Jsk Abilities:Create Trap

Create Trap

1st-level martial ability

Type: Action

Range: Touch

Requirements: Basic resources (fibre, wood, metal, etc)

Duration: Until triggered

You can devote 30 minutes of your time to create a trap. The trap can cover a 5 to 10 foot cube area. Describe the type of trap you would like to construct to the DM, who will decide what basic resources are needed to construct it. Below are some examples of traps, but you can be as creative as your DM will allow you to be.

Pitfall Trap: A 5-foot wide and 10-foot deep square hole in the ground. You would need a tool to dig the hole, and branches or ruffage to hide the hole. A creature that walks into the area and triggers the trap must succeed on a Dexterity saving throw against your Martial Ability Save DC, or fall prone into the hole and take 2d10 bludgeoning damage. On a successful save, a creature takes half as much damage and manages to avoid falling into the hole.

Needle Trap: A 10-foot area is laced with small sharp objects (wood, metal, stone). The area becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time this ability is used must make a Wisdom (Perception) check against your Martial Ability Save DC to recognize the terrain as hazardous before entering it.

Swinging Branch Trap: Using a sturdy 5 or 10 foot log, you fasten it 10 feet above ground (to trees, or terrain) using fibre or rope, and camouflage it as best you can. A piece of string will act as a trigger for the log. A creature that walks into the string triggers the trap, causing the log to swing down toward them. A creature can make a Dexterity saving throw against your Martial Ability Save DC. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked 10 feet in the opposite direction of the logs momentum. On a successful save, a creature takes half as much damage and avoids being knocked away.

At Higher Level: When you use this ability using an ability slot of 3rd level or higher, the area you can cover increases by 5 cubic feet for each slot level above 2nd.

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