A set of essential tools for laying traps, a trapping kit can be used in conjunction with the environment around you in order to ensnare an unwitting prey. Whether braving the wilderness or guarding a location within a city, a trapping kit allow a you to efficiently set and disguise traps.
Components. A trapping kit contains a bell, a block and tackle, a 15 foot by 15 foot sheet of canvas, 10 pieces of chalk, and 10 feet of string.
Investigation, Perception. When you search an area for tracks or footprints, a trapping kit can help you highlight the tracks, pulling out more fine details. In addition, your experience setting traps hones your senses when searching for traps yourself.
Nature and Survival. Your knowledge of traps grants you insight when determining which plants or animal parts may be usable as substitute for rope, string, or other aspects of making a trap. In addition, your experience with trapping and tracking can provide insight on what kind of creatures are native to the area you are in.
Sleight of Hand. Your experience in the delicate work of setting traps improves your ability to carefully manipulate rope and string.
Deadfall Trap. As part of a short rest, you can suspend a heavy object above a point, connecting it to a tripwire. Creating such a trap requires rope and a block and tackle to hoist the object, and string and pitons to set a tripwire. Make a check using a trapping kit. The total of your check becomes the DC for someone else's attempt to avoid, discover, or disable the trap.
When a creature pulls on the tripwire, it must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage and become restrained as it becomes pinned by the object. A creature that is restrained by this trap can use its action to make a Strength check against the same DC, freeing itself on a success.
Alternatively, you can set the trap to swing in an arc, slamming into the creature. On a failed save, the creature takes 2d10 bludgeoning damage and is pushed 10 feet in a direction designated by you when you set the trap instead of being restrained.
Pitfall Trap. As part of a short rest, you can dig a pit in dirt, soil, or loose stone, covering it with a canvas. Creating such a trap requires a shovel to dig the pit, and a sheet of cloth or canvas to cover it. Make a check using a trapping kit. The total of your check becomes the DC for someone else's attempt to avoid, discover or disable the trap.
When a creature steps on the canvas, it must succeed on a Dexterity saving throw or fall into the pit, knocking loose the canvas and landing prone at the bottom. A creature inside the pit can using all of its movement to make a Strength check against the same DC, climbing out of the pit on a success.
If you have wooden stakes on hand, you can place them inside the pit. A creature that falls into the pit takes an additional 2d6 piercing damage.
If you have a cage on hand, you can place it inside the pit, setting it to close and lock when a creature falls into it.
Reinforce Hunting Trap. When you set a hunting trap with a trapping kit on hand, you can add your proficiency bonus to the trap's saving throw DC.
Snare Trap. As part of a short rest, you can set a loop of rope to pull taught if a tripwire is disturbed. Creating such a trap requires rope, string to serve as a tripwire, and an elevated anchor point (such as a tree branch) on which to attach the rope. Make a check using a trapping kit. The total of your check becomes the DC for someone else's attempt to avoid, discover, or disable the trap.
When a creature pulls on the tripwire, it must succeed on a Dexterity saving throw or become snared by the rope. A creature that is snared this way is hoisted up to 20 feet into the air and hung upside down. While upside down, it can't move, and has disadvantage on attack rolls. A creature that is snared can use its action to make a Dexterity check against the same DC, freeing itself on a success. If you use a net while setting this trap, the creature is also restrained while it is snared if it is Large or smaller, as it becomes enveloped in the net.
Alternatively, you can set the trap to pull in a direction other than up. Setting such a trap does not require an ele- vated anchor point. On a failed save, the creature is pulled up to 20 feet towards the trap's anchor point and is knocked prone. While snared in this way, the creature can't move away from the anchor point.
Activity DC
Assess an area's wildlife density 10
Scavenge for rope-like materials 15