Trap layers focus their studies on creating magical circuits which activate when certain conditions are met. Many of them create and maintain security systems for everything from castles to secret lairs, and their services are always in high demand.

Create Trap

Starting at 3rd level, you know the basics of laying magical traps, and can create them if given the space, time and materials.

Creating a trap takes 5 minutes per level of the spell put into it, plus any consumed material components. A trap using a cantrip takes 1 minute. You can choose any cantrip or ritualist spell you know or any spell from the trap layer spell table below to turn into a trap. The spell will be cast at its lowest level. You gain access to more spells as your ritualist level increases. You can lay a number of traps equal to your Intelligence modifier, a minimum of 1. You regain expended uses when you finish a long rest.

Ritualist Level Spells 3rd alarm, entangle, faerie fire, grease, magic missile 5th darkness, gust of wind, hold person, silence, web 7th bestow curse, dispel magic, fear, fireball, slow 9th banishment, black tentacles, confusion, ice storm, resilient sphere 11th cloudkill, contagion, flame strike, hold monster, insect plague

When you create a trap, you place it on a wall, floor, or other flat surface at least 5 feet by 5 feet in size which you can easily reach. If the surface is already enchanted in any way, the trap will not work. You also place a trigger, which can be a maximum of a 10 foot cube in size and must be within 30 feet of the trap. You can put it on a flat surface or a solid object, such as a doorknob. The trigger can be put in the same space as the trap.

The trap is subtle, but it can be found with a successful Intelligence (Investigation) check against your spell save DC. A detect magic or find traps spell automatically reveals your trap.

It can be disarmed with a successful Intelligence (Arcana) check against your spell save DC. When disarming your own traps, the DC is equal to 10 + the level of the spell, and you have advantage on the roll. A failed attempt to disarm triggers the trap. A dispel magic spell against your spell save DC can also disarm the trap, and a failure will not trigger it.

The trap activates when a creature physically interacts with the trigger in some way, such as stepping on it, grabbing it, or picking it up. When activated, the spell put into the trap is cast. If it targets one creature, it will target the creature who touched the trigger. The point of origin will be the trap (not the trigger). If the spell has a direction it should be cast in, you must choose the direction when you lay the trap. The spell uses your spell attack modifier and spell save DC. After the spell is finished, the trap becomes inert. An inert trap cannot activate again.

The trap loses its magic 24 hours after it is laid. You or another trap layer ritualist can extend the lifespan of a trap by spending 10 minutes maintaining it, which involves cleaning the area, redrawing any runes that have worn off, and checking for mechanical issues. A creature who is not a trap layer ritualist can attempt to maintain a trap by making an Intelligence (Arcana) check, with a DC equal to 10 + the level of the spell. If they succeed, the trap is maintained, and if they fail, the trap breaks and becomes inert. If they score an 8 or lower, the trap activates. If a trap has not been maintained in the last 24 hours, it becomes inert.