Base Class: Artificer
Artificers who have specialized in the creation of complex and ingenious traps are known as trappers. These brilliant inventors are always one step ahead of their enemies, whether they’re hunting game in the wilderness or defending a city against hordes of monsters, and once their machinations are known, it is most likely already too late.
Bonus Proficiencies
Beginning when you choose this specialization at 3rd level, you gain proficiency with leatherworker's tools and weaver's tools, as well as the Wisdom (Survival) skill.
Trapper Spells
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.
Trapper Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Tinkerer’s Traps
Also at 3rd level, your cunning mind has allowed you to come up with various designs for intricate traps to harm and debilitate your foes. As an action, you can set one so-called Tinkerer’s Trap on a flat surface within 5 feet of you. Once a Tinkerer’s Trap is set, it remains in place until it’s triggered by a creature coming within 10 feet of it. You cannot trigger one of your own traps in this way.
As part of the action you use to set one of your Tinkerer’s Traps, you must also roll a Dexterity (Sleight of Hand) check and record the number rolled. Any creature with a Passive Perception score that is lower than the result of your Dexterity (Sleight of Hand) check fails to detect the trap.
When you set one of your Tinkerer’s Traps, you can choose between any of the following effects:
Smoke Trap. When this trap is triggered, it rapidly emits a thick cloud of gas in a 30-foot radius centered on the trap. The gas cloud lasts for up to 1 hour, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. For the duration, the area is considered to be heavily obscured.
Snare Trap. When this trap is triggered, any creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature is grappled and restrained for up to 1 minute. A creature that has been restrained by this trap can use its action on its turn to make a Strength (Athletics) check against your artificer spell save DC, freeing itself on a success.
Spike Trap. When this trap is triggered, any creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to 1d10 + your proficiency bonus, taking half damage on a successful save.
The piercing damage dealt by this trap increases to 2d10 at 6th level, 3d10 at 9th level and 4d10 at 12th level.
Your traps last until they are triggered, until you finish a long rest or until you use an action to disarm a set trap. Whenever you disarm one of your set traps, you regain a use of this feature.
You can set a number of Tinkerer’s Traps equal to your Intelligence modifier per long rest.
On the Move
At 5th level, you’ve learnt how to deploy your traps with impeccable efficiency. Whenever you use your action to set a trap, you can take the Dash, Disengage or Hide actions as a bonus action.
Trapper’s Eye
Also at 5th level, your experience in setting traps has given you a knack for detecting and disarming traps set by others. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to detect traps, as well as on thieves' tools checks you make to disarm traps.
Improvised Planning
At 9th level, you’ve learnt that even the most well-thought-out plan can go wrong, and know the importance of being able to improvise. You gain the following features:
Battlefield Adaptation. While you have at least one trap set, you can use your bonus action to move it remotely to a different location within 30 feet of you, provided you can see the trap and that it is within 30 feet of you.
Emergency Safeguard. Whenever one of your traps is triggered, you can choose a number of creatures up to your Intelligence modifier within the area of effect to automatically save against the trap.
Arcane Trapper
At 15th level, you’ve learnt how to combine your arcane abilities with your skill for setting traps. You can now choose between one of the following effects whenever you set a trap with your Tinkerer’s Traps feature:
Sleep Trap. When this trap is triggered, any creatures within 10 feet of it must make a Constitution saving throw. On a failed save, a creature is knocked unconscious for 1 minute, until it takes damage, or until another creature uses its action to shake the unconscious creature awake.
Explosive Trap. When this trap is triggered, any creatures within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes your choice between fire, cold, acid or lightning damage equal to 8d8, taking half damage on a successful save.
Stun Trap. When this trap is triggered, any creatures within 10 feet of it must make an Intelligence saving throw. On a failed save, a creature takes 4d8 psychic damage and is stunned until the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/17/2021 9:33:45 AM
|
3
|
0
|
--
|
Coming Soon
|
Comments