Trapper in Midgard | World Anvil

Trapper

Hunting Items

The following items are sold by most Trappers you will encounter.  
Item Weight Price
Hunters Eye 1 lb. 10
Hunters Bow 2 lbs. 100
Hunters Knife 1 lb. 150
Mild Fishing Pole 1 lb.  5
Firm Fishing Pole 2 lbs. 10
Stiff Fishing Pole 3 lbs. 20
Short x1 x1
Medium x2 x2
Long x3 x3
Line, Silken Strand 0.5 lbs. 3
Line, Braided Silk 1 lb. 6
Line, Mithral Chain 0 lbs. 50
Line, Braided Mithral 0 lbs. 90
Common Lure 0.5 lbs 1
Trapped Lure 0.5 lbs 75
Fluttering Lure 0.5 lbs 50
Alluring Lure 0.5 lbs 5200
Bait (Beast) 1 lb. 25 x CR
Bait (Exotic) 5 lbs. 50 x CR
Scent Lotion 1 lb. 20
Lifecrafter Beastiary 1 lb. 200

Item Descriptions

Items are presented in order. An item description gives its name and its properties.

Hunters Eye

A single scoped lense used for hunting, this item gives you advantage on perception checks to spot Beasts or during special hunting (See "Starting the Hunt").

Hunters Bow

This bow is specially crafted for hunting, compounding much of the bows force in its initial draw. When you attack a Beast or a special creature you are hunting while unseen by it and while out of combat, you gain +1 to the attack roll. This bow uses the same stats as the short bow.

Hunters Knife

This knife is specially made for durability and efficiently carving flesh. The time to harvest parts from dead creatures is halved.

Fishing Poles

There are many different types of fishing poles, each with their own benefits.
Mild Fishing Pole. This fishing pole adds a -3 to the DC of fishing checks but also adds a +4 to the DC of break checks (See "Snaring Your Catch").
Firm Fishing Pole. This fishing pole adds a +3 to the DC of break checks.
Stiff Fishing Pole. This fishing pole adds a +3 to the DC of fishing checks but also adds a +2 to the DC of break checks
Short. This line can be casted up to 50 feet away.
Medium. This line can be casted up to 100 feet away.
Long. This line can be casted up to 200 feet away.

Line

Silken Strand. This line can be used to reel in Small or Tiny fish.
Braided Silk. This line can be used to reel in Medium fish. When used on fish smaller than medium it adds a -1 to the DC of break checks.
Mithral Chain. This line can be used to reel in Large fish. When used on fish smaller than Large it adds a -2 to the DC of break checks.
Braided Mithral. This line can be used to reel in Huge fish. When used on fish smaller than Huge it adds a -3 to the DC of break checks.

Lures

Common Lure. This lure is commonly used for your everyday fishing.
Trapped Lure. This lure has one large hook with multiple smaller hooks of different sizes around it. These tiny hooks are baited with small pieces of worm or meat and are designed to hook tiny fish. Once the tiny fish are hooked, they then act as bait for larger fish who get hooked on bigger hooks, who then act as bait for a truly massive fish who gets hooked on the main large hook. This doubles the time it takes to catch a larger fish and but also increases the chance a larger fish is lured in by 10%.
Fluttering Lure. This lure is made of heavy lead with several hooks hidden by flowing colorful silk. You gain advantage on the first Fishing Check to reel in a fish.
Alluring Lure. During a short rest you may spend the time attuning the lure to a specific type of fish. For mundane fishing, this increases the number of fish you can catch, doubling how much food you can normally catch during a short rest. For specialty fishing, you gain advantage on all Lure Checks to hunt for a specific fish.

Bait

Beast. For mundane hunting this grants a +1 to your Hunting Check. For special hunting, you increase the chance the creature you are hunting arrives by 10%.
Exotic. This has the same effect as Beast Bait but is used for more exotic creatures that are not Beasts.

Scent Lotion

This lotion will mask your smell so that creatures have a harder time smelling you. For mundane hunting this grants a +1 to your Hunting Check. For special hunting, creatures have disadvantage on perception checks to perceive you based on smell.

Lifecrafter Beastiary

A mundane magical item commonly used by hunters, it appears as a small silver compass-like locket that opens up. This item has a vast compendium on Beasts and other monsters. Open it up and just say the name of a creature or wave the magic item over the corpse of a creature; a magical projection of the creature will appear from the item as it describes basic information and will answer questions you have about it. The projection appears as green if the creature is an easy fight for you, yellow if it is a difficult fight, and red if it is a deadly fight.

Upgrades

The trapper can upgrade your gear to make it better suited for hunting. The upgrades follow the same rules as the upgrades for weapons and armor.  
Tag Cost Prerequisite Properties
Bandolier 100 Light Armor You outfit your armor with pockets, pouches, straps, etc. perfect for carrying your equipment. The weight from your hunting gear and any pieces from creatures is halved.
Adornments 250 Light Armor You adorn your armor in the pieces of a creature from one of your hunts. Your maximum hit points are increased by a number equal to the CR of the creature used to make this tag.
Ghilli 50 Light Armor You have cloaked the armor in a net holding pieces from your environment. For mundane hunts this grants advantage on your Hunting Check. Otherwise this grants advantage on stealth checks. This tag is automatically removed after combat.
 
Tag Prerequisite Properties
1st Tier (Base Cost: 100 gp)
Comfort Grip Handle Hunting Bow You roll 1 additional die when rolling your Hunting Dice Pool.
Better Bowstring Hunting Bow The value of the Hunting Dice Pool is decreased by 1. 
2nd Tier (Base Cost: 1000 gp)
Precise Cut Hunting Knife You have advantage on checks to harvest a creature.
Precise Shot Hunting Bow When observing a creature for 1 minute you find the best spot to place an arrow. The first time you attack this creature; if it is surprised and if you land the attack, it automatically becomes a crit.

Traps

These traps allow you to control the battlefield, setting them up in the perfect spot to cripple your enemies' plans. Often these traps can be constructed of simple materials, allowing you to construct these in out of the way places with little trouble. A number of traps can be bought from the trapper.  
Trap Price
Alarm Trap 4 gp
Catapulting Caltrops 10 gp
Hanging Snare 4 gp
Launcher Trap 60 gp
Needle Trap 20 gp
Portal Trap 40 gp
Snakepit Trap 4 gp per 5ft.
Stake Spitter 20 gp

Trap Descriptions

Traps are presented in order. A trap description gives its name and its properties.

Alarm Trap

Craft DC: 12
Craft Time: 1 minute
Setup Time: 1 action per 5 feet
Materials: Thin Rope, Metal or Glass
Weight: 6 lbs
You create an alarm that is composed of thin string and bits of metal that clink together when jostled. If a creature walks into the trap, the alarm sounds and all creatures within 50 feet can hear the metal clinking together. The trap can be strung along a path with a maximum length of 50 feet and must be anchored to at least two points on either end of the trap.

Catapulting Caltrops

Craft DC: 13
Craft Time: 10 minutes
Setup Time: 1 action
Materials: Caltrops, Rope, Wood
Weight: 5 lbs
This canister occupies a 5-foot square with a small trip wire tied to it. If a creature walks into the trap, the trip wire rips the cannister open and the caltrops explode out, covering the area. The triggering creature must immediately make a Dexterity saving throw at disadvantage or stop moving this turn and take 1 piercing damage. Taking this damage reduces a creature's walking speed by 10 feet until the creature regains at least 1 hit point. If any other creature moves through this area after the trap has been sprung, they must attempt the same saving throw or move at half speed to automatically succeed on the save. It takes 1 minute to retrieve all the spilled caltrops and place them back in the trap.

Hanging Snare

Craft DC: 14
Craft Time: 1 minute
Setup Time: 10 minutes
Materials: Rope, Metal
Weight: 10 lbs + counterweight (not included in costs)
You create a series of knots and simple pulleys that can quickly grab a creature who steps into the trap. If a creature walks into the trap, which occupies a 5-foot square, the rope loop at the bottom suddenly attempts to grapple them by the foot as a trip wire springs the counterweight. The creature must make a Dexterity saving throw or become grappled and flipped upside down as the snare pulls them upside down and hoists them 5 feet above the ground by their foot.   The trap requires to be set up under a tree branch, a building's rafters, or similar place where there is something for the rope to be looped over and must then be hidden along a tree trunk, the wall, or some other structure. You must have a counterweight that weighs as much as the creature you are attempting to snare or more, and a trip wire releases the counterweight. The target can attempt to cut the rope with a slashing weapon (AC 5, 5 hit points) or use an action to escape the grapple with the DC equal to your Snare Save DC.

Launcher Trap

Craft DC: 15
Craft Time: 1 hour
Setup Time: 1 action
Materials: Metal, Wood
Weight: 20 lbs
You create a false floor trap that utilizes a heavy spring, that when sprung, launches a creature backwards. If a medium sized creature walks into the trap, the springboard suddenly launches and the creature must succeed on a Strength saving throw or be thrown back 1d6 x 5 feet, taking damage as if they feel backwards for every 10 feet they are flung backwards. They then land prone. The trap must be placed on the ground and then covered with loose debris and fills up a 5-foot square.   A small or smaller creature that activates this trap has disadvantage on the Strength saving throw.

Needle Trap

Craft DC: 15
Craft Time: 1 hour
Setup Time: 10 minutes
Materials: Metal
Weight: 1 lb
You disassemble the locking mechanism of a door, chest, or similar object and then reassemble it with your trap carefully placed within it. The trap is trigged when the lock is opened without the proper key, like using thieves' tools, and causes a sharp needle to spring out. You must make a Snare Attack roll against the target's AC, dealing 1d4 piercing damage to them on a success. The needle can be poisoned, delivering a contact poison when the trap is sprung and you successfully hit the creature. The trap can later be reset, no check required, by spending an action to reload a new needle.

Portal Trap

Craft DC: 15
Craft Time: 1 hour
Setup Time: 10 minutes
Materials: Metal, Wood
Weight: 20 lbs
This trap is installed on one side of a doorway and, when the door is opened, springs out with several large stakes protruding from it. If a creature opens the door, and is within 5 feet of the door, they must succeed on a Dexterity saving throw and step 5 feet back or take 2d10 piercing damage as the portal trap springs open and covers the doorway with a large plank of wood covered in spikes.   To reactivate the trap after it has been sprung requires an action. When the trab has been sprung, it blocks the doorway and creatures on either side of it have three quarters cover from each other. A creature can push the trap aside by using an action to push it open, it then immediately closes after them. A creature can smash the trap using a bludgeoning weapon and making an attack against it (AC 5, 20 hit points).

Spike Pit Trap

Craft DC: 12
Craft Time: 10 minutes
Setup Time: 1 hour per 10 feet deep x 5 feet wide
Materials: Cloth, Wood
Weight: 10 lbs per 5 feet of the trap's ground
You dig a pit and place sharpened stakes at the bottom of the trap. You then cover the hole with a large cloth anchored at the pit's edge and then camouflaged with debris. Anyone who steps on the cloth must succeed on a Dexterity saving throw or fall, along with the cloth, to the bottom of the trap where they take 2d6 piercing damage plus taking damage based on the pit's depth, typically 1d6 x 10 feet fallen. Retrieving the spikes from the bottom only requires 10 minutes of time unless you are also wanting to fill in the pit.

Stake Spitter

Craft DC: 15
Craft Time: 1 hour
Setup Time: 1 action
Materials: Metal, Wood
Weight: 10 lbs
You construct a thin wooden box that is 5 feet wide and 10 feet long with a stake under tension by a spring. When a creature steps on the front of the trap, it launches the stake through a small slit on the back of the trap towards them, and the creature must succeed on a Dexterity saving throw or take 2d8 piercing damage. The trap can later be reset, no check required, by spending an action to reload a new stake.

Crafting Traps

Custom traps can be constructed based on the GM's discretion. To determine a trap's DC, you can use the following conditions to help determine it. If a trap is very simple and has no moving parts, like a simple pit, it is DC 10 to craft it. If the trap requires multiple moving parts or requires complex mechanical movements, the DC instead is DC 15. If the trap mimics the effects of a spell, like an alarm spell, the DC to craft is 10 + twice the spell's level. In addition, it typically takes at least 1 minute to create a very simple trap, while a more complicated trap takes 10 minutes. Some very complex traps take 1 hour or several days to build depending on the size and scale of the trap. Cost and weight is based on the amount of materials required. Anyone can craft simple traps but more complex ones require proficiency in Thieves Tools. The following chart is an example of determining traps.  
Craft DC Damage Craft Time Cost
10-11 d4 1 minute 1-5 gp
12-13 d6 10 minutes 5-10 gp
14-16 d8 10 minutes - 1 hour 10-20 gp
17-19 d10 1 hour 20-50 gp
20+ d12 1 hour+ 50+ gp

Starting The Hunt

When you undertake a hunt, you must first decide what type of hunt you are partaking in. Mundane hunts are akin to skill checks while special hunts are more involved. For mundane hunts you can hunt most mundane Beasts, as you progress the DM might determine that more powerful beasts fall into the category of a mundane hunt. Special hunts involve more dangerous Beasts or even more exotic prey. Intelligent creatures and humanoids typically do not fall under the category of hunts. In order to partake in mundane hunting you must be proficient in the Survival skill. You must also have a weapon that is suitable for hunting or you might fail at the hunt automatically.

Hunting Time

Before starting a mundane hunt you must first determine how long you are hunting for, this determines how you will roll your Survival check. While some areas have a faster time hunting, others require more dedicated time. The following two charts show the different possibilities depending on where you are hunting. Sometimes hunting for too short of a time will cause you to fail at the hunt and not catch anything.  
Hours Effect
2 hours or less Disadvantage on your Survival Check
2-6 hours None
6+ hours Advantage on your Survival Check
 
Hours Effect
1 day or less Disadvantage on your Survival Check
1-6 days None
1 week or more Advantage on your Survival Check

Hunting Check

After determining how long you are hunting for its time for your Hunting Check. Roll a Survival Check modified by the tables above. After you roll your Survival check, you then form your dice pool and roll a number of dice equal to the result of your Survival check. I.e. If you rolled a total of 13 on a Survival check, you would have 13 dice in your dice pool. The dice in your dice pool start out as d8s, but change based on what you are hunting, the rarity and other circumstances. You then roll your dice pool and if any of the dice are rolled for their maximum value, you succeed in your hunt. Circumstances that might change the value of your dice pool are as follows:  
Situation Dice Value
Large Population Decrease by 1
Small Population Increase by 1
Difficult Terrain Increase by 1
Over Hunted Area Increase by 2
Under Hunted Area Decrease by 2
Rare Creature Increase by 1
Very Rare Creature Increase by 2

Snaring Your Catch

Fishing can be as simple as setting up fishing traps, like nets, to catch fish as the tide comes and goes, or they might use spears to hunt individual fish or spend leisure time with a fishing pole. During a short rest, a fisher, who is near a source of water with fish in it, can catch enough fish to feed one meal for a number of medium-sized creatures equal to their proficiency bonus times two. This does not require a check and doesn't cost anything. Typically, enough fish to feed a medium-sized creature for a single meal can be sold for 1 gp. Bigger and better fish require a series of checks in order to catch.

Specialty Fishing

For those who are wishing to fish as more of a sport than as a profession, they'll often take up fishing with a pole and lure. Due to how long this method of fishing takes, most fishers never use them, instead, they prefer fishing traps like nets. Specialty fishing requires more preparation than a typical fishing expedition and is about more than just catching enough fish to feed yourself and your allies. Instead, specialty fishing revolves around the fisher attempting to hunt a specific type of fish, looking for an exceptional-sized fish, taking part in a fishing competition, or a special event where the outcome is based on showing off your skill as a fisher, not on feeding a group. These types of events often require the use of a fishing pole instead of a net or spear. When you go on a specialty fishing expedition, you must make a Fishing Check to determine how well you do at the task. You use your Wisdom whenever you recall information about fishing, attempt to craft new lures or rods for fishing, and when making an ability check to hunt fish.

Luring, Fishing, and Break Checks

When attempting to lure in a fish make a luring check (Survival Mod + Prof Bonus). The result increases the percent chance to lure in that fish. For example, if you rolled a 10 and a fish has a 50% chance to be lured in, it is increased to 60%. The dm then rolls a d100 and if it is rolled under the percent value you successfully lure in the fish. Then you must make 2 or more fishing checks to reel the fish in (Athletics + Prof Bonus) if you fail the fishing check the line breaks and the fish is gone. In between your fishing checks you make a break check (1d20) if you fail this check the fish snaps your fishing pole in half. Once you succeeded at these checks you successfully reel in your catch.

Example Fish

The following are examples of the type of fish you may attempt to catch along with their stats and DCs.  

Small Sized Fish

Lure Chance: 75%
Fishing DC: 10, Number Required: 2
Break: 1
Distance: 50 ft.

Medium Sized Fish

Lure Chance: 50%
Fishing DC: 13, Number Required: 3
Break: 2
Distance: 100 ft.

Large Sized Fish

Lure Chance: 30%
Fishing DC: 15, Number Required: 4
Break: 2
Distance: 100 ft.

Huge Sized Fish

Lure Chance: 10%
Fishing DC: 18, Number Required: 5
Break: 3
Distance: 200 ft.

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