# Trappers' Guild
*[craftsman](craftsman.md): Artisan's Guild*
*Source: Valda's Spire of Secrets*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='3'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Trappers' Guild (Level 3)' class='internal-link'>Trappers' Guild</a></td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Booby Trap (Level 7)' class='internal-link'>Booby Trap</a></td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Ambush Modification (Level 10)' class='internal-link'>Ambush Modification</a></td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Rapid Setup (Level 14)' class='internal-link'>Rapid Setup</a></td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Net (Level 18)' class='internal-link'>Net</a></td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr>
> </tbody></table>
^class-progression
## Class Features
### Trappers' Guild (Level 3)
Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but the craftsmen 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.
### Danger Sense (Level 3)
Starting when you join this guild at 3rd level, your experience with traps gives you an edge when escaping danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
### Traps (Level 3)
You are an expert in designing ingenious and lethal traps. Starting at 3rd level, you can craft traps designed for quick deployment, which are detailed in the [Traps](/3-Content/Compendiums/lists/list-optfeaturetype-trap.md) section.
When you take the Attack action, you can forgo one or more of your attacks to deploy a trap. You can deploy a number of traps equal to your Intelligence modifier (minimum of 1), and you regain all expended deployments when you finish a short or long rest. You can use an action to disarm and recover one of your traps that hasn't been triggered, which also restores one use of your trap deployments.
### Booby Trap (Level 7)
Starting at 7th level, you can take 1 minute to conceal one of your traps from an unsuspecting target. A creature can detect a concealed trap by using its action to make an Intelligence (Investigation) or Wisdom (Perception) check against your Masterwork save DC, or by having a passive Perception score higher than that DC. The next time this trap activates before being disarmed, it deals twice as many damage dice.
### Ambush Modification (Level 10)
Starting at 10th level, you can spend 10 minutes to modify a ranged weapon, or you can modify up to 6 ranged weapons during a short or long rest, each of which gains the following property:
#### Hair-Trigger
This weapon has advantage on the first attack it makes using the Ready action.
### Rapid Setup (Level 14)
At 14th level, as an action, you can deploy up to four traps. Once you use this ability, you can't use it again until you finish a short or long rest.
### Net (Level 18)
*Legendary weapon property*
**Components:** Masterwork exotic ranged weapon that doesn't have the Firearm property
When you hit a Large or smaller creature with this weapon's projectile, it also deploys a net that automatically hits the creature.
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> # Name
> ![[insert_image_here|cover hsmall]]
> ###### Stats
>
> | Type | Stat |
> | ---- | ---- |
> | Test | Testing |
> | Test | Testing |
>
> ##### Stats 2
>
> | Type | Stat |
> | ---- | ---- |
> | Test | Testing |
> | Test | Testing |