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# Trapper Trap making has had a long and complex history of continual experimentation in an attempt to find the most effective trap. It could be said that trap making has finally reached its zenith. A few select artificers having rigorously tested, studied, and perfected the art of making portable magic traps, using them to afflict creatures with devastating conditions and damage or kill their enemies before they even engage in combat. These artificers are referred to as Trappers. #### Tool Proficiency When you adopt this specialty at 3rd level, you gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Expert Trapper Also at 3rd level, you may use tinker's tools instead of thief's tools in all checks made relating to traps. #### Trapper Spells Starting at 3rd level, 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 | Spells | |:---:|:---:| | 3rd | *entangle, snare* | | 5th | *find traps, spike growth* || | 9th | *magic circle, nondetection* | | 13th | *confusion, grasping vine* | | 17th | *antilife shell, hallow* | | #### Hidden Traps Over the course of 1 minute, which can coincide with a short or long rest, you can craft any of the traps detailed at the end of the specialty, using materials at hand and magic to conjure up the materials. As an action, you may place a hidden trap on an unoccupied space that you can see within 5 feet of you. When you lay the trap, only creatures of choice notice where you have laid a trap. For other creatures, to notice the trap they must succeed on a Intelligence (Investigation) check against your Artificer spell save DC to notice it. You may have a number of traps equal to 1 + your Intelligence modifier (minimum of one). When a trap is activated it loses its magic and does not count against the number of traps you control, and if you craft more your limit of traps, one of your previous traps loses it magic and becomes inactive.
#### Quick Hands At 5th level, your experience placing traps has allowed you to quickly place them down. You may place a hidden trap as a bonus action instead of an action. #### Targeted Traps At 9th level, you gain a mental connection with your traps and are able to more precisely control when they go off granting you the following benefits: * When you place a hidden trap, you may designate yourself and any number of allies as exemptions, allowing them to move through the area occupied by a hidden trap without triggering it. * You and your allies have advantage on saving throws from your hidden traps. * When a creature you can see within 60 feet of you moves within range of one of your hidden traps, as a reaction you may mentally command the hidden trap to activate. #### Trap Master By 15th level, you have become a master at using your hidden traps in even the most unexpected of ways. You gain the following benefits: * You may now place hidden traps in places occupied by other creatures. When you place a trap in this way, it immediately activates. * As an action, you can now create a new hidden trap following all of the other rules for creating them, but your maximum number of traps available does not increase. \pagebreakNum ### Traps
**Blinding Light** When a Small or larger creature steps on this trap, all creatures within 10 feet of the trap must make a Constitution saving throw versus your artificer spell save DC or be blinded for 1 minute. At the end of each of the target's turns, the target can make another Constitution saving throw. On a success, the blindness ends on the target. **Explosive Mine** When a Small or larger creature steps on this trap, all creatures within 10 feet of the trap must make a Dexterity saving throw versus your artificer spell save DC. A target takes 1d6 fire damage on a failed save, or half as much damage on a successful one. This trap's damage increases by 1d6 when you reach certain artificer levels to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. **Poison Mist** When a Small or larger creature steps on this trap, they must make a Constitution saving throw versus your artificer spell save DC. A target takes 2d8 poison damage and is poisoned until the end of their next turn on a failed save. On a success, they take half as much damage and are not poisoned. This trap's damage increases by 1d8 when you reach certain artificer levels to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level. **Scent Trap** When a Small or larger creature steps on this trap, they must make a Dexterity saving throw versus your artificer spell save DC. On a failed save, the target is marked by the scent trap and on successful one, they are not affected by the scent trap. Creatures affected by the scent trap emit a unique smell that lingers around them for 1 hour or until they go into water. While a creature emits this smell, other creatures have advantage on Wisdom (Survival) check to follow their scent. **Mind-Numbing Terror** When placed, this trap is inactive until after the end of your turn. Whenever a creature with more than 1 Intelligence moves within 5 feet of the trap, they must make a Wisdom saving throw versus your artificer spell save DC. On a failure, they take 1d6 psychic damage and are frightened of you until the start their next turn. This trap's damage increases by 1d6 when you reach certain artificer levels to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. **Root Trap** When a Small or larger creature steps on this trap, they must make a Strength saving throw versus your artificer spell save DC. On a failed save, the target is rooted to the ground and stop moving and on successful one, they are not affected by the root trap. Creatures affected by the root trap have their movement speed reduced to 0 until they break free from the trap or until 1 minute has passed. At the start of each of the target's turns, the target can make another Strength saving throw. On a success, they break free from the trap.