Trapmaker Feat

TRAPMAKER

General Feat (Prerequisite: Level 4+, proficiency in tinker’s tools or thieves’ tools) (5r, 3rd Party, Homebrew)   You gain the following benefits.   Ability Score Increase. Increase your Dexterity, Intelligence, or Wisdom by 1, to a maximum of 20.   Trapmaking. After finishing a long rest, you can spend one hour working with your chosen tools to create a special trap using materials harvested or found in the field.   These traps can be placed on the ground as an action and take up a 5-foot-by-5-foot square. A creature who investigates the area must succeed on a DC 15 Wisdom (Perception) or Intelligence (Investigation) check in order to see the trap. If a creature steps on the space where a trap is located that creature immediately triggers the trap. You can make any of the traps listed below:  
  • Ensnaring trap. The triggering creature must make a
  • Dexterity saving throw. On a failed save, it is restrained until it escapes by spending an action to make a strength check against your trap save DC.  
  • Spiked trap. The triggering creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6
  • piercing damage.  
  • Sonic trap. The trap makes a sound audible out to 300 feet
  • Starting at 10th level, you can make the following advanced traps:  
  • Exploding trap. The triggering creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage and is knocked prone.
  • Poison trap. The triggering creature must make a Constitution saving throw. On a failed save, the creature takes 3d8 poison damage and becomes poisoned until the end of its next turn.
  • Gas trap. The triggering creature must make a Wisdom saving throw. On a failed save, the creature is incapacitated until the end of its next turn.
  •   The saving throw DC for your traps equals 8 + your proficiency bonus + your Intelligence or Dexterity modifier (your choice)   Original design and creation by the Dungeon Dudes in Sebastion Crowe's Guide to Drakkenheim.

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