Trapmaster (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Trapmaster[edit]

Rogue Subclass

In the dimly lit workshop, cluttered with tools, scrolls, and arcane components, the Trapmaster works late into the night. The steady clink of metal and the soft murmur of concentration fill the room as plans for the latest contraption take shape. To the untrained eye, the blueprints are a chaotic mess of lines and symbols, but for the Trapmaster, every mark is a note in the symphony of subterfuge.

Outside, the world sleeps, unaware of the chess game played in the shadows. But the Trapmaster knows better. The streets are a stage for a deadly dance, and every alleyway, every abandoned building, every shadowed corner is a potential battleground. With deft hands and a keen mind, they prepare, weaving a web of deception and danger for the unwary.

"Let them come," the Trapmaster whispers, a sly smile playing on their lips. They imagine the faces of their foes, confident and unsuspecting, as they step into the meticulously laid maze of traps. There is a beauty in the precision, a thrill in the anticipation.

As dawn breaks, the Trapmaster steps out into the world, a shadow among shadows. Their work is invisible to most, hidden beneath the surface of the ordinary, waiting with silent patience. But they know the truth of power in this world—it lies not in the strength of arms or the might of magic, but in the cunning to bend the environment to one's will.

In the heart of danger, the Trapmaster is calm, a conductor of chaos in the unseen orchestra of the night. With every step, they challenge their foes to a game of wit and survival, a test few can pass. For in the world of the Trapmaster, only the cleverest, the most adaptable, and the most aware can hope to emerge unscathed.

Trap Crafting

Starting at 3rd level, you've honed your skills in the art of trapmaking, combining your knowledge of mechanics and magic to create devices that can ensnare or harm those who dare cross you. You gain the ability to construct a variety of traps using the tools and materials at your disposal.

  • Trap Crafting : You can spend 1 hour and expend materials worth 25 gold pieces to craft a trap in a portable form. You can carry a number of these crafted traps equal to your Intelligence modifier (minimum of one). Setting a trap takes 1 minute, and you can activate it manually, set it to trigger under specific conditions, or use a tripwire. Only you know how to safely disarm your traps without setting them off.

Your traps are designed to be versatile and can be configured to capture, damage, or debilitate. When you craft a trap, choose one of the following effects :

  1. Snare : A creature that triggers this trap must succeed on a Dexterity saving throw or be restrained. They can use their action to make a Strength check against your Trap Save DC to free themselves.
  2. Explosive : Deals 2d6 fire damage to all creatures within a 5-foot radius of the trap. A Dexterity saving throw against your Trap Save DC halves the damage.
  3. Alarm : Silently alerts you and only you of the exact location where the trap was triggered. This alarm can wake you if you are asleep.
  4. Disorienting Gas : Releases a cloud of gas in a 5-foot radius. Creatures caught in the area must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature is also blinded.

Trap Save DC = 8 + your Proficiency Bonus + your Intelligence modifier.

At 3rd level, you can craft and set one trap from this feature after finishing a long rest. The number of traps you can craft and set increases as you gain levels in this class, allowing you to set an additional trap at 9th level and another at 15th level.

Keen Tinkerer

Beginning at 3rd level, your nimble fingers and sharp mind allow you to understand and manipulate even the most complex mechanisms. Your expertise extends beyond traps to encompass a wide range of mechanical devices and locks.

Enhanced Thieves’ Tools: When you choose this archetype at 3rd level, you gain a set of enhanced thieves' tools. These tools include a variety of lock picks, small mirrors, probes, and a magnifying glass, along with specialized components useful for trap and device modification. When using these enhanced tools, you add double your proficiency bonus to checks made to disarm traps or open locks.

Quick Set and Disarm: You can set up or disarm a trap, including your own crafted traps, as a bonus action on your turn. For traps requiring intricate setup or disarmament, the time you require is halved. This ability does not apply to the crafting time of your traps.

Trap Modification: You gain the ability to modify existing traps you find in the world. With 10 minutes of work and a successful Intelligence (Investigation) check against the trap’s original setting DC, you can repurpose a detected trap to work for you. You can set a new trigger condition or change its effect to one of the trap effects you can create with your Trap Crafting feature, maintaining the trap's original save DC or damage values.

Evasive Maneuvers

By 7th level, your constant interaction with traps and dangerous mechanisms has honed your reflexes and awareness, allowing you to navigate the battlefield with uncanny agility. Your deep understanding of traps not only makes you an expert in deploying them but also in evading the hazards that litter the landscapes of your adventures.

  • Trap Sense : You have advantage on saving throws against traps and spells that you can see while not blinded, deafened, or incapacitated. Furthermore, you have resistance to the damage dealt by traps.
  • Miraculous Avoidance : If you trigger a trap or are targeted by a trap within 10 feet of you, you can use your reaction to grant yourself a bonus to your AC equal to your Intelligence modifier (with a minimum bonus of +1) against the trap’s attack or to make a Dexterity saving throw to take only half damage from the trap, even if you wouldn't normally be allowed to make a saving throw for half damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Agile Displacement : Your quick reflexes allow you to move through dangerous areas with ease. Movement in difficult terrain made by nonmagical means (such as areas covered in ice, rubble, or within your own traps) doesn't cost you extra movement. Additionally, when an enemy you can see triggers one of your traps, you can use your reaction to move up to half your speed without provoking opportunity attacks. This movement must not end in a space hazardous to you, demonstrating your knack for turning even the slightest opportunity to your advantage.
Master Trapper

At 10th level, your expertise with traps reaches new heights, allowing you to create and utilize them with unprecedented efficiency and ingenuity. Your traps become more complex, harder to detect, and more challenging for your enemies to avoid or disarm.

  • Advanced Trap Crafting : The traps you craft with your Trap Crafting feature now include an additional effect based on your choice when you set them. You can select from the following enhancements each time you craft a trap :
  1. Silent Alarm : In addition to its primary effect, the trap silently alerts you when triggered, regardless of distance, as long as you are on the same plane of existence.
  2. Quick Trigger : The trap's mechanism becomes incredibly sensitive, increasing the difficulty to detect and disarm it by 5.
  3. Lingering Hazard : If a trap inflicts damage, the area becomes hazardous for 1 minute after activation. Any creature that enters the area or starts its turn there takes damage equal to half the original trap's damage (no action required by you).
  • Trap Evasion : You gain the ability to quickly react to your own traps being triggered. If an ally or you accidentally trigger one of your traps, you can use your reaction to negate the trap’s effect on all friendly creatures.
  • Efficient Setup : The time required for you to craft and set traps is halved. This efficiency enables you to prepare your defenses or control the battlefield even under pressing circumstances.
Cunning Strategist

At 15th level, your unmatched expertise in trap setting, battlefield control, and tactical foresight evolve, allowing you to anticipate and manipulate enemy movements with almost prescient accuracy. Your traps not only hinder and harm but also control and dictate the flow of battle, showcasing your dominance as a Cunning Strategist.

  • Predictive Placement : Your deep understanding of tactics and enemy behavior allows you to place traps in the most effective locations. You gain the ability to set a trap as an action instead of taking 1 minute. Additionally, once per long rest, you can set a trap that is invisible to all except you until it is triggered.
  • Trap Synergy : When an enemy triggers one of your traps, you can use your reaction to immediately set another trap within 5 feet of the triggered trap, provided you have a prepared trap available. This represents your ability to dynamically adapt your trap network in the heat of battle.
  • Domineering Presence : Enemies become increasingly wary of moving freely around you. As a bonus action, you can designate an area of up to 20 feet square per long rest that you can see within 60 feet. For the next minute, enemy creatures within this area must make a Wisdom saving throw against your Trap Save DC to move more than half their speed on their turn. This effect showcases your ability to control the battlefield, forcing enemies to move cautiously or suffer the consequences of your traps.
Architect of Doom

Reaching 18th level, you become the ultimate architect of your enemies' demise, weaving traps and cunning into a deadly tapestry that few can navigate, let alone survive. Your mastery over traps has transcended mere physical constructs, turning the battlefield itself into a weapon under your command.

  • Inescapable Network : Your traps now can be activated to function in unison, creating a lethal network that ensnares and devastates your foes. Once on each of your turns, when a creature triggers one of your traps, you can cause any number of your other set traps within 30 feet of the triggered trap to also activate. This simultaneous activation does not expend the additional traps' utility, allowing them to be triggered again.
  • Trap Permanence : Traps you create with your Trap Crafting feature are now permanent until triggered or disarmed. They no longer have a set duration and can last indefinitely, allowing you to prepare or fortify an area long before an encounter begins. This change enables meticulous strategic planning and area denial, transforming familiar terrains into deadly fortresses.
  • Master of the Maze : You gain the ability to, once per long rest, designate a 60-foot radius area you can see as your maze. Within this area, movement for your enemies becomes a puzzle; the ground is considered difficult terrain, and enemies must succeed on an Intelligence saving throw against your Trap Save DC to move in a straight line. Failure results in them moving in a random direction determined by the DM for the remainder of their movement, showcasing your ability to disorient and confuse your adversaries fundamentally.
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: