Crafty Trappers
How it's obtained: Bought with 0 Aethyr points, or taken with a free pick that allows it.
- Aethyrpoint Cost
- 0
- Level Requirement
- 1
- Technique Requirement
- General
- Source Reference
- Heritage (Racial) Feature
- Source Requirement
- General
- Activation Time
- Varies
- Domain Requirement
- General
- Concentration?
- No
Description
Kobolds are known for their ability to create traps and defensive mechanisms around their lairs. You gain proficiency in the use of tools necessary for trap-making.
Below are some example traps that Kobolds are known to be fond of. A more skilled trapper may be able to make even deadlier traps.
1. Pit Trap
Creation: The Kobold spends 1 hour digging a 5-foot square pit that is 10 feet deep and covers it with leaves and branches.
Trigger: A creature steps on the covered pit.
Effect: The creature must succeed on a DC 12 Dexterity saving throw or fall into the pit, taking 1d6 bludgeoning damage and becoming prone.
2. Snare Trap
Creation: The Kobold uses rope and branches to create a snare trap, spending 30 minutes on its construction.
Trigger: A creature steps into the rope loop.
Effect: The creature must succeed on a DC 12 Dexterity saving throw or become hoisted into the air, hanging upside down 5 feet above the ground and becoming restrained. A creature can use its action to make a DC 10 Strength check, freeing itself on a success.
3. Tripwire Trap
Creation: The Kobold spends 15 minutes setting up a tripwire across a path and tying small bells to it.
Trigger: A creature moves across the tripwire.
Effect: The creature must succeed on a DC 10 Dexterity saving throw or fall prone. Additionally, the bells ring, alerting the Kobold and others nearby.
4. Alchemical Bomb Trap
Creation: The Kobold spends 1 hour concocting a volatile mixture and placing it in a fragile container, setting it up as a trap.
Trigger: A creature steps on or touches the container.
Effect: The container explodes, and each creature within a 5-foot radius must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.