Trappers' Guild

SubclassValdaSpire242014Craftsman

Subclass features

Deploy a Minefield of Lethal Traps

Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but members of the Trappers' Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.

Danger Sense

You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Traps

You are a deadly master of trapsmithing with the following benefits.

Trapsmithing

You can craft an array of traps. Traps and their costs in materials are detailed at the end of the subclass description.

Quick Deployment

You can take a Bonus Action to deploy a trap of your choice. You can take this Bonus Action a number of times equal to your Craftsman level. You also regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.

Quick Recovery

If a trap can be recovered, you can take a Utilize action to recover it.

Saving Throws

If a trap that you craft requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

At Higher Levels

The damage of your traps increases when you reach Craftsman levels 5 (2 damage dice), 11 (3 damage dice), and 17 (4 damage dice).

Booby Trap

Level 6

You can conceal one of your traps over the course of a minute. A creature that takes a Search or Study action can detect a concealed trap with a successful Wisdom (Perception) or Intelligence (Investigation) check, respectively, against your Traps save DC. When a concealed trap activates, its damage dice are doubled.

Escape Plan

Level 10

You can take a Reaction when an enemy moves within 5 feet of you to move up to your Speed without provoking Opportunity Attacks and deploy one trap in an unoccupied space at any point during the movement.

You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.

You can take a Utilize action to deploy up to three traps.

Raw data
{
  "name": "Trappers' Guild",
  "__prop": "subclass",
  "source": "ValdaSpire24",
  "className": "Craftsman",
  "shortName": "Trappers",
  "classSource": "ValdaSpire24",
  "hasFluffImages": true,
  "subclassFeatures": [
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        "name": "Trappers' Guild",
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                  {
                    "type": "list",
                    "items": [
                      "{@item Ball Bearings|ValdaSpire24}",
                      "{@item Ballista Trap|ValdaSpire24}",
                      "{@item Caltrops|ValdaSpire24}",
                      "{@item Hunting Trap|ValdaSpire24}",
                      "{@item Razor Wire|ValdaSpire24}",
                      "{@item Trigger Bomb|ValdaSpire24}"
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}