Base Class: Artificer
A Specialist in using the terrain and their own ingenuity to alter the shape of an area, helping friends and harming foes by controlling the battlefield. Also useful in hunting and survival situations.
Tool Proficiency
3rd-level Trapmaker feature
You gain proficiency with tinkerer’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Trapmaker's Spells
3rd-level Trapmaker feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Trapmaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Trapmaker Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Prepare Trap
3rd-level Alchemist feature
Whenever you finish a short or long rest, you can spend 10 minutes creating a mechanical trap which replicates the spell effect of a spell on the Traps list. This trap is mechanical in nature (not a spell or other arcane action), but replicates the effect of a spell with the same name as the trap, with the same area of effect and duration, but without concentration. This created trap weighs 1 pounds, and can last for 1 year before degrading and failing.
Once created, any creature may use an action to deploy the trap at any location within touch of the creature. Once so deployed, the trap remains until deployed or disarmed through a successful disarm trap check. Upon deployment, it replicates the effect of the chosen spell. A trap deployed this way is triggered by a creature entering the radius of the relevant spell.
Alternatively, a creature may use an action to throw the trap. The creature makes an attack roll with their dexterity modifier (similar to a thrown dagger). If the attack roll hits, the trap is immediately triggered and takes effect. If the roll misses, the trap lands in a random location within 30 feet of the target and immediately is triggered in that location.
Traps list
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Trap Expertise
5th level Trapmaker feature.
Your experience and skill allows you to create more focused and dangerous traps. Whenever a trap discharges, any creature caught within the area of effect takes an additional 1d6 damage of the same type as the spell (If the spell does no damage, no additional damage is dealt). This damage increases to 2d6 at 9th level, 3d6 at 13th, and 4d6 at 17th level.
Improvised Trap
9th level Trapmaker feature.
Your practice with the art of making traps allows you to assemble a trap in a fraction of the time a lesser trapmaker would be able to. You may use your action to prepare a trap instead of 10 minutes. When you do, you must succeed on an intelligence check with DC 12 + level of the spell (for example, to create a spike growth trap, you must succeed on a DC 14 INT check). If successful, the trap is created and has full effect. However, if the check fails by 5 or more, the trap discharges immediately in your grasp, taking effect on you (and whoever may be within the radius of the effect).
Trap Mastery
15th level Trapmaker feature
You have such mastery of traps and their elements that you are able to develop traps which are selective and controlled in their effect:
- Your allies gain advantage on any saving throw related to your discharging traps. If they succeed their saving throws, they take no damage and suffer no ill effects from the trap
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