Base Class: Rogue
Traps are used to damage, slow, or disable enemies. You can toss them up to 20 feet, the trigger in a radius and require a saving throw equal to 8 + Your Proficiency Bonus + Dexterity Modifier.
Short Fuse
As a bonus action, you can trigger your traps remotely, dealing damage in the area of effect instantly.
Traps
You learn how to make several traps you can prepare during rests and deploy in combat. 3 traps per long rest, 1 trap per short rest.
Your sneak attack damage applies to damage dealt by traps.
A trap can be spotted by a creature using a perception check against your deception check.
Careful Traps
Your allies cannot trigger your traps, and are immune to damage from your traps.
Practiced Tinkerer
You gain proficiency in tinkerer's tools, and any checks made using your tinkerer's tools uses double your proficiency bonus. You also become trained in the Deception skill.
Debilitating Traps
Your Elemental Trap now deals half damage on a successful save.
Your Bear Trap now restrains creatures grappled by the trap.
Your Improvised Trap now blinds creatures until the end of your next turn.
Your Stinging Trap now poisons creatures until the end of your next turn.
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