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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