Base Class: Wizard
The Order of Trapping is a specialized group of wizards that focus on reactionary and triggered spells. The order is well known for creating magical traps for anyone willing to pay the fee's required to make them. While they typically cast long lasting triggered spells, they can also react at a moments notice.
Warding Savant
Warding Savant
Beginning when you select this Order at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Triggered Cantrips
2nd-level Order of Trappers feature
Starting at 2nd level you can catch your opponents off guard by casting simple spells in the blink of an eye. As a reaction you can cast a cantrip that normally takes an action to cast. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a short rest or long rest.
Bait and Switch
6th level Order of Traps feature
Starting at 6th level, you can choose one willing creature you can see within 60 ft.
As an action you teleport the target to an unoccupied space you can see within 30 ft of of the target. Immediately after the target disappears, a magical explosion detonates, and each creature within 10 feet of the space the target just left must make a Dexterity saving throw against your wizard save DC, taking 2d8 force damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a spell of 1st level or higher that forces an opponent to make a saving throw.
Student of Traps
Student of Warding 10th level Feature
Starting at 10th level, as part of a short or long rest you create a number of glyphs that can unleash magical effects.
Choose a number of spells, equal to your proficiency modifier, of 3rd level or lower. These spells must be from your spell book and must require an action to cast.
As an action, you can inscribe these glyphs by expending a spell slot equal to the original spells level. It can be inscribed on a surface , object, or creature you can see within 100 ft of yourself. The surface area or object can be of up to 10 ft in diameter, and the creature of up to size large. These glyphs last up to a number of hours equal to your Intelligence modifier.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell.
When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it.
If the spell requires concentration, it lasts for a number of rounds up to your Intelligence modifier. If a second glyph that requires concentration is activated, the first glyph stops as if concentration was lost.
Master of Traps
14th-level Order of Trapping feature
Starting at 14th Level, once per long rest, when you can cast an abjuration spell you can do so without consuming the material components needed to cast it. You must still have the components required to cast the spell. If the spell is ever cast again in this way, the first spell ends as if dispelle
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