Base Class: Artificer
You can make intricate traps, and you can make a number of traps equal to your proficiency bonus per long rest. These traps have a variety of effects. These traps take an action to set. You have the schematics for these traps;
Basic Trap; When a creature steps on this trap, it explodes, pushing them back 5 ft. in the direction they stepped on it from and dealing 1d6 bludgeoning damage. They also become deaf until the start of their next turn.
Shock Trap; When a creature steps on this trap, it is incapacitated until the end of it's next turn in combat, or after 1 minute out of combat.
Jagged Trap; When a creature steps in this trap, they take 1d4 piercing damage. For every turn they are still trapped in the Jagged Trap, they take 1d4 bleeding damage. It can take an action to remove the trap.
Flash Trap; When a creature steps on this trap, every creature within 10 ft. Is blinded until the end of the creature who stepped on it's next turn.
Professional Skills
You gain proficiency in poisoner's kit, stealth, and sleight of hand if you don't already have them. You can also cast find traps at will without expending a spell slot.
Poison Tipped
You can poison a trap, the poison adding a base of 1d6 poison damage. You then roll a d8, and the result is how many turns it is poisoned. For every turn it's poisoned, it takes 1d6 poison damage. You can also poison tip a weapon for the same effect. Poisoning something takes 1 bonus action.
Built-Up Resilience
You have hurt yourself developing your traps, and have now gotten used to it. You gain resistance to damage from traps. What is a trap is decided by the DM.
Blast Trap
You can expend three uses of your trap creation to make a trap launcher, allowing you to take an action to shoot a trap at a creature. It must make a DC 20 dexterity saving throw or be hit by the effect of the trap.
Cage Trap
If a creature steps on this trap, it is trapped in a cage that it must make a DC 20 strength check on to break out. A creature of large size or larger instead takes the effect of "Jagged Trap." It takes two trap charges to make this trap.
Conceal
You can take a bonus action to either conceal yourself or a trap. If you conceal a trap, it is hidden until stepped on. If you try to conceal yourself, roll a stealth check with advantage. You can only conceal YOURSELF once per long rest.
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