Base Class: Artificer
A Trap master is an expert at using gears and pulleys to create equipment and objects that provide seemingly mystical effects. Trap masters use these creations to set ambushes and take their targets by surprise or to control the pace and flow of combat. Trap masters rely more on simple mechanics then channeling magic into their devices. Because of this and their focus on ambushing and battlefield control they are valued when facing hordes of weak foes or hunting singular powerful monsters and spell casters.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Tinker's Tools;Tinker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Trap Master Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Trap Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Trap Master Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Experimental Traps
At 3rd level, you gain the ability to craft a limited number of experimental traps. At the end of a long rest if you have tinker's tools or smith’s tools, you can create one of several traps using the required material components.
These traps are small or tiny non magical objects and are powerful but are fragile and break after a single use. Most traps must be set before they can trigger their effects. A tarp can be set as an action. You may take 1 minute to disguise a trap you set. Doing so requires a dexterity (Stealth or Sleight of Hand) check.
You can only create one experimental trap at a time, and it does not disappear until it is used. You may only have a total number of these traps made equal to your Intelligence Modifier at once. You gain access to more advanced traps and make more traps at one time at levels 5, 9 and 15.
If an experimental trap requires a save the DC is equal to 8+ your artificer level+ your intelligence modifier.
|
Trap |
Level |
Required Materials |
Size |
Trigger Area |
Effect |
|
Net Launcher |
3 |
a crossbow , 4 crossbow bolts and 50ft of rope |
Small |
5ft wide 60ft line |
When you set this trap choose a direction. When a creature enters its trigger area it must succeed a dexterity save or be retained until it or another creature helping it, makes a successful strength save to break free. Once this trap is activated the crossbow used as its material component returns to functioning as a normal crossbow. |
|
Lightning Line |
3 |
2 crossbow bolts or arrows |
Tiny |
15ft line |
You may set this trap as normal or use a crossbow to set this trap at any location within 30ft. This trap covers a 15ft line starting on the target location and extending the direction you choose. This trap is always concealed and requires a DC15 wisdom (perception) check to see it. Any creature that moves through that area must make a dexterity save. On a failed save nothing happens and the trap remains set. On a failed save the creature falls prone, takes 1d4 lightning damage and must make a constitution save. If it fails its constitution save it is also stunned for 1d4 rounds. |
|
Senses Stopper |
3 |
1sp worth of hot peppers or spices and a handful of rose hips and poison ivy or similar plants. |
Tiny |
5ft radius |
When this trap triggers it dispenses a cloud of noxious gas that covers a 30ft sphere centered on the trap. This cloud counts as heavy obscurement and lasts for 1d4 turns. Any creature moving threw or starting its turn in the cloud must make a constitution save or be blinded and has disadvantage on all ability checks, attack rolls, and concentration checks. Spellcasters maintaining concentration on a spell must also make a DC 15 concentration save at the beginning of its turn or loose concentration. This effect lasts as long as the affected creature is in the cloud and for 1d4 turns after leaving the cloud. |
|
Remote Dispenser |
3 |
500 ball bearings and 20 caltrops |
Tiny |
None |
Once set you can use a bonus action to trigger it. You must be within 60ft of the trap to do so. Once triggered the trap has a 10ft radius circle of effect. Any creature moving through the affected area must succeed on a Dexterity saving throw or fall prone, take 1d4 point of piercing damage and have it’s walking speed reduced by 10ft. A creature moving through the area at half speed doesn't need to make the save. |
|
Catapult Pad |
5 |
A 2ft x 2ft metal plate or a metal shield |
Small |
self |
When you set this trap choose a direction. Once set, any medium size or smaller creature or object that steps or is set on the trap's location must make a dexterity save or be thrown 100ft in a straight line in the direction the trap is facing. If the thrown target hits any creature or object it stops and both take bludgeoning damage as if they were taking falling damage equal to the untraveled distance. If the thrown target is a creature it then falls prone. If the thrown target collides with a creature. That creature must succeed a strength save or also fall prone. Once this trap is triggered the plate or shield returns to normal. |
|
Harpoon Launcher |
5 |
A crossbow, crossbow bolt and 100ft of rope |
Small |
5ft wide 60ft line |
When you set this trap choose a direction. When a creature enters its trigger area it must succeed a dexterity save or take 1d8 piercing damage and is considered grappled. It must then immediately make a strength save or be pulled 15ft towards the trap. Each turn the affected creature must repeat the strength save or be pulled another 15ft. On a successful save the target takes another 1d6 piercing damage but breaks free. After 4 turns this trap’s effect ends and the tragt is no longer grappled. A grappled creature may attempt to cut the line pulling it to break free. The line has an AC of 15 and 20 Hit Points. Once this trap's effect ends the crossbow used as its material component returns to functioning as a normal crossbow. |
|
Proximity Mine |
5 |
A small jug made from clay or glass |
Tiny |
5ft radius |
This trap can not be triggered until the end of your next turn after it is set. Once activated all creatures within a 30ft sphere centered on the traps location, must make a dexterity save or take 3d6 piercing damage, 3d6 force damage and Taking half as much damage on a successful save. |
|
Loadstone Vortex |
9 |
An iron ingot and 100 copper coins |
Tiny |
20ft sphere |
This trap cannot be triggered until the end of your next turn after it is set. When triggered All creatures within 30ft must make a strength save against your spell save DC or be disarmed of any metal weapons. Any affected weapon is immediately pulled to the same space as the trap. Creatures wearing metal armor in the affected area have disadvantage on reflex saves and have their movement speed reduced by half and are pulled 15ft towards the trap at the end of each round. This effect lasts for 1 minute before. After this trap’s effect expires it returns to a plain iron ingot. |
|
Hundred Darts |
9 |
100 darts |
small |
5ft wide 20ft line |
When you set this trap choose a direction. When a creature crosses this trap's trigger area all creatures in a 60ft line must make a dexterity save. Roll percentage dice and subtract that number of darts from the 100 total. The creature closest to the trap takes that much piercing damage or half that much on a successful save. If more targets are in the affected area. Roll the percentage dice again and subtract the total from the remaining darts. If this rolls result then the remaining darts it only takes damage equal to the remaining number. The next creature in the line then takes that much damage or half as much on a successful save.. Repeat these steps until either no darts or targets remain. |
|
Black Hole Trap |
15 |
2 bags of holding or 1 bag of holding and Handy Haversack or Portable Hole. |
Small |
10ft sphere |
This trap can not be triggered until after the end of your next turn. You may also trigger it using a bonus action if you are within 35ft of the trap. When triggered this creates a gate to the Astral plane. All creatures within a 30ft sphere of the trap are sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This trap can still trigger even if the magic of the materials used to make it is negated. In such cases the trap simply breaks afterwards with no effect. |
Improved Traps
Threw constant tinkering and refinement you have found ways to create new traps and increased the speed at which you can build them.
- You gain access to 5th level Experimental Traps and can now create 2 traps during a long rest
- Effects of your 3ed level traps have their duration doubled
- your 3ed level traps now roll twice as many dice for each damage roll.
Trap Expert
You have further increased your ability to create traps. You have also become more efficient in handling and constructing them.
- You gain access to 9th level experimental traps and can now create 3 traps during a long rest.
- You now add your intelligence modifier to each of your traps damage rolls.
- You may set a trap as a bonus action.
Perfected Traps
You have reached the epitome of trap manufacturing. Increasing their effects and triggering.
- You gain access to the Black Hole trap.
- The effects of your 5th and 9th level traps are doubled.
- You can now trigger 1 or more of your traps as a reaction if you are within 30ft of the trap.
- All of your 5th and 9th level traps roll twice as many dice for damage, and your 3ed level traps roll 3 times their normal dice.
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