Artificer
Base Class: Artificer

befuddle your foes with an array of treacherous traps.

traps galore

Starting at 3rd level,as part of long rest you can use one of your infusions to make a trap.When you make a trap you can set it´s trigger and effect.The trap can placed by anyone and can be placed in a square within 5ft of the placer as action and It can only be triggered once placed. the trap can be detected automatically by you and the placer and takes a perception check with a dc of your spell save dc to spot.The trap  has ac equal to your spell save dc+2, hit points equal to  your artificer level times your proficiency bonus, proficiency in all saves (using your proficiency bonus) and immunity to poison,necrotic and psychic damage.Should the trap be reduced to 0hp it is considered expended.Any creature within 5ft of the trap or 15 ft if they have thiefs tools can make a slight of hand check with a dc of equal to your spell save dc+2 to disarm the trap is successful it is considered expended.An expended trap no longer takes up a use of your infusions and cannot considered placed a trap becomes expended if triggers.

trigger

The trigger can vary from very simple (stepping on the trap) to complex (only triggering if an undead says a certain word) but, cannot be triggered by stimulus more then 15ft away (so that undead is safe for as long as it stays within 5ft).

effect

When you create a trap, you must choose between 3 effects Rend,Capture, or Flare. each effect is shown below.

Rend

Upon the trap being triggered, any creature in the traps space takes 4d8 slashing damage.

Capture

Upon being triggered, the area within 15ft of the trap becomes difficult terrain.If, you are in this area when the trap triggers you must make a strength save with a dc equal to the crafters spell save dc or become grappled (escape dc equal to your spell save dc and made at disadvantage).This effect lasts for one minute.

flare

Upon being triggered,all creatures within 15ft of the flare must make a con save with the dc of your spell save dc or,become blinded until the end of their next turn.in addition, all creatures within 30 X your artificer level feet know the trap has triggered.

 

 

 

 

trapped strikes

starting at 5th level ,whenever you make an attack roll at advantage and hit you can place a trap you have on the targets space and trigger it as part of the same action.in addition,you can now place traps as a bonus action.

deadly traps

at 9th level Your traps improve greatly.as a reaction to a creature making a saving throw against a trap or spell you created you can give the creature advantage or disadvantage on the save.In addition, each of your trap effects become stronger as shown below.

improved rend 

Upon activation all creatures within 5ft of the trap take take 4d8 damage.

improved capture

As capture though the grappled creatures are also restrained for as long as they remain grappled.

improved flare

as normal flare though blinded creatures  gain a level of exhaustion.

trapsmith´s tools

Starting at 3rd level,you gain proficiency with thieve´s tools and can use them to cast your spells.in addition you gain resistance to damage dealt by traps and, have advantage on saves caused by traps.

master of traps

Starting at 15th level, whenever one of your traps would be considered expended you can choose whether or not it becomes expended.in addition you can no longer be affected by your own traps.

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