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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.