The Trap Maker

by Jadeor

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The Trap Maker

Trap Maker

An Artificer Specialization

Trap makers are artifiers who have dedicated their lives to the creation and perfection of traps. They are masters of controlling the battlefield and locking down their opponents.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Trap Maker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Trap Maker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Trap Maker Spells
Artificer level Trap Maker Spells
Entangle, Thunderwave
Cordon of Arrows, Spike Growth
Erupting Earth, Pulse Wave
13° Grasping Vine, Gravity Sinkhole
17° Cloudkill, Cone of Cold

Deadly Traps

At 3rd level, you've aquired the art of trap making. You know three trap options from the ones listed at the end of this subclass. You learn an additional trap option at 5th, 9th and 15th level. You create your traps through a interweaving of magical ability and mechanical skills, using tripwires and wards in equal measure.

As an action, you may choose an unoccupied space within 30 feet of you, and place a trap there. The trap occupies a 5-foot square, and is hidden to others unless their passive perception is greater than your spell save DC, or if they succeed on a Wisdom (perception) check against your spell save DC. A creature within 15 feet of a trap may try to disarm it as an action. If they do, they must make a Dexterity (sleight of hand) check against your spell save DC, if they fail the trap activates. Once a trap has been disarmed or activated, it loses all its characteristics.

All your traps have an activation range. When a creature enters within the trap's activation range, the trap is activated. Creatures that are within range when the trap is placed do not activate it unless they enter directly into the trap's space or if they leave the activation range and then re-enter it. A trap's activation range and its effects upon activation are determined by its type.

You can use this feature a number of time equal to your Intelligence modifier, and regain all uses when you finish a long rest.

You can create additional traps by expending a spell slot of 1st level or higher for each one you create. You can have a maximum number of traps active at the same time equal to your proficiency bonus, therefore if you try to create a third trap while two are active at level 3, the first trap you created becomes disarmed and loses all its effects.

As a bonus action, you can disarm a trap you created within 30 feet of you, if you do you regain a use of this feature. If you created the trap by expending a spell slot, you regain the spell slot instead.

Your traps last for 1 hour, after which they become disarmed.

Battlefield Control

At 5th level, whenever you hit a creature with a ranged spell attack, you may push or pull that creature up to 10 feet.

Advanced Techniques

At 9th level, you've learnt how to make your traps more precise and deadly. You gain the following benefits:

  • Whenever you use your action to create a trap, you may cast a cantrip with a casting time of 1 action as a bonus action.
  • The range at which you can create or disarm your traps extends to 60 feet.
  • Whenever you place a trap, you may choose a number of other creatures up to your proficiency bonus. The chosen creatures' movement can't activate the trap, and if are in the trap's range when it is activated, they have advantage on the saving throw.

Additionally, by spending 1 hour and 25 gold worth of materials, you may construct a trap without expending a use of your Deadly Traps feature in an unoccupied space. The created trap's duration extends to 8 hours. The trap still counts as an active trap when considering how many traps you can have active at the same time, and you may disarm it as though you were disarming any other trap of yours. If you do disarm it, you do not regain a use of your deadly traps feature, but you do regain the expended material. When a trap constructed in this way is activated, its materials are consumed.

Trap Mastery

At 15th level, you've learned how to create more traps at once. Whenever you use an action to place a trap during your turn, you may place another trap within 20 feet of the first one as part of that action (you expend one use of your deadly traps feature for each trap places as normal). Additionally, whenever a creature within 60 feet of you that you can see succeeds or fails on a saving throw against one of your traps, you may use your reaction to force the creature to reroll the saving throw. The target must use the result of the second roll.

Traps

The following are a list of traps you can choose when you gain the Deadly Traps feature. Your Trap save DC is the same as your Spell save DC.

Gas cannister

A small metal cannister containing toxic gasses. The gas cannister has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Constitution saving throw. If they fail they take a number of d4s equal to 1 + half your proficiency bonus (rounded down) of poison damage and are poisoned until the end of their next turn. If they succeed, they take half damage and aren't poisoned.

Destabilizer

A small antenna that emits psychic static. The destabilizer has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make an Intelligence saving throw. If they fail they take a number of d4s equal to 1 + half your proficiency bonus (rounded down) of psychic damage and and subtract 1d4 from the next saving throw they make before the end of your next turn. If they succeed, they take half damage and no reduction to their saving throws.

Freeze-er

A small freeze bomb. The freeze-er has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Constitution saving throw. If they fail they take a number of d8s equal to 1 + half your proficiency bonus (rounded down) of cold damage and their speed is reduced by 10 feet until the end of their next turn. If they succeed, they take half damage and aren't slowed.

Fulminator

A thin metal rod. The fulminator has an activation range of 10 feet. When it is activated, creatures within a 15 foot radius of it must make a Dexterity saving throw. If they fail they take a number of d8s equal to 1 + half your proficiency bonus (rounded down) of lightning damage and cannot make reactions until the end of their next turn. If they succeed, they take half damage and suffer no other effects.

Liquefier

An acid bomb. The liquefier has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Dexterity saving throw. If they fail they are covered in acid and take a number of d4s equal to 1 + half your proficiency bonus (rounded down) of acid damage at the start of each of their turns for 1 minute or until they use an action to wipe or scrape the acid off.

Mine

An explosive mine. The mine has no activation radius, it is activated only when a creature enters its space directly. When it is activated, creatures within a 5 foot radius of it must make a Dexterity saving throw. If they fail they take a number of d10s equal to 2 + half your proficiency bonus (rounded down) of fire damage. If they succeed, they take half damage. All flammable objects in range that aren't being worn or carried catch fire.

Fail often, fail happy by Aaron Miller

Net

A hidden net with a spring. The net has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Strength saving throw. If they fail they are restrained until the end of their next turn.

Thunderer

A pressure plate that releases deafening noise. The thunderer has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Constitution saving throw. If they fail they take a number of d6s equal to 1 + half your proficiency bonus (rounded down) of thunder damage and are knocked prone. If they succeed, they take half damage and aren't knocked prone.

 

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