Trapping I | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
Trapping I - 5900 AXP

TIER TWO FEATURE: Trapping I

    • AXP: 5900
    • Pre-Requisites: Selected Scout as base class.
    • Grants Access To: None

Scouts are legendary for their ability to hunt down and capture their prey. Some scouts can create elaborate traps out of scraps, vines, and perhaps a little bit of specialized technomancy. Characters can learn how to set these traps by taking features from the Trapping feature tree. As you take these features you will gain access to unique traps, weapons, and abilities that can enhance your combat and secure your bases.

When you take this feature you gain the following abilities and benefits.

Trapfinding

You gain a new skill, Disable Device. The modifier for this skill is your Wisdom and Dexterity modifier combined. You may gain proficiencies and expertise in this skill as normal. A Scout adds their tier to Perception skill checks made to locate traps and on Disable Device skill checks. A Scout can also use Disable Device to disarm magic or electronic traps.

Trap

When you take this feature you learn how to create a snare trap and one other trap of your choice. At each tier, you learn another two traps. These can be selected from the traps contained in this feature, or from traps detailed in other features in the Trapping feature tree. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. You gain no benefit from learning an individual trap more than once.

To craft a trap you will expend Hunter Points. You have 2 + your Wisdom modifier Hunter Points per day. You become proficient in this trap as a hunter and you gain the ability to set up and hide traps effectively outside of combat for 1 Hunter Point and can even set them up as an action in combat for 2 Hunter Points. If a creature fails a perception check to see a hidden trap they automatically fail its save against its effect.

Setting a Trap

Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another trap or device, such as a turret or machine. The scout only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. These are assumed to be on hand at all times and are not expendable. Some more advanced traps call for specific crafting time or materials, and these details can be found within the trap's description.

Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard (non-technomancy) trap (this costs 1 additional Hunter Point).

Triggering a Trap

Most traps have some kind of trigger, this may be detailed in the trap description. You may decide on one if a trap does not have a listed trigger. Similarly to setting a reaction you may choose a likely action to set off your trap. For example, a creature walks into the trap's space, or the trap is automatically triggered after 30 seconds. For some more inventive triggers, you may have to provide a specific material to link a trap to a trigger. For example, a timer for a timed trap, or a scale for a trap that only triggers when a certain weight is exceeded.

To notice a trap, the target must be actively looking for them by using Perception or Investigation. During combat, this search takes a bonus action. A creature that has not noticed a trap before triggering it has disadvantage on saving throws to avoid its effect and cannot attempt to disable it. The DCs for Perception or Investigation checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + your tier + your Wisdom modifier (max 25).

A trap’s DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. A technomancy trap lasts only 1 hour per tier or until triggered, whichever comes first.

Traps do not affect gargantuan creatures.

Traps

That's not just a pile of leaves, it's an implementation of a hunter's cunning.

  • Snare Trap: Deals 1d6 + WIS Bludgeoning damage. Halves the creature's speed for 1 hour. Dexterity save to avoid.

  • Pitfall trap: Deals 1d8 + WIS Bludgeoning damage. Constricts the creature, causing it to be incapacitated. Taking 1d4 additional damage each turn. The creature makes a Strength saving throw at the end of each of its turns to end the effect.

  • Shock: Deals 1d12 + WIS Lightning damage. Stuns the creature for 1d4-1 rounds (minimum of 1 round). At the end of each of the creature's turns, it makes a Constitution saving throw, ending the effect early on a success.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

Link/Embed