Arcane Trapper
Tinkering with mystical powers, Arcane Trappers are masters of magical traps and gadgets that store magical energy. These hunters craft deadly arcane instruments and are often consumed by a vendetta to eradicate their sworn foes. Arcane Trappers are as clever as they are patient, deploying their traps and awaiting the arrival of unsuspecting enemies.
Many trapper’s families or homes were ravaged by an evil entity and their desire to trap and destroy those creatures has become an obsession. Some suffered the corrupting touch of the undead, granting them access to necromantic powers which they infuse into their traps. Others cultivate power to equal the terror of being helpless against a monstrous creature, while some are driven by the altruism of a divine purpose to quell the forces of evil. Others are in it for the money. Trappers are often in high demand for their services in ridding a farm or village of a dangerous creature.
As limited spellcasters, Arcane Trappers conjure magic through devices of their own genius, combining idle spell effects to lure and detect enemies with deadly trigger effects that trap foes and relentlessly attack with arcane power. Their compact, armored traps can be hidden by enchantment and are difficult to destroy. Each bears a rudimentary magical matrix capable of targeting enemies and even distinguishing loyal allies from evil foes.
Trappers build gadgets capable of disguising and protecting allies as well as casting and absorbing spells. Allies can wield these gadgets and activate the arcane magic within. Trappers maintain their creations through a daily regimen of magic infusion.
Where adventurers once waded through danger, wary of monsters and foes waiting to attack from the shadows, Arcane Trappers and their allies now hide behind defensive perimeters of magical traps with spellshot rifles, ready and unafraid. The hunted have become the hunters.
Creating an Arcane Trapper
Follow the quick build guidelines for Artificer (TCoE).
Hit Points
Hit Dice: 1d8 per arcane trapper level
Hit Points at 1st level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your constitution modifier per level after 1st
Proficiencies
Arcane Trappers have the following proficiencies at 1st level.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, shortswords, rapiers, crossbows
Tools: Tinker’s tools, one type of artisan’s tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Stealth, Investigation, Medicine, Nature, Survival, Perception
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- tinker’s tools and an explorer’s pack
- simple weapon of your choice
- simple weapon or light crossbow with 20 bolts
- your choice of studded leather armor or scale mail
Class Features
As an arcane trapper you gain the following class features.
Gadgets
1st level arcane trapper feature At 1st level you know how to create two gadgets from the arcane trapper arcane gadgets or magitech gadgets lists.
You can create and maintain a number of gadgets as shown on the arcane trapper table. You learn to create a new gadget at 3rd, 5th, 7th, 10th, 13th, and 16th levels. If you create a gadget that exceeds the count limit, the first created loses its magical properties and becomes mundane.
For a gadget to recharge on a long rest, it must be within 120 ft. of the arcane trapper for at least 4 hours.
Spellcasting
1st-level arcane trapper feature
You have been exposed to magic and developed methods for charging the arcane power into the devices that you craft. Some of those devices can be operated by other individuals and some devices can operate independently.
Preparing and Casting Spells
The arcane trapper table shows how many spell slots you have to cast your spells from the Artificer spell list. You regain all expended spell slots when you finish a long rest.
You prepare a list of artificer spells that are available for you to charge into your devices, choosing from the artificer spell list. Choose a number of artificer spells equal to your Intelligence modifier + half your arcane trapper, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a prepared spell doesn’t remove it from your list of prepared spells. (You can cast it more than once if you have spell slots left.)
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells and charging your devices requires time spent tinkering: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcane trapper spells. You use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. For spells requiring concentration, your spellcasting gadgets and traps automatically pass any constitution saving throws until they are destroyed. Activated traps are targetable and have HP. Gadgets on the bearer are too small to be targetable in melee or ranged combat. However, if the bearer drops to 0 HP, roll 1D20. The gadget is destroyed on a roll of 1. You provide the necessary verbal, somatic and material components of spells when the gadgets and traps are infused and only a verbal keyword spoken by the bearer as a bonus action is required to activate the pre-cast spells.
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Spell save DC = 8 + proficiency bonus + your Intelligence modifier
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Spell attack modifier = your proficiency bonus + your Intelligence modifier
Cantrips
1st-level arcane trapper feature
At first level you know two cantrips from the Artificer spell list. One of these cantrips must be attack cantrip from the Artificer’s with a range greater than self or touch and must not require a melee attack, for example acid splash, bonfire, fire bolt, lightning lure, poison spray, ray of frost, or thorn whip. You can wield this cantrip through your Spell Holder as an arcane focus.
You gain an additional cantrip of your choice from the Artificer spell list at 10th and 14th level. Attack cantrip damage increases at 5th, 11th and 17th level.
Magical Mending
1st-level arcane trapper feature
You have the ability to cast the mending cantrip through your tinker’s tools, allowing you to mystically repair your gadgets and traps up to 2d6 HP. Damage to your gadgets that is not repaired by a magical mending must be repaired be repaired by manual tinkering (2d6 per hour) consuming 2d4 sp worth of materials. This does not count toward your total number of known cantrips.
Spell Holder
1st-level arcane trapper feature
At 1st level you have created a unique gadget for storing spells and channeling arcane energy. As a bonus action you can charge a spell holder within 5 ft. with one of your prepared Artificer spells of duration instantaneous. The bearer of the spell holder can then cast the spell as an action. The spell holder uses your spell attack bonus and spell DC.
Your Spell Holder functions as an arcane focus for you and does not count toward your total number of gadgets.
The gadget’s design merges utility and aesthetic. It is an expression of your unique mysticism and tinkering abilities such as a pocket watch with infolding fractal patterns, a gem-studded walking stick, a crystal monocle, a choker necklace with an amulet, a ring, a glove, a smoking pipe, an ornate headband, a preserved eye stalk from a zombie beholder, a staff from a tree struck by lightning, a fancy belt buckle, a pet rock, a toy wooden gun engraved with runes, or a Fey-touched snow globe you bought at a circus that shimmers when charged with arcane energy.
Constructing a replacement requires materials and tools of your specification of value 25 gp and construction time of 1hr.
Arcane Traps
2nd-level arcane trapper feature
At 2nd level you develop the skill to create mechanical traps infused with magic. You gain additional trap features when your advancement gives you access to new spell levels at 5th, 9th, 13th, and 17th levels. Daily preparation is required to infuse magic in the traps. You can create and maintain a number of traps equal to your proficiency bonus. Traps don't count toward your total number of gadgets. The traps are palm-sized, armored and weigh 3 lbs. each.
The trap uses your spell attack bonus and spell save DC and has the following properties:
- Trap hit points: 8 + your intelligence modifier + your proficiency bonus.
- Trap AC: 11 + your intelligence modifier + your proficiency bonus.
- Initiative: cantrip attacks (other than the trigger reaction attack) occur immediately after your turn.
Materials cost is 25 gp and construction time is 4 hours with suitable materials, tools, and workspace.
You activate (set) the trap via a keyword using an action and spending one or more spell slots.
Traps can be deactivated by the you by a keyword within 60ft range as a bonus action. When deploying a trap, you declare the selected the idle and trigger effects.
Traps can be placed on any solid surface within your reach. Once activated, the trap is not movable unless destroyed or deactivated. If the surface the trap is connected to moves by 10ft or more, the trap deactivates.
The activated trap’s effective detection range is the smaller of 30 ft radius hemisphere and the spell’s range. If the trigger effect is an area effect, the effective radius is the area of the spell effect and the spell effect is centered on the trap. Once activated, the trap can trigger immediately as a reaction, attacking the nearest detected creature in range besides the you. If the trigger effect is an area attack it does not trigger while you are in range of the attack, but will trigger as a reaction to your movement out of the area if a target is in range.
Traps include an optional 1st level or higher spell idle effect and/or a trigger effect that is a 1st level or higher spell or repeated attack cantrip. One spell slot is required (minimum), plus an additional spell slot if both an idle effect and 1st level or higher trigger effect are used. You always have the listed trap spells prepared for use in your traps but they don't count against your total of prepared spells.
Triggered traps cast their selected trigger effect spell as a reaction to a detected target in range of the trap. If the trigger effect is an attack cantrip, the trap will attack the nearest target each round until it is exhausted after 1 minute (10 rounds), deactivated by you as a bonus action, destroyed (0 HP), or disrupted by a Dispel Magic attack. After a cantrip trap has been triggered, if the initial target is dead or has left the effective range, the trap attacks the nearest living target other than the you. If no target is in range, the target reverts to attacking as a reaction to a target entering its effective range for its remaining triggered duration. Creatures under an active nondetection spell do not trigger the trap.
The trap can sense and attack through a small amount of disguising dirt or vegetation, however the trap does not trigger if a creature in range cannot be attacked due to intervening terrain that a medium creature cannot make movement or attack through. For instance, the trap will not trigger when creatures move on the other side of an intervening wall, floor or ceiling, even if they are within the trap’s range.
Idle Effect
At 2nd level the trapper can spend a 1st level spell slot to activate an idle effect. Regardless of the choice, you may use the Artificer spell silent image by preparing the spell.
- Silent Image: trap can be set to display an illusion per the Silent Image spell, for example to lure an enemy or disguise the trap, for up to 1 hr. The image can be set to persist for the duration or drop when triggered. Alternatively, the trap can be set to display the illusion when triggered. Specify the illusion and trigger effect when deploying trap. In addition, the illusion serves to camouflage the mine, hiding its location (+5 to DC for discovering the mine on failed intelligence save). On a failed intelligence save, attacks against an illusion-camouflaged mine have disadvantage.
- Detect Evil and Good: Trap can be set to make only good or evil creatures detectable targets for 10 minutes, or to alert the Arcane Trapper if a creature is in range and whether it is good or evil. Trapper declares the function of the trap at activation.
- Alarm: If a creature enters the trap’s effective area, a mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
Trigger effect
You can spend a 1st level spell slot to activate a trigger effect. Select either (1) a single 1st level spell or (2) a cantrip to be cast repeatedly.
1st level spell trigger effect options
Choose one of the following 1st level Artificer spell effects for your traps. The others you can use as well, but will require preparing the spell.
- Snare
- Grease
- Tasha’s Hideous Laughter
Cantrip trigger effect options
Choose any of trapper’s known cantrips that are attack spells with range greater than touch and which do not require a melee attack.
Trigger effect surprise and advantage
A trigger effect initial attack comes with surprise if the target is unprepared (not expecting danger), and with advantage (hidden position), if not previously spotted. DC to find the trap is generally high due to the trap’s small size and ability to detect targets from under a small amount of cover such as dirt or vegetation.
Arcane Trapper Specialty
3rd-level arcane trapper feature
At 3rd level you choose a specialty of arcane trapping focused on your strengths: Spellshot Trapper or Mystic Trapper, each of which are detailed after the class description. Your choice grants you access to unique features at 6th, 10th, 14th, and 18th level.
Ability score improvement
4th-level arcane trapper feature
When you reach 4th level and again at 8th, 12th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Cunning Trap
5th-level arcane trapper feature
Your skill improves to allow a new idle and trigger effects from the Artificer spell list which can be activated by spending a 2nd level spell slot. You always have these spells prepared for your traps but they don't count against the number of spells you can prepare.
Idle Effect
- See Invisibility: invisible creatures are detectable by the trap for 1 hr after activating
Trigger effects
- Levitation: specify levitation height.
- Web: web covers the ground, centered on the target.
- Vortex Warp: the trapper can either pre-designate the location for the target to be teleported
- Heat Metal: trap does not trigger if target does not have enough metal
- Enlarge/Reduce: declare whether the trap will enlarge or reduce the target
Manual trigger
7th-level arcane trapper feature
You can now set traps to not trigger until you say a keyword. You can say the keyword as a reaction to a condition you specify such a desired number of foes you can see in range of the trap’s effect, or a particular type of enemy creature is in the trap. You can also trigger the trap as a bonus action on your turn. You must be within 120 ft for manual triggering.
Deadly Trap
9th-level arcane trapper feature
You can create traps with a new idle and trap effect options which can be activated by spending a 3rd level or higher spell slot. You always have these spells prepared for use in your traps but they do not count against the number of spells you prepare. These spells are can only be contained in traps, not Spell Holders.
Idle Effect
- Nondetection: trap cannot be detected by magical means for 1 hr after activating
Trigger Effects
Choose one of the following:
- Hypnotic Pattern
- Erupting Earth
Infernal Trap
13th-level arcane trapper feature
Using a 4th level spell slot, you can incorporate a powerful, new trap trigger effect. You always have this spell prepared for use in your traps but it doesn’t count against the number of spells you prepare. The spell cannot be used other than in a trap. Choose one from the following:
- Confusion
- Evard’s black tentacles (prerequisite: mystic trapper specialty)
- Vitreolic sphere
Apocalyptic Trap
17th-level arcane trapper feature
You learn to incorporate a powerful and deadly trigger effect into your traps which you can activate by using a 5th level spell slot. You always have this spell prepared for use in your traps but it does not count against the number of spells you prepare. The spells cannot be used other than in a trap. Choose one from the following list.
- Cloudkill
- Destructive wave
- Enervation: (prerequisite: mystic trapper specialty) Captured HP can be transferred from the trap to a bearer of a Spell Holder using an action. Multiple transfers are possible. Any remaining HP is lost after a long rest.
Unseen Hand of Trap Placement
20th-level arcane trapper feature
At 20th level, you to use learn the dimension door spell in a limited, but unique way to aid in the placement of your traps. By spending a 4th level spell slot as an action you are able to cast dimension door to create a momentary portal to a location you can see, then reach through, place a trap, and use a bonus action to activate it. The dimension door closes the moment you activate the trap.
Trapper Specialty
Spellshot Trapper
Firearms proficiency
3rd-level spellshot trapper feature
As a spellshot trapper, you gain a proficiency with firearms which aids in bringing down trapped prey from a distance. You have an arcane rifle or pistol. Your ammunition is charged with arcane power using your spell holder.
Spellshot charging
You store a cantrip charge in a bullet to power a gunshot. For example, your chosen attack cantrip like bonfire, fire bolt or thunderclap could violently propel the bullet. Perhaps you have devised a way to use lightning lure like a magical sling shot or a chemical reaction using acid splash with a catalyst in your bullet, or even using thorn whip to cause a seed to rapidly germinate, expand, and propel the bullet.
Raw materials for ammunition are 2 sp per shot. You can create 4d4 shots after a long rest. You can also create 1d4 shots after a short rest if you have the materials and a suitable work area. Spent ammunition is nonrecoverable.
Cantrip shots have an indefinite lifetime.
Spellshot firearms have damage, range, misfire and reloading characteristics below, from the Gunslinger class.
Spellshot Grenadier
3rd-level spellshot trapper feature
By spending a 1st level spell slot, you can incorporate the spell catapult into special ammunition which adds potency to the damage of any successful shot.
You affix a special barrel to your gun for firing the heavier ammunition projectile which does 3d8 damage and has a range of 60 feet. Weight is 1lb per shot.
You can also research the ability to include one other known spell into your ammunition with the following affects: the firearm damage occurs on a hit, the spell's effective range increases to the range of the firearm, and the hit target has disadvantage on a saving throw for spell's effect. You can trade out this spell each time you gain access to new spell levels.
Charging ammunition with spells of 1st level or higher requires 1 minute per shot and has same materials cost (2 sp) as your regular arcane ammunition. You must charge it on the day it is used.
Spellshot Master
10th-level spellshot trapper feature
You learn to cast the spell flame arrows onto the magazine of your firearm, or your ammunition box. You spend a 3rd level splot and for the duration of the spell the enchanment adds the flame arrows effect to the regular spellshot damage.
Trap linking
14th-level spellshot trapper feature
You develop skill to magically link traps with same trigger effect together to expand the effective range of attacks to include the space defined within a perimeter of traps up to the range limit of the trigger effect spell or cantrip. Ranged area effect spells can be centered on a target between the traps with the range of the spell. Individual traps can be up to 90ft apart.
Spellshot Legend
18th-level spellshot trapper feature
At 18th level you learn to incorporate the deadly spell immolation into your spellshot ammunition by spending a level 5 spell slot. The range of the spell is extended to the range of your weapon. On a hit, the target takes the usual firearm damage, the spell Immolation is cast on the target and the target has disadvantage on the save.
Spellshot Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
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Palm Pistol | 50gp | 2gp (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 |
Pistol | 150gp | 4gp (20) | 1d10 piercing | 3 lb. | (60/240) | Reload 4, misfire 1 |
Musket | 300gp | 5gp (20) | 1d12 piercing | 10 lb. | (120/480) | Two-handed, reload 1, misfire 2 |
Pepperbox | 250gp | 4gp (20) | 1d10 piercing | 5 lb. | (80/320) | Reload 6, misfire 2 |
Blunderbuss | 300gp | 5gp (5) | 2d8 piercing | 10 lb. | (15/60) | Reload 1, misfire 2 |
Bad News | Crafted | 10gp (5) | 2d12 piercing | 25 lb. | (200/800) | Two-handed, reload 1, misfire 3 |
Mystic Trapper
Arcane Absorption
3rd level mystic trapper feature
At 3rd level, you have developed the ability to trap energy from spells into your Spell Holder.
When you are targeted with a spell attack or are forced to make a saving throw when a spell is cast, you can use your reaction to attempt to capture the spell. You attempt an intelligence saving throw of DC 10 plus the spell's level. On a success the spell's effect is cancelled and the Spell Holder recovers a charge of an available slot of yours level up to the level of the spell that was cast. Absorbed cantrips do not store any spell slots. On a failed save, the spell's energy is only weakened, such that spell damage is halved and anyone making saving throws has advantage against the spell for the duration of the spell.
Additionally, you can can recover unused magical energy from an activated trap that never triggered. On a successful intelligence check of DC 10, you recover all unspent spell slots as equivalent level spell charges in stored in your Spell Holder.
You can use this feature a number of times equal to your Proficiency Bonus. You recover all uses when you complete a long rest.
Arcane Drain
At 6th level, as a bonus action you can spend a use of use arcane absorption to drain magical energy from an existing spell or magical effect which requires a saving throw. Until the beginning of your next turn, each creature to attempt a saving throw against the magical effect gains advantage.
Arcane ally
At 10th level, other attuned bearers of your Spell Holders can use their reaction to absorb spell effects once after a long rest. Spell slots are not recovered by other bearers, but damage for successful magical attacks targeting the bearer that do not require a save is halved. Alternatively, if the spell being absorbed requires a save, the bearer has advantage. Additionally, your Spell Holder grants you advantage on dispel magic.
Arcane Reflection
At 14th level you develop the ability to use arcane absorption for up to 4th level spells, or to absorb and then re-emit a damage-dealing spell up to 4th level back at the caster.
Arcane volley
At 18th level your arcane absorption and reflection abilities extend to 5th level spells. You can also add stored power from your Spell Holder to a reflected damage-dealing spell, at the cost of spell slot, yielding two additional damage die per spell level.
Arcane Gadgets
Gadget of Disguise
You imbue the powers of the disguise self spell into an amulet of your design which alters the bearer’s appearance when activated. The amulet stores a number of configurations equal to your arcane trapper level. The bearer can teach the amulet new configurations by bringing the amulet into contact with the object and speaking a keyword. To mimic a person’s appearance, something from their person is required such as a hair or drop of blood. Once an amulet has learned its maximum number of disguises, it can learn no more, nor forget programmed configurations. Requires a gem of value 25 gp and 1 hr of tinkering. Gadget of disguise has a single charge and can be recharged after a long rest period.
Gadget of False Life
Prequisite: mystic trapper specialty
You create a gadget with the necromantic properties of the spell false life. The gadget has a single charge which can be activated as an action, and which can replenished on a long rest or by placing the device on a recently slain creature for 1 minute. This device requires construction of a gruesome or occult nature, such as a shrunken skull, a monkey's paw, or the preserved remains of a crawling hand. Cost is 25 gp for alchemical ingredients.
Gadget of Feather Falling
You the powers of the feather falling spell into a gadget of your invention. Requires 25 gp of materials and 1 hr of tinkering. The gadget has a number of charges equal to your proficiency divided by 2. Gadget has a single charge and recharges after a long rest.
Gadget of Invisibility
Preqrequisite: arcane trapper level 5
You can create an amulet or armor that can be activated once for up 1 hr to make one creature and whatever it is wearing or holding when activated invisible using the invisibility spell The gadget can be recharged after a long rest. Requires 25 gp of materials and 1 hr of tinkering.
Gadget of Mercy
You imbue the powers of the spare the dying spell into a gadget of your invention. The gadget can be activated by the bearer as a bonus action using a keyword when pressed against a creature with 0 HP or automatically if bearer drops to 0 HP. The number of charges equals your proficiency. Requires a gem of value 25 gp and 1 hr of tinkering. Gadget has a single charge and recharges after a long rest.
Gadget of Protection
You imbue the powers of the spell shield of faith into a gadget of your invention. This gadget can be activated by the bearer as a bonus action using a keyword. Requires a gem of value 25gp and 1 hr of tinkering. Gadget has a single charge and recharges after a long rest period.
Gadget of Resistance
You imbue the powers of the spell resistance into a gadget of your invention. The gadget can be activated by the bearer as a bonus action using a keyword. Requires a gem of value 25 gp and 1 hr of tinkering. Gadget has a single charge and recharges after a long rest. The gadget has to be worn in contact with the skin.
Gadget of Spider Climbing
Prerequisite: requirement arcane trapper level 5
You learn the skill of embedding the effect of the spider climbing spell into a gadget of your invention. Requires 25 gp of materials and 1 hr of tinkering. The gadget has a single charge and is activated by a keyword. The gadget recharges after a long rest.
Gadget of Stupendous Endurance
This gadget draws on the wearer's energy. The bearer's weight carrying capacity is reduced by 2 strength points, or 30 lbs. Once after a long rest, the bearer may call on the stored charge to power the effects of the expeditious retreat spell (dash as a bonus action for 10 minutes) or to reduce the bearer's exhaustion by one level for 1 hour. A charged gadget can be transfered to another bearer. Materials cost is 25 gp. Gadget must be in direct contact with the bearer.
Gadget of Vampiric Touch
Prequisite: arcane trapper level 9 and mystic trapper specialty
You learn to create a desirable object, such as tiny, locked valuables chest or a piece of jewelry, which holds the spell Vampiric Touch. Once after a long rest, when you or a bearer of one of your keys of warding speaks a keyword as a bonus action, the gadget activates and the bearer of the object (it is either touching them or in something they are carrying) must make a dexterity saving throw. On a fail, the bearer suffers 3d6 necrotic damage and the gadget captures half that in hit points which you can retrieve as an action when the gadget is again in your possession. If the object remains in the possession of the bearer, it attacks each turn for up to 1 minute. The spell also ceases when the gadget returns to your possession or someone bearing one of your keys of warding. You can deactivate the gadget's attack by speaking a keyword as a bonus action, provided you are withing 60 ft of the object. If the keyword is spoken and the gadget is in the possession of you or a bearer of one of your keys of warding, the gadget does not activate. Requires 100 gp of materials and 1 hr of tinkering.
Gadget of Water Mastery
Prequisite:arcane trapper level 9
You learn the skill of embedding the effect of the water breathing and water walk spells into a gadget of your invention. Requires 25 gp of materials and 1 hr of tinkering. The gadget has single charge. It recharges after a long rest. When the bearer selects breathing mode or water walk mode when they activate the gadget using a keyword. There is one charge of each.
Keys of Warding
You learn the skill of creating keys of warding. You may construct any number of keys of warding which can be worn by allies enabling them to place and activate a trap as an action via keyword as well as prevent triggering attacks from your traps when they are in the sensing radius as if they were the arcane trapper. A key of warding allows the wearer to disable a trap as an action by touching it and speaking a keyword. Construction requires appropriate tools and one of the following:
- a silver or electrum coin which can be scribed with the bearer’s likeness (tinker’s or smith’s tools)
- a wooden trinket carved to represent a prized possession of the bearer (woodworker’s tools)
- some of the bearer’s hair or blotted blood in a sealed, rune-marked scroll or envelope (scholar’s kit or alchemist’s kit)
- a stone or gem scribed with the bearer’s initials (mason’s or jeweler’s tools)
Construction time is 30 mins per key. Requires attunement by the bearer and is nontransferable due to the unique nature of the key. Keys of Warding do not require maintenance and do not count toward the trapper’s maximum number of gadgets.
Magictech Gadgets
Magitech gadgets combine your geniuous and tinkering abilities. For expendable gadgets, you can create a new one 1x/day with 1 hour of work, suitable tools and workspace and 2d4 gp of materials.
Auto Pick (expendable)
This item can be used to open locks. The DC it can pick is equal to your Intelligence score. It takes at least five times as long to open the lock, plus one minute for every DC lower it is. After it is used, it becomes inert.
Breathing Kit (expendable)
This small device increases the amount of time a medium creature can hold its breath by two minutes. For small creatures, this time is increased by four minutes. After it is used, it becomes inert.
Concealable Item
This item does not become inert, nor does it have a limit to craft, but it costs gp equal to the base price of the item +100 gp and follows normal crafting rules. You may create a shield or light weapon that folds in on itself. As a bonus action, you may deploy this item or collapse it. When folded, you have advantage on Dexterity (Sleight of Hand) checks made to hide this item on your person.
Arcane Bomb (expendable)
As an action, you may throw this metal sphere at a point within 40 feet of you. This gadget counts as one handed. All creatures within a 5 foot radius of that point must make a Dexterity saving throw against your spell save DC or take 6d6 force damage. On a successful saving throw, the creatures take half as much damage (rounded down). The radius increases to 10 feet at level 5, 15 feet at level 11 and 20 feet at 17.
Flare (expendable)
As an action, you may throw this pyrotechnic that produces a bright light and an intense heat at a point within 40 feet of you, creating a 30-foot-radius light centered on a point within range. Its light lasts 1 minute and lights up dim light to bright light or darkness to dim light. Once the flare is extinguished it becomes inert. Water can extinguish it too.
Flash Bomb (expendable)
As an action, you may throw this metal cylinder at a point within 40 feet of you. This gadget counts as one handed. All creatures within 5 feet of that point must make a Constitution saving throw against your Gadgeteer save DC or be Blinded for one minute. At the end of its turn the target may attempt another Constitution saving throw against your spell save DC, ending this effect on a successful save.
Hookshot (expendable)
As an action, you may launch this claw-like device at walls or ceilings within 40 feet of you and have the rope pull you up via a spring powered winch. This gadget counts as a hand-crossbow for purposes of proficiency.
The winch automatically pulls you 10 feet at the beginning of your turn, unless you decide to let the gadget go. You can remove the attached hook as a bonus action or continue to hang from ceilings or walls indefinitely after being pulled the full length of the rope.
While you are hanging or being pulled by this gadget you can't use your movement action. At any moment, you can let go this device (no action required). Every minute spent hanging you have to make a Constitution saving throw against a DC save of 10. Also, whenever you take damage while you are hanging you must make a Constitution saving throw to maintain your hold. The DC equals 10 or half the damage you take, whichever number is higher. On a failed save, you let the device go and fall vertically. Note: some surfaces may not allow the hook to stick (such as metal or hard stone). The winch can't lift more weight than 1 medium, 2 small, or 4 tiny creatures at a time.
Infamous Needle (expendable)
As an action, make an attack roll against a creature within 5 feet of you with this friction-electified needle (dagger). This attack has advantage against creatures wearing metal armor. On a hit, the creature takes 1d4 + Intelligence Modifier lightning damage and can't take reactions until the start of your next turn.
Image Caster
One sheet of paper may be inserted into this small box at a time. As an action, you may press a small button on the side of this device, which releases a flash of light in a 30 feet cone, and after one hour the paper is shaded with coal, graphite, or other materials to create an image of what the Image Caster was facing. The image comes only in shades of grey, unless dyes worth 50gp are used.
Net Bolt (expendable)
A net attached to a bolt. As an action, you may hurl this net using a spellshot firearm, crossbow or bow out to a range of 15 feet with a long range of 30 feet. This otherwise functions as a mundane net. A creature can avoid the net with a successful Dexterity check against your spell save DC or be restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Smoke Bomb (expendable)
As an action, you may throw this metal canister at a point within 40 feet of you, creating a 15-foot-radius cloud of smoke centered on a point within range. This gadget counts as one handed. The smoke spreads around corners, and its area is heavily obscured. It lasts for one minute or until a moderate wind (at least 10 miles per hour) disperses the cloud, taking 4 rounds, or a strong wind (at least 20 miles per hour), taking 1 round.
Spring-boot
A pair of boots with some carefully tuned spring mechanisms on the bottom of them. While wearing these boots, your walking speed increases by 10 feet, and you can jump an additional 10 feet horizontally or vertically. The user has disadvantage on Stealth checks while wearing them, due to the noisiness of the springs.
Stink Bomb (expendable)
As an action, you may throw this heinous mixture at a point within 40 feet of you, creating a 10-foot-radius of vile gas. This gadget counts as one handed. The mist spreads around corners and lightly obscures the area. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, taking 1 round. Each creature inside the radius must make a Constitution saving throw against your spell save DC or become poisoned for one minute. A creature can make another saving throw at the beginning of it's turn, ending this effect on a success. A creature that fails three or more saving throws, takes 1d8 poison damage and becomes Stunned until the start of their next turn as they spend their actions retching. Creatures have disadvantage on subsequent saving throws while in the area of the gas.
Tanglefoot Bag (expendable)
A small pouch full of writhing sticky tar. As an action, you may throw this at a point within 40 feet of you. Upon landing, the writhing tar spurts out, covering a 5-foot-radius of ground for 1 minute before it dries out and hardens. A creature hit by this bag must make a Strength saving throw against your spell save DC or have their speed reduced to zero. A creature may take an action to repeat the saving throw, freeing themselves from the sticky tar on a success. A creature that starts its turn in the area, or passes through it on their turn, has their speed halved until the start of their next turn.
Umbrella Bolt (expendable)
When you (or any creature lined up with you, inside the trajectory of fire) is being targeted by a ranged attack, and prior to the attack roll, as a reaction you can fire this bolt which expands a dome-like appendage. The bolt increases your AC by 5. If the attack fails due to the addtional AC, the bolt intercepts the enemy's attack and the bolt is destroyed.
Arcane Trapper Table
Level | Profiency Bonus / Max Traps |
Max Gadgets | Features | Cantrips | Spell slots 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | 2 | Spellcasting, Spell Holder | 2 | 2 | — | — | — | — |
2nd | +2 | 2 | Arcane Traps | 2 | 2 | — | — | — | — |
3rd | +2 | 3 | Arcane Trapper specialty, Gadget | 2 | 3 | — | — | — | — |
4th | +2 | 3 | Ability Score Improvement | 2 | 3 | — | — | — | — |
5th | +3 | 4 | Cunning Trap, Gadget | 2 | 4 | 2 | — | — | — |
6th | +3 | 4 | Arcane Trapper specialty feature |
2 | 4 | 2 | — | — | — |
7th | +3 | 5 | Manual Trigger, Additional Magical Gadget |
2 | 4 | 3 | — | — | — |
8th | +3 | 5 | Ability Score Improvement | 2 | 4 | 3 | — | — | — |
9th | +4 | 5 | Deadly Trap | 2 | 4 | 3 | 2 | — | — |
10th | +4 | 6 | Arcane Trapper Specialty feature, Gadget | 3 | 4 | 3 | 2 | — | — |
11th | +4 | 6 | — | 3 | 4 | 3 | 2 | — | — |
12th | +4 | 6 | Ability Score Improvement | 3 | 4 | 3 | 3 | — | — |
13th | +5 | 7 | Infernal Trap, Gadget | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | 7 | Arcane Trapper specialty feature | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | 7 | — | 4 | 4 | 3 | 3 | 2 | — |
16th | +6 | 8 | Ability Score Improvement, Gadget | 2 | 4 | 3 | 3 | 3 | 1 |
17th | +6 | 8 | Apocalyptic Trap | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 8 | Arcane Trapper specialty feature | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 8 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 8 | Unseen Hand of Trap Placement | 4 | 4 | 3 | 3 | 3 | 2 |
Arcane Trapper Random Origin Table
Roll | Origin |
---|---|
1 | Your family perished in a lycanthrope attack. Fear of being attacked again stirred the magic within you. |
2 | Your family didn't have enough money to send you to wizard school, but you determinedly learned it on your own, with a minimum of deadly mishaps on the way. You despise wizards as hoity-toity, high-minded snobs. |
3 | Your little brother was killed and turned into a zombie by a necromancer. You kept him around as long as you could and some of that necromantic influence leached into you, creating a hunger to absorb more magical power. |
4 | Your village was close to a crypt and random monsters were always coming out to snatch people. But that didn't keep you from going inside the tomb. You were never the same after that. |
5 | You come from a long line of hunters. But you were just too lazy to do it the normal way. Magic just made everything easier. If only your traps could help with your love life... |
6 | Your first trap was a relic you found on an ancient battlefield. When you touched it, you saw a brief vision of its creator and knew that it was your destiny to continue the work of blowing stuff up. |
7 | After your parents kicked you out of the house for violating the no magical pranks rule for the 307th time, you decided to turn your talent into a money-making scheme. You find magical traps hilarious. |
8 | As the only person with any arcane ability in your town, the people looked to you save them. You'll do anything to help someone in danger, especially if they have coin. |
Spellshot Trapper 5
Human, Lawful Neutral
- Armor Class 16 (studded leather)
- Hit Points 70 (10d8+20)
- Speed 30
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+4) 18 (+4) 12 (+1) 9 (-1)
- Saving throws Con +5, Int +7
- Skills Arcana +7, Insight +4, Nature +7, Perception +4
- Languages Common, Elvish, Orcish
- Proficiency Bonus +3
- Challenge 4 (1,100 xp)
- Magical Mending 2d6 HP to gadgets with mending cantrip. After that 2d6 per hour with 2d4 sp of materials.
- Attack cantrip fire bolt
- Spell Holder loads spells charges 4 1st level + 2 2nd level for casting spells or activating traps traps (spell charges: )
- Arcane Traps (3) 15 HP, AC 18, spell DC 15
- Spellshot Grenadier catapult and leviatate spellshot
- Gadgets
- warding keys (prevent traps from attacking allies who bear them)
- net bolt (spellshot net launcher)
- gadget of resistance cast spell resistance on bearer 1x/day
- gadget of protection cast spell shield on bearer 1x/day
Actions
Cantrip Trap with trigger effect 1st level spell charge, trap attacks triggering creature with fire bolt (+7 to hit) until dead/out of range then nearest creature, radius 30 ft., 1 min
Activate Trap with idle effect (solo or with trigger effect) silent image, alarm, or detect evil and good
Cunning Trap trigger effect 2nd level spell charge, choose levitation, web, vortex warp, heat metal, or enlarge/reduce, triggers on detectable creature within range (30 ft. radius)
Cunning Trap idle effect 2nd level spell charge, trap can detect invisible creatures Rapier +6 to hit, 1d8+3 piercing
Bad News spellshot firearm +6 to hit, 2d12+3 piercing, two-handed, reload 1, misfire 3, 20 ammunition, range 200/800 ft.
Catapult spellshot (1st level spell charge) Dex save or 3d8 bludgeoning, range 60 ft.
Levitate spellshot (2nd level spell charge) range 80/320, con save or levitated 20 ft. for 1 min.
Bonus Actions
Deactivate trap command word to deactivate one of your activated traps within 60 ft.
Mystic Trapper 9
Human, Chaotic Neutral
- Armor Class 16 (studded leather)
- Hit Points 91 (14d8+28)
- Speed 30
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+4) 20 (+5) 12 (+1) 9 (-1)
- Saving throws Con +8, Int +9
- Skills Arcana +10, Insight +5, Nature +10, Perception +5
- Languages Common, Elvish, Sylvan
- Proficiency Bonus +4
- Challenge 6 (2,300 xp)
- Magical Mending 2d6 HP to gadgets with mending cantrip. After that 2d6 per hour with 2d4 sp of materials.
- Attackc antrip ray of frost
- Spell Holder loads spells charges 4 1st level + 3 2nd level +2 erd level for casting spells, activating traps, and arcane absorption (spell capture) traps (spell charges: )
- Arcane Traps (3) 17 HP, AC 20, spell DC 17, manual trigger option within 120 ft.
- Gadgets
- warding keys (prevent traps from attacking allies who bear them)
- gadget of mercy cast spell spare the dying on the bearer 1x/day
- gadget of false life cast spell false life on bearer 1x/day
- gadget of disguise 1x/day cast disguise self using one of 9 stored disguises
- gadget of vampiric touch (attractive ruby amulet) cast spell vampiric touch on the bearer 1x/day
Actions
Cantrip Trap with trigger effect 1st level spell charge, trap attacks triggering creature with ray of frost (+9 to hit) until dead/out of range then nearest creature, radius 30 ft., 1 min
Activate Trap with idle effect (solo or with trigger effect) silent image, alarm, or detect evil and good
Cunning Trap trigger effect 2nd level spell charge, choose levitation, web, vortex warp, heat metal, or enlarge/reduce, triggers on detectable creature within range (30 ft. radius)
Cunning Trap idle effect 2nd level spell charge, trap can detect invisible creatures
Deadly Trap trigger effect 3rd level spell charge, hypnotic pattern
Deadly Trap idle effect 3rd level spell charge, nondetection
Arcane Absorption Int save vs. casters DC to completely absorb spells of up to 2nd level into your spell holder. On a failed save, you and other targets of an area effect spell gain adv. on saving throw or 1/2 damage for spell attack roll spell on you. Use 1x/rest up to proficiency. Rapier +6 to hit, 1d8+3 piercing
Hand Crossbow +6 to hit, 1d6+3 piercing, 30/120
Bonus Actions
Manual trigger command word to activate a trap within 120 ft.
Deactivate trap command word to deactivate one of your activated traps within 60 ft.
Image and Inspiration Credits
The following images are used under free, noncommercial license, no attribution required. Man with lantern - Nur Hikmat
Wand - BW Savannah
Woman with spell cube Old man with gun - Danny Springgay
Woman with light box - Enrique Meseguer
Feather circlet - ImaArtist
Treasure chest - Anonymous
Change Log
Date | Change |
---|---|
2022.09.09 | Added better arcane absorption descrption and 6th level feature. Cleaned up the 1st level descriptions and spellcasting. Start with 2 cantrips + mending. Buffed breathing kit. |
2022.05.16 | Cleaned up wording trap save->spell save. Buffed explosive bomb. Buffed spell absorption and homogenized with MPMoM concepts. Nerfed cost of expendible items from 10 gp to 2d4 gp. |
2022.03.20 | Added NPCs, improved description of replacing expandable gadgets |
2022.02.25 | Adjusted gadget acquisition schedule after playtest |
2022.02.18 | Per player's request, added extra gadgets from https://www.dandwiki.com/wiki/Gadgeteer_(5e_Subclass) |
2022.02.09 | Homogenized formatting, added firearms table, removed an image, added an image, improved image formating with watermarks, improved arcane absorption description, added arcane reflection and volley features, removed arcane weapon from spellshot initiate, changed spellshot initiate to spellshot grenadier, added gadgets of stupendous endurance and false life. |
2022.02.08 | Initial release on gmbinderc.com at https://www.gmbinder.com/share/-MuIcndryZ8b3ZPJ-X13 |
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Contact Dan at adventure@authordanallen.com.