Trappers Tools.pdf

(3266 KB) Pobierz
11/5/2019
Trapper's Kit | GM Binder
https://www.gmbinder.com/documents/print/-LeRUm2ZrV4Yc7a9xXaJ
1/3
11/5/2019
Trapper's Kit | GM Binder
T
RAPPER
'
S
T
OOLS
Trapper's Tools contains everything needed
for the creation of traps and their cataloguing.
Components.
A trapper's kit includes 10feet
of barbed wire, line roll, springs, bell, a pack of
nails , small hammer, set of scrolls and white
chalks.
Investigate.
When you search traps you also
obtain informations about the effect of it's
trigger (if it's mechanism isn't magic).
History.
Your mastery of traps includes
knowledge history that allow you to know
what traps prefer certain races.
Trapper Instinct.
As long as you stay 1.5
feet near your allies, as reaction an ally of your
choice receives 1d4 on saving throw against
traps.
SLOO
T
S REPPAR
T
T
RAP
P
ROPERTIES
All informations concerning traps can be
found on page 120 of the DMG, the following
table is based on the
Trap Effects
section. Trap
DC determines its danger, bonus proficiency
determines the trap damage. A trap might not
inflict damage but a condition.
TRAP
DANGER
DC
+2
+3
+4
+5 OR
MORE
Setback
Dangerous
Deadly
10-
11
12-
15
16-
20+
1d10
2d10
4d10
2d10
4d10
10d10
4d10
10d10
18d10
10d10
18d10
24d10
C
ONDITIONS
Prone
Poisoned
Restrained
Stunned
Blinded
Deafened
Grappled
Incapacitated
Paralyzed
'
DC
ACTIVITY
Varies
If you spend at least 1 minute studying a
trap, as part of a long rest you can create
a schematic of that trap. The DC to
create it might be it's save DC.
Using a wire and a bell you can set an
alarm in a door, window or an area that
is no larger than a 20-foot cube. The
total of your check becomes the DC for
creatures to discover or disable the
alarm.
You can spend 10 minutes or more in
attempt to set a trap from one of your
schematics, provided you have access to
your trapper's kit and sufficient
material. The DC save is 8 + bonus
proficiency + Intelligence or Dexterity
modifier
Varies
Varies
https://www.gmbinder.com/documents/print/-LeRUm2ZrV4Yc7a9xXaJ
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
2/3
11/5/2019
Trapper's Kit | GM Binder
You set a net to a ceiling and a wire on the
ground as trigger. A creature that fail the saving
throw is restrained. A creature can use its
action to make a DC 10 Strength check, freeing
itself or another creature within its reach on a
success. The net has AC 10 and 20 hit points.
Damage:
//
Condition:
Restrained
You set a vial of explosive chemical
component (such as nitroglycerine) under a
tile, If pressed, the vial brokes under the weight
causing an explosion.
Save DC:
15 (Dex)
Damage:
2d10 (Fire)
Condition:
Deafened for 1 minute on a failed
save
You hide on the ground various barbed wires in
an area that is no larger than a 20-foot cube,
that area become difficult terrain.
Save DC:
11 (Dex)
Damage:
2d10 Piercing
Condition:
Prone on a failed save.
https://www.gmbinder.com/documents/print/-LeRUm2ZrV4Yc7a9xXaJ
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
ROOD EKIP
S
Save DC:
10 (Str)
TIP NEDDI
H
S
CHEMATICS
TE
N
NELLA
F
This pit has a cover constructed from material
identical to the floor around it. The pit is
usually 10 or 20 feet deep but can be deeper.
Save DC:
15 (Dex)
Damage:
1d6 each 10 foot (max 20d6)
Condition:
Prone on a failed save.
An open door with various spikes that triggers
when someone passes it and break the wire
placed at the bottom.
Save DC:
15 (Dex)
Damage:
4d10 Piercing
Condition:
//
ELI
T
EVISOLPX
E
PMAC DEBRA
B
3/3
Zgłoś jeśli naruszono regulamin