Trap Tinkerer (5e Class)

This page was marked as abandoned on 19:32, 25 October 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is of questionable balance. Reason: If nothing more, has a second level ability that does a potential 600 damage (of an unspecified type) with a single trap.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

This page needs grammatical help. Reason: Has one or more grammatical errors in every single sentence.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Trapper

a small figure hides in the shadows as countless gears turn in his contraptions being triggered by his pursuers

trap making

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->.

Class Features

As a Trapper you gain the following class features.

Hit Points

Hit Dice: 1d8 per Trapper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Trapper level after 1st

Proficiencies

Armor: light
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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Trapper

LevelProficiency
Bonus
Explosives MadeExplosives DamageFeatures
1st+200Anything Works
2nd+200Razor Wire
3rd+200Marbles
4th+200Ability Score Improvement
5th+331d6Explosives
6th+331d6Poisons
7th+342d6Explosive Resistant
8th+342d6Ability Score Improvement, Quick Hands
9th+452d6
10th+452d6Hidden Trap
11th+453d6
12th+463d6Ability Score Improvement
13th+563d6
14th+563d6Elemental Explosion
15th+574d6
16th+574d6Ability Score Improvement
17th+674d6Explosive Resistant
18th+684d6
19th+685d6Ability Score Improvement
20th+685d6Unlimited Explosives

Anything Works

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.

Razor Wire

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.

Marbles

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.

Explosives

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.

Poisons

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.

Explosive Resistant

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.

Quick Hands

Starting at 8th level it only takes 15 min to make a trap, explosive or poison, or 10 if you have appropriate materials.

Hidden Trap

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).

Elemental Explosion

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.

Unlimited Explosives

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.


Back to Main Page 5e Homebrew Classes

gollark: Nope. The actual transistors in the CPU doing things.
gollark: I really would. It would be excellent.
gollark: I'd like to see you implement an efficient SUBLEQ computer.
gollark: Raptor Computing Systems have hilariously expensive POWER workstations without binary blob weirdness.
gollark: Or OpenPOWER!
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.