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# Trapper Artificers who become trappers are as intelligent as they are ruthless. Years of research, observation, study, and hunting have honed their minds and their machinations. Trappers are sometimes parts of secretive enclaves that protect the common folk from the shadows, while others are folk heroes whose praises are sung far and wide. One thing all trappers have in common is their knack for tracking, finding, and outsmarting their quarry. ## Tool Proficiencies When you adopt the Trapper specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with another type of artisan's tools of your choice. ## Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Trapper Spells | |:---------------:|:-------------------------------------:| | 3rd | *hunter's mark*, *zephyr strike* | | 5th | *pass without trace*, *summon beast* | | 9th | *conjure barrage*, *daylight* | | 13th | *dominate beast*, *locate creature* | | 17th | *conjure volley*, *steel wind strike* | ## Monstrous Knowledge Beginning at 3rd level, your studies of monsters both natural and magical have granted you insight into the habits, diets, natures and movements of a variety of creatures. You gain proficiency in the Survival and Nature skills if you do not already have it. If you already have proficiency in either of these skills, you may double your proficiency for that skill, instead. Additionally, you may select one creature type from the following list: abberation, beast, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, plant, or undead. When you roll an Intelligence (Nature) or Wisdom (Survival) check to recall information about, track or otherwise locate, or harvest a resource from your chosen creature type, you may make that roll with advantage. You may change your targeted creature type by spending 1 hour studying your various resources, books, and scrolls and may do so as part of a long or short rest, but may change the target of your Monstrous Knowledge feature no more than once per day. Your DM may add other creature types to the Monstrous Knowledge list if it is appropriate for your campaign or setting. \columnbreak ## Monster Trapper Also at 3rd level, you have learned how to design ingenious magical traps for use in hunting monsters. You learn how to make three different traps of your choice from the Trap List at the end of this section. You learn how to make one more trap of your choice at 5th, 9th, and 15th level. Each time you learn how to create a new trap, you can also replace one style of trap with a new one from the list. The save DC for any effects of your traps is equal to your Spell Save DC. A trap counts as a small magical item. As an action on your turn, you may place 1 trap of a style of your choice on the ground in an unoccupied space you can see within 10 feet of you. A trap placed in this manner is active for up to 1 hour, or until you place another trap, rendering the first trap magically inert. You may place a new trap after an active trap is triggered without causing the effect of the first trap to dissipate. Alternatively, you can give a trap to an allied creature for them to place. They may place the trap by following the same restrictions, and any traps they place count as if you had placed it for the purposes of rendering other traps inert. A creature that sees you place the trap or that makes a successful Intelligence (Investigation) check against your Spell Save DC reveals the presence of the trap to the creature, but does not necessarily prevent the trap from functioning. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a long or short rest. ## Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. ## Know Your Enemy At 9th level, your research into the monsters of the world has granted you additional knowledge about their attacks and abilities. When you make a saving throw against an effect created by a creature of your chosen Monstrous Knowledge type, you may treat a roll of 9 or lower as a 10. ## Innovative Traps At 15th level, you have greatly improved the designs of your traps. You can now trigger your traps remotely by using your reaction provided you are no more than 60 feet from the trap you are triggering. You may also have up to two traps active at once, thought they must occupy different spaces. If you attempt to place a third trap, the oldest trap magically becomes inert and the new trap becomes active. Additionally, if you roll initiative and have no uses of your Trapper feature remaining, you gain one use of the feature. \pagebreak ### Trap List When you select traps to add to your repertoire, consider what they look like when they are placed and how they function. Are they mechanical constructions of wood and metal and leather? Are they small magical disks that hover just above the ground? Or are they steampunk machinations that roar to life when triggered? While it makes no mechanical difference, it can add flavor to your character. #### Boom Trap A boom trap is designed to deafen a creature. When a creature enters this trap's space for the first time, a deafening blast is released, audible up to 300 feet away. Each creature within 10 feet must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage and is deafened until the end of its next turn. The damage from this trap increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Burst Trap A burst trap is designed to shove a creature. When a creature enters this trap's space for the first time, it must make a Strength saving throw. On a failure, the creature takes 1d8 force damage and is pushed 10 feet in a direction of your choice. The damage from this trap increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Charm Trap A charm trap is designed to beguile a creature into considering you an ally. When a creature enters this trap's space for the first time, it must succeed on a Wisdom saving throw or be charmed by you. This effect lasts a number of rounds equal to your Intelligence modifier (minimum 1), or until you or an ally harms the creature or its allies. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. #### Flame Trap A flame trap is designed to unleash a gout of flame towards the triggering creature. When a creature enters this trap's space for the first time, it must succeed on a Dexterity saving throw or take 1d10 fire damage. The damage from this trap increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Flash Trap A flash trap is designed to blind and disorient its targets. When a creature enters this trap's space for the first time, a flash of blinding light is emitted. All creatures within a 10-foot radius of the trap must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the end of its next turn. A creature that is aware of the presence of the trap and averts its gaze from the trap makes this save with advantage. The damage from this trap increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \columnbreak #### Fog Trap A fog trap is designed to reduce visibility in an area. When a creature enters this trap's space for the first time, a 10-foot radius sphere of fog is created and lasts for a number of rounds equal to your Intelligence modifier (minimum 1) or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The sphere spreads around corners and heavily obscures the area. #### Glow Trap A glow trap is designed to make a creature easier to spot, or make it more difficult for the creature to hide. When a creature enters this trap's space for the first time, it must make a Dexterity saving throw. On a failed save, it is covered in a glowing substance until the end of its next turn. While covered in this substance, the creature cannot benefit from invisibility and all attacks against it have advantage. #### Illusion Trap An illusion trap is designed to impact a creature's perception of reality. When a creature enters this trap's space for the first time, it must make an Intelligence saving throw. On a failed save, a frightening image roots itself in the creature's mind, and it takes 1d6 psychic damage. If it fails this save by 5 or more, it takes twice as much damage and is frightened until the end of its next turn. The damage from this trap increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Poison Trap A poison trap is designed to inflict dangerous poisons on its targets. When a creature enters this traps space for the first time, it must succeed on a Dexterity saving throw or be poisoned until the end of its next turn. #### Shock Trap A shock trap is designed to stun a creature by applying a strong electrical current. When a creature enters this trap's space for the first time, it must make a Constitution saving throw. On a failed save, it takes 1d6 lightning damage and is stunned. The damage from this trap increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Snare Trap A snare trap is designed to immobilize creatures that trigger the trap. When a creature enters this trap's space for the first time, it must succeed on a Strength saving throw. On a failed save, it is restrained until the end of its next turn. #### Spike Trap A spike trap is designed to hinder the movement of a creature who steps on the trap. When a creature enters this trap's space for the first time, it must make a Dexterity saving throw. On a failed save, it takes 1d6 piercing damage, and its speed is reduced by 5 feet until the end of its next turn. If it fails the saving throw by 5 or more, it takes twice as much damage and its speed is halved until the end of its next turn. A creature that flies through this trap's space, levitates, or otherwise does not touch the ground does not trigger this trap. The damage from this trap increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).