Trap Tinkerer (5e Class)
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a small figure hides in the shadows as countless gears turn in his contraptions being triggered by his pursuers
a true trapper is much like a rouge in not fighting there opponents directly unless forced to, the difference being is that a trapper never has to because he is always prepared
Creating a trapper
A Trappers best friend is paranoia and as such you are always prepared "what if" is what you always have in your head
- Quick Build
You can make a Trapper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->.
As a Trapper you gain the following class features.
- Hit Points
Weapons: simple weapons, longbows, and shortswords
Tools: thieves tools and two tools of your choice
Saving Throws: Dexterity and Intelligence
Skills: two from: Intimidation, Stealth, Investigation, Acrobatics, Animal Handling, Deception, Medicine, Nature, Sleight of Hand, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longbow and 20 arrows or (b) 2 shortswords
- handaxe and thieves tools
- (a) dungeoneers pack or (b) explorers pack
- If you are using starting wealth, you have 2d4×10gp in funds.
|Explosives Made||Explosives Damage||Features|
|4th||+2||0||0||Ability Score Improvement|
|8th||+3||4||2d6||Ability Score Improvement, Quick Hands|
|12th||+4||6||3d6||Ability Score Improvement|
|16th||+5||7||4d6||Ability Score Improvement|
|19th||+6||8||5d6||Ability Score Improvement|
At first level you know how to use whats around you to build traps on the fly. You do not require materials to build new traps and it takes you 30 minutes to make your traps. If you already have materials appropriate materials (such as tinker's tools) with you you can build traps in half the time. Also at first level you become skilled at salvaging parts from traps made by others. You add double your proficiency double to Thieves Tools checks made to disarm traps and can salvage the materials to use for your own traps.
You know how to weaken a foe before you even start to face then. Starting at second level you can make painful serrated wires to wound your prey. Each wire has 14 hitpoints, is immune to ranged weapon attacks, and has an AC of 10 + your trapper level. You can have a number of wires at one time equal to your Intelligence modifier. With ten minutes of time to prepare you can deploy a wire by stretching it across a 10 foot span between two points within line of sight of each other. Potential prey must succeed a Wisdom (Perception) check with a DC equal to 8 + your Intelligence bonus + your proficiency modifier in order to notice the wire. This DC decreases by one for every consecutive wire the creature encounters after the first. If a creature crosses over the path of a wire it is restrained and takes 1d4 damage at the start of each of its turns. A creature can end these effects by making either a Strength (Athletics) or Dexterity (Acrobatics) check, with a DC equal to 8 + your Intelligence modifier + your proficiency modifier, or by destroying the wire.
Starting at third level you can deploy marble traps. Using an action on your turn you can cover a 5-foot square within 5 feet of you with marbles. You can use this feature a number of times per short or long rest equal to your Intelligence modifier. If a creature does not see you deploy your marbles they must succeed on a Wisdom (Perception) check with a DC equal to 8 + your Intelligence modifier + your proficiency bonus in order to spot the effected area. This DC decreases by one for each successive effected area the creature encounters. Any creature that attempts to move through the effected area must move at half speed. If a creature tries to move through the effected area and doesn't notice the marbles they must make Dexterity saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus or fall prone and take 1d6 bludgeoning damage. After a creature fails to make this saving throw the marbles are dispersed and the area is no longer effected.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at fifth level you learn to make explosives. You can have a number of explosives equal to the number shown in the Explosives Made column of the Trapper table. You can use these explosives as a thrown finesse weapon with which you are proficient, or you can apply them to your razor wire or marbles. When used as a weapon the explosives have a range of 5/15 and deal an amount of fire damage equal to the amount shown in the Explosives Damage column of the Trapper table. When applied to your razor wire increase the damage that a restrained creature takes at the start of each of its turns by an amount of fire damage equal to the amount shown in the Explosives Damage column of the Trapper table. When applied to your marbles whenever a creature fails the saving throw imposed by the effected area each creature within 5 feet must make a Dexterity saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. On a failed save a creature takes an amount of fire damage equal to the amount shown in the Explosives Damage column of the Trapper table and half as much damage on a successful one.
Starting at sixth level you learn to make poisonous pouches. You can have a number of poisonous pouches equal to the number shown in the Explosives Made column of the Trapper table. You can use these poisonous pouches as a thrown finesse weapon with which you are proficient, or you can apply them to a weapon that deals piercing damage as a bonus action. When used as a weapon the poisonous pouches have a range of 10/30 and create a cloud of poisonous gas within a 5-foot radius sphere centered on the target. Any creature that enters the cloud or starts its turn there must make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. On a failed save the creature takes an amount of poison damage equal to the amount shown in the Explosives Damage column of the Trapper table, or half as much on a success. When applied to your piercing weapons increase the damage that the weapon deals on its next attack by an amount of poison damage equal to the amount shown in the Explosives Damage column of the Trapper table.
Starting at seventh level you gain resistance to fire and poison damage. Starting at 17th level you instead become immune to any two of the following damage types and gain resistance to the others; acid, cold, fire, lightning, poison, and thunder. If this feature grants you resistance to a damage type that you already resist you gain immunity to that damage type instead.
Starting at 8th level it only takes 15 min to make a trap, explosive or poison, or 10 if you have appropriate materials.
Starting at tenth level you can take some extra time to hide your traps. For each additional five minutes you spend setting up a razor wire or marbles trap add +1 to the DC of the Wisdom (Perception) check required to spot the trap (maximum +5).
Starting at 14th level you learn how do imbue your explosives with arcane energy. When you create an explosive you can choose a damage type from acid, cold, lightning and thunder damage. The explosive deals damage of the chosen type rather than fire damage.
Starting at 20th level, if at the start of your turn you have no explosives or poison pouches you gain one explosive of the damage type of your choice or one poison pouch.