Trappers' Guild
Level 3: Danger Sense
Starting when you join this guild at 3rd level, your experience with traps gives you an edge when escaping danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Level 3: Traps
You can craft traps designed for quick deployment, which are detailed in the Traps section below.
When you take the Attack action, you can forgo one or more of your attacks to deploy a trap. You can deploy a number of traps equal to your Intelligence modifier (minimum of 1), and you regain all expended deployments when you finish a short or long rest. You can use an action to disarm and recover one of your traps that hasn’t been triggered, which also restores one use of your trap deployments.
Level 7: Booby Trap
You can take 1 minute to conceal one of your traps from an unsuspecting target. A creature can detect a concealed trap by using its action to make an Intelligence (Investigation) or Wisdom (Perception) check against your Masterwork save DC, or by having a passive Perception score higher than that DC. The next time this trap activates before being disarmed, it deals twice as many damage dice.
Level 10: Ambush Modification
You can spend 10 minutes to modify a ranged weapon, or you can modify up to 6 ranged weapons during a short or long rest, each of which gains the following property:
Hair-Trigger. This weapon has advantage on the first attack it makes using the Ready action.
Level 14: Rapid Setup
As an action, you can deploy up to four traps. Once you use this ability, you can’t use it again until you finish a short or long rest.
Level 18: Legendary Property
You achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
Net
Legendary weapon property
Components:Masterwork exotic ranged weapon that doesn’t have the Firearm property
When you hit a Large or smaller creature with this weapon’s projectile, it also deploys a net that automatically hits the creature.
Traps
Craftsmen of the Trappers’ Guild can build the following traps:
Ballista Trap
You load this compact, ballista-like device in an unoccupied space within 5 feet of you and aim it in a direction you choose. The trap triggers when a creature enters the area within a 5-foot-wide, 30-foot-long line extending from the front of the trap. When it triggers, the ballista fires automatically, making a ranged attack against the creature. This attack roll uses your Intelligence modifier and proficiency bonus. On a hit, the target takes 2d8 piercing damage.
Man-Trap
You affix this oversized hunting trap to the ground in an unoccupied 5-foot-square area within 5 feet of you. When a Small or larger creature moves within the trap’s area, the trap clamps down on the creature. The creature must make a Dexterity saving throw against your Masterwork save DC. On a failed save, the creature takes 2d8 slashing damage, and if it is Large or smaller, it becomes trapped, making it unable to move. On a successful save, the creature takes half as much damage and isn’t trapped. The trapped creature or another creature within 5 feet of it can use its action to make a Strength check against your Masterwork save DC, freein the trapped creature on a success. A Huge or larger creature that failed its saving throw rips the trap from its mounting the next time it moves.
Razor Wire
You deploy a tangle of razor-sharp wire in up to four unoccupied, contiguous, 5-foot-square areas you choose within 10 feet of you. Each of these areas becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Once deployed, the razor wire can’t be recovered.
Trigger Bomb
You toss this explosive device into an unoccupied space within 30 feet of you. As a reaction when a creature you can see or hear moves within 5 feet of the bomb, you can press the detonator, causing the bomb to explode. Each creature within 5 feet of the bomb must make a Dexterity saving throw against your Masterwork save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren’t being worn or carried.

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