restrain its targets. When the trap is triggered, the affected creature must roll a dexterity saving throw. On a failed save, the creature is restrained.
A restrained creature can make a dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can make a Dexterity (sleight of hand) check. On a success, the restrained effect ends.
Poisoning Trap. This trap uses poisoned needles or other mechanisms to poison it's target. When the trap is triggered, the affected creature must roll a constitution saving throw. They take 1d4 poison damage on a failed save, or half as much on a successful save, and are poisoned.
A poisoned creature can make a constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This trap's damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Paralyzing Trap (9th level or higher). This trap uses paralyzing spores or other mechanisms to paralyze it's target. When the trap is triggered, the affected creature must roll a constitution saving throw. On a failed save, the creature is paralyzed.
A paralyzed creature can make a constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleporting Trap (9th level or higher). This trap magically transports it's targets elsewhere. When you set this trap, choose a point you can see within 60 feet of the trap. When the trap is triggered, the affected creature must roll a wisdom saving throw. On a failed save, the creature is teleported to the chosen point.
Armed Trap
This trap uses mechanisms such as blades or blunt objects to inflict damage. When you set this trap, choose one of the following damage types: slashing, piercing, or bludgeoning. When the trap is triggered, the affected creature must roll a dexterity saving throw. They take 1d12 of the chosen damage type on a failed save, or half as much on a successful save.
This trap's damage increases by one die when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Elementally Armed Trap
This trap uses lit oil, charged batteries, or other mechanisms to inflict elemental damage. When you set this trap, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When the trap is triggered, the affected creature must roll a dexterity saving throw. They take 1d8 of the chosen damage type on a failed save, or half as much on a successful save.
This trap's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Paralyzing Trap
This trap uses paralyzing spores or other mechanisms to paralyze it's target. When the trap is triggered, the affected creature must roll a constitution saving throw. On a failed save, the creature is paralyzed.
A paralyzed creature can make a constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Poisoning Trap
This trap uses poisoned needles or other mechanisms to poison it's target. When the trap is triggered, the affected creature must roll a constitution saving throw. They take 1d4 poison damage on a failed save, or half as much on a successful save, and are poisoned.
A poisoned creature can make a constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This trap's damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Restraining Trap
This trap uses ropes, chains, or other mechanisms to restrain its targets. When the trap is triggered, the affected creature must roll a dexterity saving throw. On a failed save, the creature is restrained.
A restrained creature can make a dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can make a Dexterity (sleight of hand) check. On a success, the restrained effect ends.
Teleporting Trap
This trap magically transports it's targets elsewhere. When you set this trap, choose a point you can see within 60 feet of the trap. When the trap is triggered, the affected creature must roll a wisdom saving throw. On a failed save, the creature is teleported to the chosen point.
Combat Trapping
3rd-level Trapsmith feature
You are an expert at trapping, gaining the ability to plant traps even in the heat of battle. As an action, you can embed a combat trap within a surface or object at a point within 5 feet of you. When you use this feature, choose a trap from your list of traps known. A combat trap has a 5 foot cube trigger area originating from where the trap was set. When a creature or object enters the trigger area, the trap is activated. Detecting or disabling a trap you have set with this feature requires an ability check against your spell save DC. If the trap requires a saving throw, the saving throw is also against your spell save DC. Your combat traps count against your trap maximum.
Magical Trapping
5th-level Trapsmith feature
You gain the ability to imbue your traps with magical energy. All damage from your traps is considered magical for the purpose of overcoming damage resistance.
When you set a trap using your Trap Crafting or Combat Trapping feature, instead of choosing a trap from your traps known, you can spend a spell slot to imbue that trap with the power of your artificer spells. Choose an artificer spell of the level of your expended spell slot or lower with a casting time of an action, bonus action, or reaction. Your trap is imbued with that spells effect (material components are still used).
When you imbue a trap with a spell that targets one or more creatures, the trap instead targets the creature or object that triggered the trap. When you imbue a trap with a spell that has an area of effect, its point of origin is the point where the trap was triggered. If the spell your trap is imbued with normally requires an attack roll, it instead requires a saving throw against your spell save DC. If the spell your trap is imbued with normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Distant Trapping
9th-level Trapsmith feature
As a reaction, you can trigger one of your traps remotely. You can do this from any distance, as long as you are on the same plane of existence as your trap.
When you use your Combat Trapping feature, you can embed a combat trap at a point you can see within 30 feet of you instead of within 5 feet of you.
Trap Surveillance
15th-level Trapsmith feature
You can incorporate magical sensors into your traps. As an action, you can see and hear through one of your set traps as if you were in the trap's space until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
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