By Michael Perce

Trinketeer An elf stands on the battlefield, whistling, making a portal open and calling through a gigantic suit of armor. Climbing upon it, the elf makes the armor charge into the ensuing fray. A gnome rushes over to their fallen ally, quickly combining a handful of ingredients from their pocket along with grass from the ground, forcing their ally to drink it. As the bottle drains, they hurl potion after potion towards anyone who tries to draw close. A human sits cooly in a chair at the end of a hallway as a group of cultists rush towards them. The leading cultist snaps a wire drawn across the hall, falling flat. The remaining cultists immediately turn and flee as a large boulder emerges from the ceiling, crushing the first cultist and rolling towards the rest. Whether laying careful traps for the enemy to fall into or modifying armor for them and their allies, trinketeers are unified in their love of experimentation and their never ending pursuit of invention. Inventors and Scientists Technology is power, and trinketeers are at the forefront of progressing technology to become comparable to magic. Trinketeers are masters of science and technology, often finding new breakthroughs in medicine, energy, and efficiency. In battle, a trinketeer often prioritise clever and careful planning over brute force or charging into the fray. Trinketeers would rather have their trinkets change the flow of the battle rather than smack the opponent upside the head, yet some Trinketeers still see some value in that strategy. Trinketeers often use their tools and their environment to do their fighting for them instead of wading in themselves. A Name for Themselves Every decent town has a merchant and a branch of one of the many merchant guilds within it. Trinketeers are often sponsored by one of these merchant guilds, giving them freedom to explore and invent in exchange for exclusive rights to sell their wares. Some trinketeers operate outside of the umbrella of the guilds, but aspiring trinketeers can often find difficulty getting their wares sold since no one knows their name. As adventurers, many trinketeers use their fellow adventurers as ways to make their name renowned to become independent from the drudgery of the guild merchants, or even create their own. Some are driven by the pursuit of trying to create the perfect trinket, while others are driven to see their trinkets in use rather than shipping them off to lands unknown.

The Trinketeer Level Proficiency Bonus Features Augmentations Known Active Trinkets Augment Slots Max Augemention Tier 1st +2 Tinker's Specialty, Creation Skill 2 2 1 Minor 2nd +2 Improvised Fabrication 2 3 1 Minor 3rd +2 ─ 3 3 2 Minor 4th +2 Ability Score Improvement 3 3 2 Minor 5th +3 Tinker's Specialty Feature 4 4 2 Major 6th +3 Masterwork Trinket 4 4 2 Major 7th +3 ─ 4 4 3 Major 8th +3 Ability Score Improvement 4 5 3 Major 9th +4 Magic Imbued Trinkets, Renowned Craftmaker 5 5 3 Major 10th +4 Tinker's Specialty feature 5 6 3 Advanced 11th +4 ─ 6 6 4 Advanced 12th +4 Ability Score Improvement 6 6 4 Advanced 13th +5 Masterwork Trinket Improvement 6 7 4 Advanced 14th +5 Improvised Fabrication Improvement 6 7 4 Advanced 15th +5 Tinker's Specialty Feature 7 7 4 Extreme 16th +5 Ability Score Improvement 7 8 4 Extreme 17th +6 ─ 7 8 5 Extreme 18th +6 Masterwork Trinket Improvement 8 8 5 Extreme 19th +6 Ability Score Improvement 8 8 5 Extreme 20th +6 Tinker's Specialty Feature 10 8 5 Extreme Creating a Trinketeer As you create your trinketeer character, consider what your relationship with various merchant guilds is. Are you a member of a merchant guild? Did you run away with trade secrets so the guild is now hunting you down? Do you have a rival? Are you unaffiliated with any guild? What drives you to continue pursuing more and more wild inventions? What was the trigger that led you to start creating and inventing? Was it a fascination and love of it, or was it from a trauma that led to an obsession? Perhaps these trinkets are the first of their kind and you gained the knowledge from a pact. What made you leave home and go out exploring? Perhaps you are looking for someone to teach you more, perhaps you are trying to master your craft, or maybe even you've had to move to escape the eyes of the guild. Quick Build You can make a Trinketeer quickly by following these suggestions. First, Intelligence should be your highest ability score. Make Dexterity your next-highest if you want to excel at operating at range. Choose Strength instead if you want to be in melee with your foes, and choose Charisma instead if you plan to emphasize social interaction. Second, choose the guild artisan background. Class Features As a trinketeer, you gain the following class features Hit Points Hit Dice: 1d8 per trinketeer level

1d8 per trinketeer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per trinketeer level after 1st Proficiencies Armor: Light Armor, Shields

Light Armor, Shields Weapons: Simple Weapons, Net

Simple Weapons, Net Tools: Tinker's tools, one type of artisan's tools of your choice Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Arcana, Insight, Investigation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shield or (b) two simple melee weapons

(a) 5 hunting traps or (b) a light crossbow and 20 bolts

(a) dungeoneer's pack or (b) an explorer's pack

Leather armor, a net, and Tinker's tools

Multiclassing To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. Ability Score Minimum: Intelligence 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. Armor: Light Armor, Shields

Light Armor, Shields Weapons: Simple Weapons

Simple Weapons Tools: Tinker's tools Tinker's Specialty Choose one specialty. Each specialty is detailed at the end of the class description. Your choice grants you the ability to craft an associated type of trinket and other features when you choose it at 1st level, and other features again at 5th, 10th, 15th, and 20th level. During a long rest, you may craft a number of Trinkets up to your Intelligence modifier. Crafting a trinket requires a monetary cost in parts specified by your specialty, as well as a successful Intelligence (Tinker's Tools) check. Crafting Check DC = 14 + Number of Augment Slots Creation Skill Your mechanical research and invention has given you certain abilities with trinkets. Augmentations You know two augmentations of your choice from those available to a Trinketeer of your specialty at your level. You learn additional augmentations of your choice at higher levels, as shown in the Augmentations Known column of the Trinketeer's Table. Additionally, when you gain a level in this class, you can choose one of the augmentations you know and replace it with another that you could learn at that level. Augmentation Slots You can only alter the trinkets so much before they become too fragile and collapse. The Trinketeer Table shows you how many slots you have to augment and modify the trinkets you create. You can apply the same augmentation more than once to a trinket. You may change or modify any trinkets you have during a long rest. Active Trinkets You must continuously repair and shift components back into alignment to keep your augmented trinkets functional. You can only have a certain number of active trinkets at a time, and any beyond that number automatically fail if used. You may make any non-active trinkets on your person active during a short rest. Crafting Ability Intelligence is your crafting ability, so you refer to Intelligence whenever a modifier refers to your crafting ability. In addition, you use your Intelligence modifier when setting the DC of a trinket you use and when you attack with one. Trinket Save DC = 8 + your proficiency bonus + your Intelligence modifier Improvised Fabrication Starting at 2nd level, you can use an action to cobble pieces from the surrounding environment to create a trinket. This trinket can have a maximum of 1 augmentation that you know, and has half the effect it normally would, rounded down. Trinkets made this way vary depending on the surroundings and specifics of the fabrication. A successful DC 17 Intelligence (Tinker's tools) check creates an improvised trinket. Beginning at 14th level, an improvised trinket can have a maximum of 2 augmentations that you know and the full effect it normally would. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Masterwork Trinket Starting at 6th level, you have become skillful enough to begin work on your magnum opus. Masterwork trinkets vary a lot more than ordinary trinkets and are far more personalized than the other ones you create. The Masterwork Trinket's details depends on your Tinker's Specialty. At 13th level and 18th level, you improve the quality and complexitiy of your Masterwork Trinket. Magic Imbued Trinkets Starting at 9th level, you've learned how to imbue magic into your trinkets, making them more effective and potent. Trinkets you augment are considered magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Renowned Craftmaker Starting at 9th level, merchants across the land have heard and seen your work, holding it in high regard. You gain advantage on persuasion, deception, and intimidation checks with any merchant.

Tinker's Specialty Eureka! You've done it! After many weeks of care, planning, and consideration you've figured out how to create and modify a specific type of trinket. Every trinketeer specializes in one specific specialty. Specialty of Traps Trinketeers with the specialty of Traps tend to be more deliberate, cunning individuals. Rarely engaging directly, these Trinketeers craft plans and allow their foes to walk directly into them. They are often called upon to protect locations or items, traps protect instead of simple guards. However, some of the best thieves are those who put the protections in place. Bonus Proficiencies When you choose this specialty at 1st level, your knowledge and fascination with traps gives you an enchanced ability to detect them, whether its a spinning saw blades or a lie. You gain proficiency with Thieves' Tools and in the Insight skill if you don't already have these proficiencies. Best Laid Plans When you choose this specialty at 1st level, you learn how to plant your traps to increase their efficiency. You may add your Intelligence modifier to any damage caused by traps that you are proficient with and set. Additionally, you may use your Trinket Save DC in place of its normal save DC. Enclosing Jaws When you choose this specialty at 1st level, you learn how to create hunting traps, as well as augment them during long rests. Whenever you would learn an augmentation, you may choose to learn any minor trap augmentation, the fast activating exlcusive augmentation, or the stable exclusive augmentation. Additionally, you gain proficiency with hunting traps, ball bearings, and caltrops. Ticking Clock Beginning at level 5, you learn how to create timer traps, as well as augment them during long rests. Whenever you would learn an augmentation, you may choose to learn any major trap augmentation or the sticky exclusive augmentation. Additionally, you gain proficiency with timer traps. Masterwork Trinket Beginning at 6th level, you can craft your magnum opus - a Masterwork Trap. Your masterwork trap has a single component that can be augmented like an ordinary trinket, and it uses the same activation method as any simple trap you know how to create. This component has 3 augment slots instead of 2. It costs three times as much as a normal trap, and you can only have one Masterwork Trap, which takes the place of one of your active trinkets. Masterwork Traps can be activated an additional time, and are guaranteed to be recoverable after usage. Beginning at 13th level, your Masterwork Trap has 2 components. You choose upon construction whether they are triggered simultaneously or independently. Each component has 3 augment slots instead of 4. Beginning at 18th level, your Masterwork Trap can be activated two additional times, and each component has 4 augment slots instead of 5. Detonating Wire Beginning at level 10, you learn how to create wire traps, as well as augment them during long rests. Whenever you would learn an augmentation, you may choose to learn any advanced trap augmentation or the razor sharp exclusive augmentation. Additionally, you gain proficiency with wire traps. Proximity Mine Beginning at level 15, learn how to create proximity traps, as well as augment them during long rests. Whenever you would learn an augmentation, you may choose to learn any extreme trap augmentation or the mobile exclusive augmentation. Additionally, you you gain proficiency with proximity traps. Pocket Dimensions At level 20, you learn how to create dimensional traps, as well as augment them during long rests. Whenever you would learn an augmentation, you may choose to learn any trap augmentation. Additionally, you gain proficiency with pocket dimensions.

The Traps Traps Item Cost to Craft Cost to Purchase Weight Ball Bearings ─ 1gp 2lb. Caltrops ─ 1gp 2lb. Simple Hunting Trap 2gp 5gp 25lb. Simple Timer Trap 15gp 50gp 10lb. Simple Wire Trap 50gp 200gp 5lb. Simple Proximity Trap 100gp 400gp 20lb. Simple Dimension Trap 200gp 800gp 1lb. Traps and items with changed effects are described here. Recovering Traps Simple traps can only be activated once, and you may spend an action to attempt to recover an expended trap. When attempting to recover an expended trap, make an Intelligence (Tinker's tools) check. On a 10 or greater, the trap is recovered successfully, and any augmentations are too damaged to be reused. On a 20 or greater, the augmentations are reusable. Otherwise, the trap is irreparably damaged, and cannot be used again Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 point of piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. Simple Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed a DC 13 Dexterity saving throw or take 1d6 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals piercing damage to the trapped creature equal to your proficiency bonus. Simple Timer Trap. When you use your action to set it, this trap forms a small spherical ball about the size of a tennis ball with a windup key that explodes when time is up, affecting a 10ft radius. It sits idle until at least the start of the next round, any other timing is specified when set. The trap is not affixed to a surface, instead only resting on the surface. Any attempts to move it will cause the trap to fire. A creature caught in the blast radius must succeed a DC 14 Dexterity saving throw. A target takes 4d8 damage on a failed saving throw, or half as much on a successful one The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Simple Wire Trap. When you use your action to set it, this trap forms a tripwire that stretches from a black disc that you set towards yourself. You can use your bonus action to set the other end, which is a matching black disc. These discs have chambers to store items or powders that are released upon tripping the wire. The trap is affixed to surfaces through straps that hold the chambers flush against the surface and the string taut. A creature that walks through the spaces with the wire must make a DC 13 Dexterity saving throw, or fall prone. Additionally, the creature takes 5d10 slashing damage. On a successful save, they take half. Anything stored in the discs are released with a 20ft cone towards the other. Simple Proximity Trap. When you use your action to set it, this trap forms a small silver dome about 2 feet in diameter with a small flashing light on top that sends out an electrical shockwave when a creature walks within 10ft of the Proximity trap. The trap is affixed by spikes on the bottom that dig into the surface it is placed onto. An creature that walks within range of the proximity trap must make a DC 16 Constitution saving throw or become stunned for 1 round. Simple Dimensional Trap. When you use your action to set it, this trap sets and appears as though it were any other simple trap. When the condition is met to activate the trap, a portal to another dimension is created, allowing for any effect to emerge, such as a large boulder, swarm of snakes, or even a hole to the abyss.

Specialty of Traps Augmentations Name Number of Slots Save Minor Augmentations Alarming 1 ─ Bludgeoning 1 Dex Disguised 1 Int Expanded 1 ─ Piercing 1 Dex Repeatable 2 ─ Slashing 1 Dex Throwable 1 ─ Major Augmentations Blinding 1 Con Burning 1 Dex Deafening 1 Con Freezing 1 Dex Revealing 1 Dex Shocking 1 Dex Terrain Generating 1 ─ Advanced Augmentations Paralyzing 2 Con Poisoning 1 Con Restraining 1 Str Soporific 1 ─ Extreme Augmentations Alluring 1 Wis Charming 1 Cha Frightening 1 Wis Pushing 1 Con Master Augmentations Banishing 2 Cha Exclusive Augmentations Fast Activating 1 ─ Mobile 1 ─ Razor Sharp 1 Dex Stable 3 ─ Sticky 1 Str Trap Augmentations Alarming Minor Trap Augmentation Material Costs:

Number of Slots: 1 A set of noise makers have been integrated into the trap's design. When a creature activates the trap, the noise makers clank loudly, creating a sound that can be heard within 60 feet. With Additional Augment Slots. When you apply this modifier an additional time, you may make the sound mental, and only be heard by the creator or any designated creatures on creation. When this modifier is applied an additional time, the mental sound can be heard up to 120 feet away. When this modifier is applied a fourth time, the sound can be heard within a mile. Alluring Extreme Trap Augmentation Material Costs:

Number of Slots: 1 A collection of shiny items have been arranged on the trap to be mesmerizing to any creature that can see it. Any creature that can see the trap must make a Wisdom saving throw when the trap is set or fall under the mesmerising influence of the trap. An affected creature is allured for 3 rounds on a failed save. An allured creature has disadvantage on Ability Checks and Attack rolls while the source of its allure is within line of sight, and can't willingly move away from the trap. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Banishing Master Trap Augmentation Material Costs:

Number of Slots: 2 A large portal is opened beneath any character within the trap's activation range. Any unwilling creature must make a Charisma saving throw. On a failed save, those creatures are teleported to another location that you have been to and specify upon making the trap. After 3 rounds, another portal is opened that the creature can walk through to return to the same location. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first.

Blinding Major Trap Augmentation Material Costs:

Number of Slots: 1 A hand sized blue cylinder is attached to the trap that releases a bright flash when the trap is activated, and any creatures within the trap's activation range must make a Constitution saving throw. A creature becomes blinded for 3 rounds on a failed save. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Bludgeoning Minor Trap Augmentation Material Costs:

Number of Slots: 1 When the trap is triggered, one or more blunt objects are released towards the creatures within the trap's activation range, and they must make a Dexterity saving throw. A target takes 1d12 bludgeoning damage on a failed save or half as much on a successful one. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 1d12 for each modifier slot beyond the first. Burning Major Trap Augmentation Material Costs:

Number of Slots: 1 A small glass chamber containing a bit of phosphorus shatters when the trap is activated, emanating a firey blast with a low roar. Any creature within the traps's activation range must make a Dexterity saving throw. A target takes 3d8 fire damage on a failed save or half as much on a successful one. The blast spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 2d8 for each modifier slot beyond the first. Charming Extreme Trap Augmentation Material Costs:

Number of Slots: 1 The trap is polished and becomes exta shiny, which releases a handful of glitter when the trap is activated. Any creatures within the trap's activation range must make a Charisma saving throw. Those creatures do so with advantage if you or your companions are fighting it. A creature becomes charmed for 3 rounds on a failed save. When the spell ends, the creature knows it was charmed by you. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Deafening Major Trap Augmentation Material Costs:

Number of Slots: 1 A small pouch of explosive powder hangs from the trap, creating a loud crack when the trap is activated. Any creatures within the trap's activation range must make a Constitution saving throw. A creature becomes deafened for 3 rounds on a failed save. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Disguised Minor Trap Augmentation Material Costs:

Number of Slots: 1 The trap appears as another object or is camouflaged against the environment, making it harder to detect. A creature can determine that it is a trap with a successful Intelligence (Investigation) check against your Trinket Save DC. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 for each modifier slot beyond the first. Expanded Minor Trap Augmentation Material Costs:

Number of Slots: 1 The trap has additional trigger points such as nearly invisible pressure plates or strings leading out from the center of the trap, which cause the trap to be activated from further away. The trap's activation range is increased by 5 feet. With Additional Augment Slots. For each additional time this modifier is applied, the range is increased by another 5 ft for each modifier slot beyond the first. Fast Activating Exclusive Trap Augmentation Material Costs:

Number of Slots: 1 A small collection of springs at the base of the jaws holds the chain and spike in place, and drives the spike into the ground rapidly upon the release of tension. Setting the trap takes a bonus action rather than a full action. Only Hunting Traps can be augmented with the Fast Activating augmentation.

Freezing Major Trap Augmentation Material Costs:

Number of Slots: 1 A small crystal sphere with water inside shatters when the trap activated, emanating a freezing blast from the trap with a low roar. Any creature within the traps's activation range must make a Dexterity saving throw. A target takes 3d8 cold damage on a failed save or half as much on a successful one. The blast spreads around corners. It freezes any body of water within the area for 3 rounds, trapping any creature within them. A trapped creature can use an action to make a Strength check against your tinker save DC to break free. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 2d8 for each modifier slot beyond the first. Frightening Extreme Trap Augmentation Material Costs:

Number of Slots: 1 A collection of horrific items have been arranged on the trap to be terrifying to any creature that can see it. Any creature that can see the trap must make a Wisdom saving throw when the trap is set or become terrified . An affected creature is frightened of the trap for 3 rounds on a failed save. A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its allure is within line of sight, and can't willingly move towards the trap. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Mobile Exclusive Trap Augmentation Material Costs:

Number of Slots: 1 The proximety trap is suspended on a set of wheels, which you can operate remotely. As a bonus action on your turn, you can move the trap up to 30 feet. Only proximity traps can be augmented with the Mobile augmentation. With Additional Augment Slots. For each additional time this modifier is applied, the trap can move an additional 10 feet for each modifier slot beyond the first. Paralyzing Advanced Trap Augmentation Material Costs:

Number of Slots: 2 A strong current runs through the trap and jumps from the trap to the creature with a loud crack and the smell of ozone. The creature who activated the trap must make a Constitution saving throw. The creature becomes paralyzed for 2 rounds on a failed save. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round. Piercing Minor Trap Augmentation Material Costs:

Number of Slots: 1 When the trap is triggered, one or more sharp objects are released towards the creatures within the trap's activation range, and they must make a Dexterity saving throw. A target takes 1d12 piercing damage on a failed save or half as much on a successful one. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 1d12 for each modifier slot beyond the first. Poisoning Advanced Trap Augmentation Material Costs:

Number of Slots: 1 A poisonous mushroom releases a cloud of purple spores when the trap is activated, lingering for a little in the affected area. Any creature within the trap's activation range who breathes in the cloud must make a Constitution saving throw. A target takes 2d12 poison damage and is poisoned for 3 rounds on a failed save. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Pushing Extreme Trap Augmentation Material Costs:

Number of Slots: 1 Small feathers decorate the trap which release a powerful gust of wind following a shockwave from the trap. Any creature within the traps's activation range must make a Constitution saving throw. A target takes 5d8 thunder damage and is pushed back 10 feet from the trap on a failed save. On a successful save, the creature isn't pushed back. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 2d8 and the knockback is increased by 10 feet for each modifier slot beyond the first.

Razor Sharp Exclusive Trap Augmentation Material Costs:

Number of Slots: 1 A series of razor blades have been integrated with the wire of a wire trap, which catch and snag on any creature that trips the wire. The creature who activated the trap must make a Dexterity saving throw. The target takes 1d12 slashing damage and is bleeding for 3 rounds on a failed save. A bleeding creature takes 1d12 damage at the beginning of their turn until they use an action to patch the bleeding. Only wire traps can be augmented with the Razor Shart augmentation. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Repeatable Minor Trap Augmentation Material Costs:

Number of Slots: 2 A small box is attached to the strap, containing a wound spring, which automatically resets the trap after activation, allowing it to be activated an additional time. With Additional Augment Slots. For each additional time this modifier is applied, the trap can be activated an additional time. Restraining Advanced Trap Augmentation Material Costs:

Number of Slots: 3 Several large nets are released from the trap, catching any target in the trap's affected area. Any Large or smaller creature in the trap's affected area is restrained until it is freed. This has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check against your Trinket Save DC, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the trap (AC 10) also frees the creature without harming it, ending the effect. Revealing Major Trap Augmentation Material Costs:

Number of Slots: 1 A brightly colored powder of your choice eminates from the trap with a slight glow. Any objects within the trap's activation range are outlined in the same color of the powder. Any creature within the area is also outlined in light on a failed Dexterity saving throw. Objects and affected creatures shed dim light in a 10-foot radius for 3 rounds. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 and lasts for an additional round for each modifier slot beyond the first. Shocking Major Trap Augmentation Material Costs:

Number of Slots: 1 A small piece of amber shatters when the trap activated, emanating from the trap with a low roar. Any creature within the traps's activation range must make a Dexterity saving throw. A target takes 3d8 lightning damage on a failed save or half as much on a successful one. The blast spreads around corners. It electrifies any sources of water in the area for one round, making any creature in the water take 2d8 lightning damage at the start of their turn. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 2d8 for each modifier slot beyond the first. Slashing Minor Trap Augmentation Material Costs:

Number of Slots: 1 When the trap is triggered, one or more bladed objects are released towards the creatures within the trap's activation range, and they must make a Dexterity saving throw. A target takes 1d12 slashing damage on a failed save or half as much on a successful one. With Additional Augment Slots. For each additional time this modifier is applied, the damage is increased by 1d12 for each modifier slot beyond the first. Soporific Advanced Trap Augmentation Material Costs:

Number of Slots: 1 The trap smells of perfume, and when the trap is activated, a large number of rose petals are released which linger in the air for a little in the affected area before gently falling to the ground. Roll 6d10; the total is how many hit points of creatures this spell can affect. Any creature within the trap's activation range who breathes in the cloud are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. With Additional Augment Slots. For each additional time this modifier is applied, roll an additional 3d10 for each modifier slot beyond the first.

Stable Exclusive Trap Augmentation Material Costs:

Number of Slots: 3 Various redundancies have been made to the hunting trap, making it so that any augmentations do not impact the fragility of the trap. The trap does not count towards the number of active trinkets. Only hunting traps can be augmented with the Stable augmentation. Sticky Exclusive Trap Augmentation Material Costs:

Number of Slots: 1 A slimey adhesive is applied to half of the spherical ball, which binds the trap to whatever surface it touches at rest. A creature can remove the trap with a bonus action and successful Strength check against your Trinket Save DC. Only timer traps can be augmented with the Fast Activating augmentation. With Additional Augment Slots. For each additional time this modifier is applied, the DC is increased by 1 for each modifier slot beyond the first. Terrain Generating Major Trap Augmentation Material Costs:

Number of Slots: 1 Stones cling to the trap, which launches a collection of small pale green spheres out of the trap that detonate upon contact with any solid surface, warping it and creating 4 inch deep pockets in surface. Any terrain within the trap's activation range becomes difficult terrain. Any vertical surface affected by the trap becomes climbable. With Additional Augment Slots. For each additional time this modifier is applied, any creature moving through the difficult terrain takes 1d10 bludgeoning damage per 10 feet of movement for each modifier slot beyond the first. Throwable Minor Trap Augmentation Material Costs:

Number of Slots: 1 A pressure pad is affixed on the base of your trap, which sets the trap when depressed and the trap is at rest. Using your action, you can throw this trap up to 30 feet away, where it then sets itself. With Additional Augment Slots. For each additional time this modifier is applied, the distance you can throw the trap is increased by 10 feet for each modifier slot beyond the first.