Trapcraft is a specialized skill used to detect, design, construct, disarm, and improvise traps — both mundane and magical. Whether you're a battlefield engineer, dungeon-delving rogue, or cunning survivalist, Trapcraft reflects a character’s expertise in turning the environment and resources into deadly hazards or clever defenses.
Trapcraft replaces or supplements traditional skills like Investigation, Survival, Thieves’ Tools, and even Arcana when dealing with traps. It provides a unified system for interacting with traps across all forms — mechanical, magical, alchemical, natural, or improvised.
Detect a tripwire in an old ruin | check Wisdom (Trapcraft)
Set a concealed snare in the woods | check Dexterity (Trapcraft)
Design a collapsing hallway trap | check Intelligence (Trapcraft)
Disarm a magical glyph etched into a statue’s base| check Intelligence (Arcana) + Trapcraft proficiency
Improvise a shelf-collapse trap in a tavern brawl | check Wisdom (Trapcraft) or Dexterity (Trapcraft)
Characters can acquire proficiency in Trapcraft through any of the following:
Selecting a custom or modified background (e.g., Hunter, Mercenary Engineer, Wilderness Saboteur)
Taking a custom feat (see: Trap Mastery)
Spending downtime to train, requiring:
30 days of training
250 gp in materials or tutelage
A willing instructor proficient in Trapcraft (or narrative justification)
Trapcraft adapts based on the nature of the trap and the intended interaction. The table below outlines typical trap categories and their common ability pairings:
Mechanical
Examples: Pitfalls, spike traps, swinging blades
Common Ability Modifier: Intelligence or Dexterity
Alchemical
Examples:Acid sprayers, fire flares, smoke bombs
Common Ability Modifier: Intelligence
Natural
Examples: Logfalls, spiked pits, hidden snares
Common Ability Modifier: Wisdom or Dexterity
Magical
Examples: Glyphs, runes, arcane wards
Common Ability Modifier: Intelligence (Arcana + Trapcraft)
Improvised
Examples: Collapsing furniture, loose tiles
Common Ability Modifier: Wisdom or Dexterity
INT (Trapcraft): Design or disarm complex traps
DEX (Trapcraft): Set traps requiring precision or concealment
WIS (Trapcraft): Spot, understand, or improvise traps in nature or chaos
A Trapcraft check is used when building, spotting, disabling, or understanding traps. The DC is set by the complexity and materials involved.
Basic noise trap or hunting snare | DC 10
Standard dungeon trap | DC 15
Magical or highly advanced trap | DC 20+
Under pressure or while rushed | DC +2 to +5
Backfire Risk: On a failed Trapcraft check by 5 or more when setting a trap, the trap may misfire, trigger early, or injure the creator.
Snare
Restrains target; DC 13 DEX save to avoid or escape
Pitfall
1d6–4d10 bludgeoning damage, possible prone or restrained condition
Flame Jet
3d6 fire damage; DEX save for half damage
Poison Spray
2d10 poison damage; CON save for half; exposure may apply poison
Glass Tripwire
Cuts movement speed, 1d4 slashing damage and reveals position
Traps can be crafted to deliver status effects like blinded, poisoned, or restrained, depending on materials and design.
Crafting a trap takes a combination of resources, time, and ingenuity.
Materials appropriate to the trap (e.g., nets, spikes, oil, glyph dust)
Time — from 1 minute (for a crude battlefield trap) to several hours (complex design)
Successful Trapcraft Check
Tr
Quick & Dirty 1–5 minutes
Basic mechanical 10–30 minutes
Advanced or magical 1–4 hours
🕯️ Complex traps may require ritual components, magical foci, or rare ingredients depending on their function.
Certain tools grant advantage on Trapcraft checks when applicable to the task:
Thieves' Tools
Picking trap locks, bypassing triggers
Tinker’s Tools
Assembling gears, crossbows, mechanisms
Smith’s Tools
Crafting metal parts, blades, fittings
Poisoner’s Kit
Creating toxins or venom-based traps
Trap Mastery
Prerequisite: Proficiency in Trapcraft
You are a consummate engineer of death and deception.
Gain Expertise in Trapcraft (double proficiency bonus)
You can set a prepared trap as a bonus action
Your traps gain a +2 bonus to their save DC
You disarm traps in half the normal time
You reduce material costs for trap creation by 25%
Use Trapcraft to make trap-focused players feel impactful
Let players build traps for ambushes, fort defense, or delaying enemies
Don’t make every Trapcraft check binary; use degrees of success:
Success by 5+: Trap is harder to spot/resist
Fail by <5: Trap works but has a flaw
Fail by 5+: Trap backfires or fails entirely
If using a trap-building system during exploration or downtime, allow players to spend Trap Points, representing creative potential or resource pools. For instance:
1 Trap Point = basic snare
3 Trap Points = advanced mechanical trap
5+ Trap Points = custom magical or complex contraption
This encourages planning and limits overuse without stifling creativity.