publish: true
aliases:

  • Trappers’ Guild
    created: 2026-03-09T12:15:34.012-04:00
    modified: 2026-03-09T12:15:34.012-04:00
    published: 2026-03-09T12:15:34.012-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/craftsman/trappers
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Trappers’ Guild

Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Trappers' Guild
4th+2
5th+3
6th+3Booby Trap
7th+3
8th+3
9th+4
10th+4Escape Plan
11th+4
12th+4
13th+5
14th+5Rapid Deployment
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Deploy a Minefield of Lethal Traps

Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but members of the Trappers’ Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.

Subclass Features

Danger Sense (Level 3)

You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Traps (Level 3)

You are a deadly master of trapsmithing with the following benefits.

Trapsmithing. You can craft an array of traps. Traps and their costs in materials are detailed at the end of the subclass description.

Quick Deployment. You can take a Bonus Action to deploy a trap of your choice. You can take this Bonus Action a number of times equal to your Craftsman level. You also regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.

Quick Recovery. If a trap can be recovered, you can take a Utilize action to recover it.

Saving Throws. If a trap that you craft requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

At Higher Levels. When you reach certain Craftsman levels, your traps become more dangerous. Traps you craft deal 2 damage dice at level 5, 3 damage dice at level 11, and 4 damage dice at level 17.

Booby Trap (Level 6)

You can conceal one of your traps over the course of a minute. A creature that takes a Search or Study action can detect a concealed trap with a successful Wisdom (Perception) or Intelligence (Investigation) check, respectively, against your Traps save DC. When a concealed trap activates, its damage dice are doubled.

Escape Plan (Level 10)

You can take a Reaction when an enemy moves within 5 feet of you to move up to your Speed without provoking Opportunity Attacks and deploy one trap in an unoccupied space at any point during the movement.

You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.

Rapid Deployment (Level 14)

You can take a Utilize action to deploy up to three traps.