Trapper

A human trapper

## Resources

### Secondary Resources

Improvised Traps Count: Equal to your Intelligence modifier, with a minimum of 1.

### Save DC

Trap Save DC: 8 + Proficiency Bonus + Intelligence modifier.

Masters of improvisation and resourcefulness, trappers use their surroundings and traps in the heat of combat.

They use their intelligence to create and use deployables to halt the enemy’s advance.

## Features

### Trapper Training

You have endured the hardships of making traps (deployables). You gain proficiency in *Deployable consumables* and *Investigation*. Additionally, you gain proficiency in *Tinkerering.* If you are already proficient in this skill, you gain expertise. You gain the following ability:

> ***Trap-Scars*** (1AP) - You gain 1 additional Health Point per Trapper feature picked.
>
>
>

### Trapper Training

In the heat of the battle, a trap maker can use their wit and the materials at hand to *improvise traps*. You gain the following ability:

> ***Improvisation*** - You can have a number of improvised traps placed equal to your Intelligence modifier, with a minimum of 1.   When placing it you make a deception check vs their Passive Perception to see if you can deceive them while placing a trap in front of them. You can use your *tinkerer’s tools* to craft the following traps at an unoccupied space within 5ft:
>
>
> * ***Spikes*** (2AP) - You smash various sharp objects from your tinkerer’s tools into the floor. The target 5ft cube becomes difficult terrain. Any creature that enters this area must make a Dexterity saving throw equal to your Trap save DC or take 2d4 piercing damage.
> * ***Booby Trap*** (2AP) - You create a simple tripwire trap that launches shrapnell. Target 5ft to 15ft by 5ft becomes tripwired, the first creature that enters it, must make a Dexterity saving throw to your Trap save DC. If failed, the creature takes 2d6 piercing damage or half if the creature succeeds. The trap is then removed.
> * ***Snare Trap*** (3AP) - You convert a piece of furniture into an anchor point of a snare trap. Pick a 5ft area surrounding the furniture piece to become the trigger. If a creature enters this space, the snare attempts to restrain the target. The target must make a Dexterity saving throw to your Trap Save DC or be grappled for 1 minute. The creature can spend 3 AP in order to attempt a strength saving throw to break free.  The trap is then removed.
> * ***Hook*** (1AP) - When you or one of your allies is grappling a creature, you may improvise a hook in order to grapple the creature without the need of a grappler. When the creature wants to escape from this hook, it must succeed an athletics check to your Trap save DC.
> * ***Fake Out*** (1AP) - You pretend to prepare an improvised trap at target position, which could affect the enemy’s movement. This is not an active trap and does not count towards your maximum.
>
>
>

### Resourceful

Your improvisation is at a whole new level. You gain the following ability:

> ***Resourceful*** (3AP) - Every sleep-rest you gain a trap-budget of credits equal to 15C times the amount of Trap Maker features you have unlocked. Using your tinkerer’s tool and targeting a piece of furniture within 5ft, you use science to convert it into a deployable. You create and instantly deploy any deployable, using the trap-budget.
>
>

### Eye of the Trapper

Triggers and treacherous terrain can be revealed to you in a moment’s notice. You gain the following ability:

> ***Eye of the Trapper*** (1AP) - You sense the presence of any trap that is within line of sight within 30ft. This ability merely reveals that traps are present within 30ft and you learn the general nature of the danger posed by a trap and your sense and its general direction. You can do this equal to the amount of Trap Maker features you have unlocked.
> A trap, for the purpose of this feature, includes anything not considered a creature that would inflict a sudden or unexpected effect you consider harmful or undesirable upon triggering.  This could be a trap in the form of a mechanical pit trap, claymores or triggered sensors, but also natural weaknesses in the floor, an unstable ceiling or a hidden sinkhole.
>
>

### I Knew You Would Go There!

Placing traps is one part of the equation, however, getting value out of them can only be done with predictive capabilities, someone you have no plenty of. You gain the following abilities:

> ***Prediction*** - Once per sleep rest you can activate a trap you had placed earlier. When initiative is rolled, you can instantly place one of your deployables or improvised traps on the battlefield. However, this position must be within 10ft of you currently, or you must have passed by earlier at least 10ft away from this point. The position may not be occupied by an enemy.
>
>

### Quick Deployables

Your finger’s are quick and nimble enough to deploy any trap in a moment’s notice. You gain the two following abilities:

> ***Quick Deployable*** - When deploying a deployable you can reduce the time it takes to deploy it onto the battlefield by 1 AP, with a minimum of 1.  This does include improvised traps and resourceful traps.
>
>

> ***Throw Deployable*** - When activating a deployable, you may throw it as far as you would throw a throwable. The target position must still be unoccupied.
>
>

### Deployable Crafter

Crafting your own deployables reduces the costs made in your everyday life. You gain the following ability:

> ***Deployable Crafter*** - Once per long rest, as long as you are in an urban environment and have a tinkerer’s kit, you may craft a consumable in the deployable category.   The total value of the craft item cannot exceed 10 times the amount of trapper features picked. These items look scrappy and will have trouble being sold. At the start of your next sleep-rest, they become unusable.
>
>

                             ~ DikkBott ୧༼✿ ͡◕ д ◕͡ ༽୨