CC:Ranger-Trap Smith

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Trap Smith

Wise and resourceful, a Trap Smith is able to devise a wide array of traps using their knowledge, becoming an undetectable force of nature. Incredibly difficult to predict, the Trap Smith makes the battlefield their playground, laying traps without being noticed, and then reeling back before the clicking noise of a device going off spells certain doom for their target.

Trap Smith Features
Level Feature
3rd Bonus Proficiencies, Trapper's Bag, Trapper
7th Tactical Ambush
11th Zone Deployment
15th Master Trapper

Bonus Proficiencies

3rd-level Trap Smith feature

When you choose this Archetype at 3rd level, you gain proficiency in the Sleight of Hand skill.

Trapper's Bag

3rd-level Trap Smith feature

Starting at 3rd level, you manage to gather enough scrap together to form a sizable amount of tools you can use to create traps. The Bag contains a number of small trinkets which can be used to craft all sorts of deadly traps, as well as a separate section in which you can fit a number of traps equal to your levels in this class. Once all of the trinkets have been used, you must spend an hour scavenging to gather another full Bag of these. If you try to store traps crafted this way in any container that’s not this Bag, it disassembles and becomes scrap. Additionally, if you lose this Bag, you may spend 8 hours and 300 septims in materials to craft another one. You may only have one Bag of this type at a time.

Saving Throws. Some of your traps require your target to make a saving throw to resist the trap’s effects. The saving throw DC is calculated as follows:

Trap save DC = 8 + your proficiency bonus + your Willpower modifier

Attack Rolls. Some of your traps require an attack roll against a target. When this happens, the trap makes the attack from its position, as follows:

Trap attack modifier = your proficiency bonus + your Willpower modifier

Trapper

3rd-level Trap Smith feature

Starting at 3rd level, you gain the ability to create all sorts of traps, which can aid you in combat. You learn to craft three Traps of your choice, which are detailed under “Traps” at the bottom of this subclass description. You learn one additional trap of your choice at 7th, 11th and 15th level respectively.

These traps take 1 minute to craft each, and after being crafted, you can deploy these from your Trapper’s Bag to an unoccupied space within 5 feet of you as an action. On deployment, roll a Sleight of Hand check, the result will be used as the DC for detecting the placed trap, as well as the DC for disarming it. If a creature can see you while deploying the trap, it is aware of its presence.

Unless otherwise specified, the trap occupies a space of 5 feet and it triggers when any target occupies or otherwise passes through said space. These traps aren’t worth much, and will collapse and become unusable after a number of days equal to your proficiency modifier have passed.

Tactical Ambush

7th-level Trap Smith feature
When you reach 7th level, your traps are enhanced with a mechanical device which allows for the manipulation of the battlefield. As a bonus action while a trap is within 30 feet of you, you can have that trap extend a claw-like appendage towards a target of your choosing that you can see within 20 feet of it, provided that there’s no obstacles in between the trap and the target. The target must make a Strength saving throw against your Trap save DC, on a failure, the target pulled 20 feet toward the trap, occupying its space, and is knocked prone. Otherwise it is only pulled 5 feet toward the trap.

You can use this ability a number of times equal to your Wisdom modifier, regaining all uses of it after finishing a long rest.

Zone Deployment

11th-level Trap Smith feature When you reach 11th level, you may deploy traps much farther and in a larger area. Your traps can be deployed up to 20 feet away from you, can target enemies one size category larger than described, and can be triggered as a reaction. Additionally, you may add the damage bonus from your Favored Enemy and Greater Favored Enemy features to the damage dealt by your traps.

Master Trapper

15th-level Trap Smith feature
Starting at 15th level, you may now deploy traps as part of an attack action. Additionally, if a target is unaware of the presence of a trap when it is triggered, the trap makes its attack rolls with advantage, and the creature makes any saving throws with disadvantage.

Traps

The traps are presented in alphabetical order.

Bear Trap. Not your usual hunting trap, this Bear trap can fit creatures up to size Large. When this trap is triggered, the target must make a Dexterity saving throw. On a failed save, the target takes 1d8 piercing damage and is Restrained for 1 hour. The target can repeat this saving throw at the end of their turn, ending the effect on a success. The damage increases when you reach certain levels in this class: 5th level (2d8), 7th level (3d8), 9th level (4d8), 11th level (5d8), 13th level (6d8), 15th level (7d8), 17th level (8d8), and 19th level (9d8).

Deadfall Trap. Stuns A massive object lifted over a rickety trigger, this trap will easily crush any bone. When triggered, the target must make a Strength saving throw. On a failed save, the target will be crushed, becoming Stunned until the end of their next turn, and taking 1d8 bludgeoning damage. On a success, the target takes half the damage dealt and isn’t stunned. The damage increases when you reach certain levels in this class: 5th level (2d8), 7th level (3d8), 9th level (4d8), 11th level (5d8), 13th level (6d8), 15th level (7d8), 17th level (8d8), and 19th level (9d8).

Flashbang Trap. Carefully crafted with particularly volatile substances, this trap creates a loud bang as a bright flash leaves nearby targets disoriented. Upon being triggered, all targets within 15’ of the trap must roll a Willpower saving throw, on a failure, they suffer from the Blinded and Deafened condition. Otherwise, they’re only subjected to the Deafened condition.

Item Trap. This particular type of trap has a specialized trigger for nearly any sort of item you put in it. Whenever you lay down this trap, you may fit it with an item of your choice that you possess. The trap’s effect will vary depending on the item used. If the item requires a target or an area, it will target the space that the trap occupies. If the item requires a saving throw or an attack roll, you may use the Trap Save DC or the Trap attack modifier instead of the item’s specifications, unless they are lower. If the item deals damage, it deals this damage normally, otherwise treat it as an improvised weapon. A magical item can be triggered by this trap only if its triggered effect would last 1 minute or less.

Net Trap. A difficult trap to escape, upon triggering the Net Trap, a reinforced Net is cast over the target. Roll a ranged attack roll against the target. This attack automatically fails if the target is formless or the target is Huge or larger. If this attack hits, the creature is Restrained until the Net is destroyed. The Net has an AC of 10 plus your Proficiency Modifier, and its HP is equal to 1d6, which increases when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Pitfall Trap. This trap can only be deployed on the ground. When deployed, this carefully crafted trap drills a hole in the ground large enough to fit a Medium creature, with a depth equal to your levels in this class multiplied by 5, and a width of 5 feet, as long as the terrain isn’t harder than dirt. An enemy that triggers this trap must succeed on a Dexterity saving throw or fall in, taking fall damage as normal when they reach the bottom.

Poison Trap. When this trap is triggered, a poisoned dart is shot at the target. The trap makes a ranged attack roll at the target. On a hit, the target takes 1d4 piercing damage and 1d4 poison damage, and must succeed on an Endurance saving throw or be subject to the Intoxicated condition for 1 minute. It can repeat this saving throw at the end of its turn, ending the effects on a success. The poison damage increases when you reach certain levels in this class: 5th level (2d4), 7th level (3d4), 9th level (4d4), 11th level (5d4), 13th level (6d4), 15th level (7d4), 17th level (8d4), and 19th level (9d4).

Spring Trap. This trap is modeled in such a way that upon being triggered, a pointy end will meet whoever is unlucky enough to be standing near the trigger. When this trap is triggered, a sharp point kept in place by a bent, tied twig will be let loose, rotating at high speeds. This trap rolls a melee attack roll against the target. On a hit, the target takes 2d6 piercing damage and must succeed on an Endurance saving throw against your Trap save DC or be subjected to the Bleeding condition for 1 minute. They may roll this saving throw again at the end of their turns, ending the effects on a success. The damage increases when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Twitch-Up Trap. A more sinister sort of trap, this careful construction grabs the target by its neck when set off. Upon being triggered, the target must make an Agility saving throw. The target automatically succeeds if it is Huge or larger. On a failure, the target’s neck is tightened by a rope, as its entire body is lifted above ground, snapping the target’s neck. The target is dealt 2d6 bludgeoning damage, and becomes Paralyzed until the end of their next turn. On a success, the target only takes half the damage dealt, and isn’t Paralyzed. The damage increases when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).