Base Class: Artificer
The art of engineering and creation is one with as many variations and specialties as there are stars in the sky, and for every innovation and discovery that helps the world, there will always be two more meant to snap people in place. Those artificers who specialize in the creation of traps and their utilization are often frowned upon by their peers, using their technological prowess working as mercenaries for crime lords, trapping endangered creatures, and working as professional assassins instead of innovating and creating new technologies and inventions. Many of these artificers find themselves in the underbelly of society, becoming feared criminals in the process, but this is not the only route they can follow, many of these artificers hold respected positions as security engineers, creating elaborate defenses for nobles or dungeons. Many also take to the wilderness, using their trapping skills to make a living off of the wildlife that stalks the earth.
Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice
Trap Crafter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Trap Crafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Trap Crafter
| 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 Capsule
Also at 3rd level, you have mastered the practice of creating magical capsules that you use to deploy and create your traps magically. Deploying a trap capsule produces no sound or other effects other than the summoning of a trap. During a short or long rest, you can spend your time using your smiths tools to create a trap capsule. When you create a trap capsule, pick from one of the following trap options. Additionally you can also expend a spell slot of 1st level or higher to create a number of capsules equal to spell’s level.
Traps
Bear Trap. A small construct, when a creature enters the space with the bear trap on it, they must make a dexterity saving throw against your spell save dc. On a failure the trap slams shut, dealing 1d6 piercing damage on a failure and reducing the creature’s movement by half for as long as the trap is on them. A creature can use their action to try and peel the trap off, they must make a successful strength check against your spell save dc, removing it on a success.
Pit Fall. A large construct, a pit created with a veil of magical energy that disguises it as the ground, the trap can only be detected by a detect magic spell, detect traps spell, or any ability or feature that allows a creature to sense something hidden such as truesight. When a creature steps on a spot that the trap takes up they immediately fall down 10 feet. When you create the trap you choose one of the following dangers in the pit:
- spikes litter the bottom, when a creature falls down the trap, they take 2d10 piercing damage along with the fall damage.
- when a creature falls in, the magical veil becomes sealed from the inside, locking the creature in the pit. A successful dispel magic against your spell save dc can remove the veil’s seal.
Projectile Surface. A medium or large construct. This trap can only be placed on flat surfaces. When created, the trap has hidden holes in the surface that will magically activate and conjure projectiles whenever a creature moves through the range of the trap(either a 5ft. Wide, 5ft tall, and 30ft. Long line for the medium size, or a 10ft wide, 10ft tall, and 30ft. Long line for the large size). When the trap is activated, the creatures in the range of the trap must make a dexterity saving throw against your spell save dc, taking 3d6 piercing damage on a failure, and half as much on a success.
Rope Snare. A medium construct, when a creature enters the space where the trap is active, they must make a strength saving throw against your spell save dc. On a failure, the creature is restrained by rope, their movement is reduced to 0, and they cannot cast spells that require somatic components. A creature that is restrained can make a strength saving throw to escape the trap, escaping on a success with 10 feet of movement speed reduced from their walking speed until the start of their next turn. Once this trap is activated, you must spend an action reactivating it using your smith’s tools.
Hidden Mine. A small construct, when a creature enters the space where the trap is, all creatures within 5 feet of the mine must make a dexterity saving throw against your spell save dc, taking 3d8 of one of the following damage types(fire, acid, lightning, thunder, cold, chosen when you make the capsule) and being thrown back 10 feet on a failure, and taking half as much damage on a success. Once this trap is activated it is destroyed.
You can have up to 5 trap capsules at a time, to deploy a trap capsule you must use an action to deploy it within 5 feet of you. You can then activate it automatically, or later as a reaction to a creature getting within 5 feet of the capsule if you are within 100 feet of the capsule. A creature can identify where a capsule or trap is if it is on the ground with a successful Intelligence(Investigation) or Wisdom(Perception) check against your spell save dc. When a trap capsule is placed on the ground, it lasts for total hours equal to 5 times your intelligence modifier(minimum of 1), and a trap capsule that has been placed on the ground can be recalled as a bonus action. A trap capsule becomes unusable after the duration ends. A regular trap will last for the same amount of time as a trap capsule, and it will vanish when the duration finishes.
A successful dispel magic with a dc against your spell save dc or a successful thieves tools check against to your spell save dc will destroy the trap.
Enhanced Trap
Beginning at 5th level, you are able to enhance your spells magically. All damage from your traps ignores resistance, additionally you gain the following traps when creating a trap capsule:
Wyrm Star. A small construct, a thick metal steak with vents across its sides. When a creature enters within 5 feet of it or the trap is detonated, all creatures within either four 15ft lines from its front, back, and sides or within four 15ft lines from the corners(your choice upon the trap’s detonation) must make a dexterity saving throw against your spell save dc, taking 3d6 of one of the following damage types(fire,cold, lightning, force, acid, necrotic, radiant, thunder, or poison, chosen when creating the trap capsule) on a failure or half as much on a success. After the first initial detonation, the trap can be detonated again as a bonus action, after which the trap becomes unusable.
Vacuum Pod. a large construct, a spherical pod that glows with power. As a bonus action or reaction to a creature moving within 30ft of the trap, you can activate it. When activated, all creatures within 30ft of the trap must make a strength save against your spell save dc, being pulled 15 feet towards the trap on a failure and taking 2d12 force damage on a failure, or half as much on a success. If two creatures of the same size category or one size larger end up in the same space, they both are knocked prone.
Master Crafter
Starting at 9th level, your mastery of trap crafting has allowed you to transform your traps into arcane vessels, you gain the following effects.
- When creating a trap capsule, you can expend an additional spell slot to add one of your spells into it. When cast in this way the spell doesn’t require material components. The spell is cast when the trap is activated.
- Once per day, you can cast Glyph of Warding without expending a spell slot or need for the material components. When cast in this way it occupies one of your trap capsules or one of your artificer infusions.
Trap Booster
Upon reaching 15th level, you are able to maximize the deadliness of your traps, your traps gain the following benefits.
- Traps ignore damage immunity, treating it as if it were resistance.
- Your traps now do extra damage of one of the trap’s damage types equal to your spell attack modifier.
Previous Versions
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3/30/2021 1:03:51 AM
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