Table of Contents

Snarecrafter Tools

You have been trained in setting up deadly traps and quick snares that disable your foes. These traps allow you to control the battlefield, setting them up in the perfect spot to cripple your enemies' plans. Often these traps can be constructed of simple materials, allowing you to construct these in out of the way places with little trouble.

Snarecrafter Tools

Snarecrafter tools include a knife, glue, a saw, a shovel, nails, and miscellaneous pieces of material. Your tools weigh 4 lbs and costs 2 gp.

Snaring

The art of creating a snare is how you can seemingly create something deadly out of mundane materials, and hide it no matter where you are. Anyone might be able to cast an exploding glyph, but few can hide a spring trap in the middle of a stone hallway without anyone noticing it.

Crafting Check

Intelligence is your snarecrafting ability for your snares, since you must design and implement your snares expertly. You use your Intelligence whenever you must craft a snare or are attempting to design new snares. In addition, you use your Intelligence modifier when setting the saving throw DC and Perception DC for a snare you crafted and when making an attack roll with one.

Snare Save DC = 8 + your proficiency bonus + your Intelligence modifier

Snare Attack / Check = your proficiency bonus + your Intelligence modifier

Known Snares

Most snarecrafters know three snares that they can craft. A snarecrafter can learn more snares by spending downtime working on new snares and succeeding on a snare check against the Craft DC of a snare. This doesn't create a snare, but rather, if they succeed they can craft these snares in the future as they figure out how to create them without placing themselves in danger.

Crafting a Snare

To craft a snare, you need construction materials, typically stone, wood, rope, and other common items; as well as time. Most snares can be crafted ahead of time, though you still need to spend some time setting up the snare in a spot. Once a snarecrafter has gathered the required materials and spent the time to create their trap, they must then succeed on a snare check against the Craft DC of the snare they wish to craft. On a success, they are successful and have created a trap.

On a failed check, something goes wrong and they lose half the materials for the snare and must try again after gathering additional supplies. If they fail the check by 5 or more, they lose all of their materials as the trap destroys itself, this could be the rope disintegrating from age or the trap spontaneously combusting due to friction between moving parts.

Time to Craft

It takes a certain amount of time to create a snare. This time only involves the creation of the trap and does not include setup time. Large and complicated traps typically take more time to craft while the simplest traps may only take a minute to throw together.

Materials

Every trap or snare requires materials in order to create it. Most of the time, a crafter can purchase these materials from any town or village and then craft what they need, this is shown as the Material Price and Materials of each trap. If a snarecrafter wants to use the objects around them without spending any gold, they may be able to per the DM's discretion. If the snarecrafter is in place where they can gather the required materials they can do so by spending 5 times as long crafting their snare as normal. This means that if a trap requires 1 minute to craft, it would take 5 minutes instead. If a trap takes 1 hour to craft, it would take 5 hours. This additional time is the time it takes for them to find the right ingredients, transform it into the right shape, as well as trying to find suitable replacements.

Setting Up

Once a snare or trap has been constructed, you can then carry it with you. Once you are ready to implement the trap, you must spend the time required in the Setup Time. Some traps can be quickly put into place, just dropping it down and then being finished. Other times, you must dig a pit wherever you want the trap, which could take an hour or more.

Retrieval

A snarecrafter can retrieve their own snare, so long as it has not been sprung and it is still operational, no check required. If the snarecrafter finds another trap, they can use their tools to try and disable and retrieve it, adding it to their arsenal, by attempting an Intelligence (Snare Check) against the DC of the snare. On a success, they can break down the trap and keep it for themselves, if applicable, otherwise the trap is disabled. This might happen if the trap is built into a wall. On a failed check, the trap is sprung and the crafter might be the target of the trap, per the DM's discretion.

It takes the same amount of time to setup a trap as it does to retrieve it.

Detecting Snares

The DC to detect a snare is equal to the Snare Save DC contested by a creature's passive perception. A creature only detects a trap when they are within 10 feet of it or can spot a trap if they use their action to make a Perception check and are within 30 feet of it.

If a creature sees the snarecrafter setting up the trap, they have advantage on their Perception check to spot the trap or gain a +5 bonus to their passive perception to notice it.

Triggering a Snare

A snare or trap is triggered when a creature moves into the space it is set up in. Once a trap is sprung, its effect then goes off. Some traps may require a saving throw to avoid its effects, the DC is equal to the Snare Save DC of the crafter.

Example Snares & Traps

Alarm Trap

Catapulting Caltrops

Hunter's Hanging Snare

Launcher Trap

Needle Trap