Base Class: Artificer
As a trapper, your artificer specialty lends itself well to the well-prepared. Your traps have the ability to contain, damage, or weaken beasts, humans, and monsters alike. A trap does not care whom the intended target is, it works all the same. Some may say the same of yourself, or they may herald you as a hero who protects the lands from the dangers out there, or they may see you as the one causing the danger...
Trappers have the ability to magically create traps to varying effects, and those effects become stronger with more experience. Some have even been able to trap creatures that would defy mortals...
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Trapper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Trapper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Entrapment
Beginning at 3rd level, whenever you finish a short or long rest, you can magically prepare a number of traps equal to your Intelligence modifier (minimum of one). You may choose what type of trap(s) you create when you are creating them, but you may only have up to your Intelligence modifier prepared at a given time. Traps may be placed in an unoccupied location, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. When a trap is triggered, a creature must succeed on the saving throw or suffer from the effect of the trap as detailed below.
You can also make a ranged spell attack to throw a trap at a creature within 20 ft. as an action.
|
Type |
Effect |
|
Containment |
A creature that triggers this trap must succeed on a Strength saving throw or become grappled. A creature may break the grapple with a successful Acrobatics or Athletics check contested by your spell save DC. |
|
Damage |
A creature that triggers this trap must succeed on a Dexterity saving throw or take 2d8 bludgeoning, piercing, or slashing damage (your choice when you create the trap), or half as much damage on a successful save. |
|
Weaken |
A creature that triggers this trap must succeed on a Constitution saving throw or become poisoned for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
Spell Charged
At 5th level, you learn to write arcane sigils onto your traps. When you prepare a trap, you may write an arcane sigil onto one of them, infusing it with a spell. You may only have one sigil active at a time. These sigils can hold any spell you have the ability to cast and expend the spell slot used to inscribe the spell.
Master Trapper
By 9th level, you have mastered your tinkering with different mechanisms for your traps. Your traps have the new effects listed below:
|
Type |
Effect |
|
Containment |
A creature that triggers this trap must succeed on a Strength saving throw or become restrained. A creature may break the grapple with a successful Acrobatics or Athletics check contested by your spell save DC. |
|
Damage |
A creature that triggers this trap must succeed on a Dexterity saving throw or take 4d8 acid, bludgeoning, cold, fire, lightning, piercing, slashing, or thunder damage (your choice when you create the trap), or half as much damage on a successful save. |
|
Weaken |
A creature that triggers this trap must succeed on a Constitution saving throw or become stunned for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
Containment Protocol
Starting at 15th level, you may combine three of your traps into one magical device meant to completely contain a creature. The creature must make three Dexterity saving throws to avoid the effect of the trap, unless the trap is thrown, in which case you will need to make 3 ranged attack rolls against the target. On 3 successful hits or on 3 failed Dexterity saving throws, the creature is magically shrunk to 1 foot tall and contained within the trap, requiring your concentration to maintain the seals. If the seals are broken before 1 minute has passed, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the creature is permanently contained with the trap. While it is contained, the creature does not age, does not require foot or water, but is conscious.
Creating a Containment Protocol trap counts toward 3 of the traps you may have prepared at a given time. This includes when a creature is contained.
Comments