Trapping II | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
Trapping II - 10200 AXP

TIER THREE FEATURE: Trapping II

    • AXP: 10200
    • Grants Access To: None

When you take this feature you may learn one additional trap. You may now learn any of the following Traps.

Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard (non-technomancy) trap (this costs 1 additional Hunter Point). See Trapping I for rules on Setting Traps.

Alarm Trap*

When this trap is triggered, it creates a momentary loud noise audible for up to 200 feet.

Bludgeoning Trap

The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to your Tier + Wisdom modifier. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 2 tiers you have. Your DM may determine that you have to provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.

Decoy Trap

Technomancy Trap

The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by you at the time when the trap is set.

Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Wisdom save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Wisdom save DC to disbelieve the illusion is the same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is equal to 5 + the DC to avoid the trap.

Grapple Trap

The trap constricts around a limb or other part of the triggering creature’s body (Dexterity avoids). The creature cannot move from the location of the trap, unless you included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Acrobatics check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to your 2 x your tier, or can be burst as a full-round action with a DC 25 Strength check.

The trap can hold up to a Medium creature; you may set another Grapple Trap to the same location to increase the maximum size of creature the trap can hold by one size per use. At your option, if there is a tall object or structure nearby, you can have the trap lift the creature.

Marking Trap*

If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of your choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.

Quicksand Trap

The trap and all adjacent squares become quicksand as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC –5. The quicksand lasts for a number of rounds equal to your tier. When the effect ends, any creature still in the quicksand is returned to the surface prone.

Selective Trigger*

Technomancy Trap

You may add a race, type, alignment, or minimum weight restriction to the trap’s trigger.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

Link/Embed