Trap Master Features
|Ingenuity, Trap Deployment
3rd-level Trap Master feature
You gain proficiency in thieves tools or tinker’s tools (your choice) and have expertise with the tools you choose, allowing you to add twice your proficiency bonus on ability checks with them.
In addition, you never have disadvantage with ranged weapon attacks against a prone target and can use your Intelligence modifier instead of your Strength or Dexterity on attack and damage rolls with ranged weapon attacks.
3rd-level Trap Master feature
You are trained to deploy all manner or traps. After finishing a long rest you can prepare a number of traps equal to your Intelligence modifier (minimum of 1) in any combination. Deploying a trap takes time dependent on the area the trap covers. A trap set in a 5-foot square takes you only an action. Larger traps require more time: 5-foot radius (1 minute), 10-foot radius (10 minutes), 20-foot radius (1 hour). You must be within 10 feet of the trap’s area to deploy it and can set the trap with a smaller area, if desired.
Your traps are discrete, requiring a Wisdom (Perception) check against a DC equal to your Strategies save DC to detect. A creature that sees you deploy the trap has advantage on its ability check to detect your trap and its saving throws to resist it.
The first time a creature enters the space of the trap, the trap springs. Once sprung, the trap can’t be triggered until it is deployed again. You can deploy each prepared trap once, and regain the ability to deploy each of them when you finish a long rest. When you finish a short rest, you regain the use of one of your deployed traps.
You can choose to prepare traps from the following options:
Bramble. The target must make a Dexterity saving throw. The target takes 1d10 + your Intelligence modifier piercing damage on a failed save or half as much damage on a successful one. Regardless, the area of the trap becomes difficult terrain and is treated as if covered in caltrops (as described in chapter 5 of the Player’s Handbook). This trap’s effect is considered a nonmagical plant. The damage increases by 1d10 when you reach 5th level (2d10), 9th level (3d10), 13th level (4d10), and 17th level (5d10).
Choking Gas. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. At the start of each of its turns, it makes a new Constitution save, ending the condition for it on a success. Once sprung, poisonous gas lingers over the area of the trap for 10 minutes or until a moderate wind (at least 10 miles per hour) disperses it. The area is heavily obscured and each creature that enters the area or starts its turn there must make a Constitution saving throw as if it sprung the trap.
Explosive Trap. The target and each creature within 5 feet of the trap must make a Dexterity saving throw. The target takes 2d6 + your Intelligence modifier fire damage on a failed save or half as much damage on a successful one. The damage increases by 1d6 when you reach 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6).
Grease Trap. The target must succeed on a Dexterity saving throw or be knocked prone. For 10 minutes, any creature that enters the space of the sprung trap must make the same saving throw. If the trap occupies more than one 5-foot space, a creature makes a new saving throw for each 5-foot space of the trap it passes through.
Raze Trap. When triggered, the area of the trap burns for 1 minute or until doused. Each creature that enters the area the first time on a turn, including when it springs the trap, or ends its turn there takes 1d6 fire damage. When you reach 9th level, the flames continue to burn a creature for 1 minute or until doused, dealing 1d6 fire damage at the end of each of the creature’s turns. This damage stacks with the damage from entering the area of the trap. Starting a 17th level, the damage dealt by entering the area of the trap increases to 2d6.
Snare. The target must succeed on a Dexterity saving throw or take 2d8 + your Intelligence modifier slashing damage and is then grappled by the trap. A creature can use its action to make a Strength check against your Strategies save DC to free a creature from the trap. When this trap is deployed in an area larger than a 5-foot square, it creates a snare in each square it occupies and each snare springs separately when a creature enters its space.
7th-level Trap Master feature
Your words and motions can confound your foes. During a creature’s movement, you can use your reaction to expend one Tactics Die to force the target to make an Intelligence saving throw. On a failed save, you roll the die and compel the target to move in a direction of your choice up to a distance equal to five times the number rolled on the die, limited by the target’s speed. This movement provokes opportunity attacks.
After using this feature, you can’t use it again until you finish a short or long rest or you deploy a trap with your Trap Deployment feature.
11th-level Trap Master feature
You ability to work with the traps you deploy is masterful, granting you the following benefits:
- You have advantage on attack rolls with ranged weapons against a target under the effects of one of your traps.
- When a creature triggers one of your traps, you can use your Set-up strategy to increase the trap’s damage, even if the trap normally deals no damage. A trap deals poison damage if it doesn’t have a damage type.
- You can set a timer for each trap you deploy for any period of time up to 1 hour. If the trap isn’t sprung by the designated time, it automatically springs then. You can also choose to restrict your trap to only trigger at the designated time when you have at least 1 minute to deploy it. When set this way, your trap becomes undetectable, except through magical means, to any creature that doesn’t see you deploy it.
15th-level Trap Master feature
Moving through difficult terrain costs you no extra movement. You can also pass through nonmagical traps without triggering them and have advantage on ability checks and saving throws against magical traps and similar effects.