Rogue
Base Class: Rogue

Trappers prefer a more indirect approach to battle. They are often seen as cowards for that, but they are anything but. If well-prepared, they can be incredibly dangerous.

Trap Arsenal

Starting at 3rd level, through your study of the fine arts, you have managed to create your first traps.

  • Gain proficiency at tinker's tools.
  • You learn 2 fast deployment traps, and 1 more at level 5, 11, and 15.
  • The amount of traps you can deploy is equal to twice your proficiency bonus, and resets at long rest.
  • All traps require an action to deploy.
  • Mechanical Traps:
    • Mechanical traps have a save DC of 8 + proficiency bonus + dexterity modifier.
    • Enemies disarming your traps, need to succeed against the same DC.
    • Activation requires your tinker's tools at hand.
    • They are considered non-magical.
  • Magical Traps:
    • Magical traps have a save DC of 8 + proficiency bonus + wisdom modifier.
    • Enemies disarming your traps, need to succeed against the same DC.
    • Activation requires a focus, tinker's tools is considered one as well for you.
    • They are considered magical and can be affected by dispel magic.
Acid Trap

  • Magical Trap
  • Deployment: unoccupied location within 15ft.
  • Conjure an acid rune at the target area.
  • Duration: 10 minutes.
  • Camouflage: investigation DC.
  • Sensor: Magically sensitive towards light sources within 15ft.
  • Trigger: Bright light.
  • Activation: It shoots a ball of acid towards the brightest light source, exploding acid within a 10ft. cone.
  • Every creature, inside the cone, needs to make a constitution saving throw.
  • On fail, they take 2d10 acid damage.
  • On success, only half.
  • Recharge: 5-6

Blade Trap

  • Mechanical Trap
  • Deployment: unoccupied location within 5ft.
  • Duration: 1 hour.
  • Sensor: Light sensor, extending up to 20ft. in a straight line.
  • Trigger: If a creature is 10ft. within the sensor.
  • Activation: A blade swings at the creature.
  • Target needs to make a dexterity saving throw.
  • On fail, it takes 2d10 slashing damage.
  • On success, it takes only half damage.
  • The arm can extend a maximum of 10ft.
  • Recharge: 4-6

Blaze Trap

  • Magical Trap
  • Deployment: unoccupied location within 15ft.
  • Conjure a blaze rune at the target location.
  • Duration: 1 hour.
  • Camouflage: the rune dims after 1 round, requiring an arcana skill against your magical DC.
  • Sensor: Magical sense creature, within 5ft.
  • Trigger: Creatures stepping or floating 5ft. over the rune, activate it.
  • Activation: Create a 10ft. high explosion of flames in the shape of a cross, hitting creatures nearby.
  • All affected creatures need to make a dexterity saving throw.
  • On fail, they take 2d10 fire damage.
  • On success, only half the damage.
  • Recharge: 6

Bubble Trap

  • Magical Trap
  • Deployment: Conjure a medium sized rune on an unoccupied place within 30ft.
  • This can be placed on top of water.
  • Duration: Maximum of 1 hour.
  • Camouflage: arcana DC.
  • Sensor: Touch
  • Trigger: Medium or smaller sized creatures touching it.
  • Activation: target becomes enclosed in a bubble, needing to make a strength saving throw to break free.
  • On fail, they are restrained.
  • On success, they are free.
  • Repeat the saving throw at the start of its turn, ending the effect on a success.
  • Recharge: after 1d4 rounds.

Curse Trap

  • Magical Trap
  • Deployment: unoccupied location within 30ft.
  • Conjure a cursed rune at the target area.
  • Duration: 1 hour.
  • Camouflage: investigation DC.
  • Sensor: This trap is able to detect thoughts within 5ft. of it.
  • Trigger: Presence of thoughts.
  • Activation: Creature is cursed.
  • It needs to make a wisdom saving throw.
  • On fail, its speed is reduced by 15ft. for 1 minute.
  • On success, nothing happens.
  • Recharge: 1 minute.

Flash Trap

  • Mechanical Trap
  • Deployment: Thrown, unoccupied location, within 15ft.
  • Duration: 2 hours.
  • Sensor: This trap can be attached to levers, doors, buttons or other switches up to 15ft. apart.
  • Trigger: Without a switch, it triggers when stepped on.
  • Activation: Flash of Light appears.
  • Every creature within 5ft. of it needs to make a constitution saving throw.
  • On fail, they are blinded for 1d4 rounds.
  • On success, they only feel pain in their eyes.
  • Recharge: 3-6

Lightning Trap

  • Magical Trap
  • Deployment: unoccupied location within 15ft.
  • A lightning rune is conjured at the target location.
  • Duration: 1 hour.
  • Sensor: Metal objects within 15ft.
  • Trigger: if a metal object, or a flying creature, is within a 10ft. radius.
  • Activation: The object, or the creature, is hit by lightning.
  • It needs to make a constitution saving throw.
  • On fail, it takes 2d10 lightning damage.
  • On success, it takes half damage.
  • Recharge: 5-6

Smoke Trap

  • Mechanical Trap
  • Deployment: unoccupied area within 15ft.
  • Duration: 2 hours.
  • Camouflage: perception DC.
  • Sensor: vibrations within a 5ft. radius.
  • Trigger: strong enough vibrations within 5ft.(configurable)
  • Activation: It will create a 15 x 15ft. square smokescreen around it.
  • Everything inside is considered heavily obscured.
  • The smokescreen stays active for 2 minutes.
  • Recharge: none

Spike Trap

  • Mechanical Trap
  • Deployment: unoccupied place within 5ft.
  • Duration: maximum of 8 hours.
  • Camouflage: perception DC.
  • Sensor: pressure plate
  • Trigger: weight threshold, configurable.
  • Activation: spikes extend 3ft., creatures within range need to make a dexterity saving throw.
  • On fail, thet take 2d10 piercing damage.
  • On success, only half.
  • Recharge: 3-6

Spring Trap

  • Mechanical Trap
  • Deployment: unoccupied area within 5ft., together with a direction you designate.
  • Duration: 1 hour.
  • Camouflage: perception DC.
  • Sensor: heat in a 5ft. radius.
  • Trigger: Heat source standing above, within range of the spring.
  • Activation: creature that stands on it, needs to make a dexterity saving throw.
  • On fail, it gets pushed 10ft. into the designated direction.
  • On success, it avoids it.
  • Recharge: every round.

Reverse Engineering

When you choose this archetype at 3rd level, you gain the ability to disarm and dismantle your own traps, without an ability check.

  • Reverse Engineering: You can dismantle an active trap of yours, to regain a charge of your Trap Arsenal.
  • This requires 5 rounds, and makes noise.
  • Trap proficiency: When you search for hidden traps or disarm them, you roll an extra 1d4 on the ability check.
  • Well Designed: If you roll a 1 with a trap damage dice, it is considered a 2.

Complex Chain

Starting at 9th level, you can interconnect traps, to formulate more complex ones.

  • Reverse Engineering: You can target other traps after they have been disarmed, allowing you to combine it with one of your traps.
  • You can make the original, or your trap's trigger, the dominant one, ignoring the other.
  • Trap proficiency: Increases to 1d6.
  • Improved Design: If you roll a 1, or a 2 with a trap damage die, it is considered a 3.
  • Complex Chain: You can chain traps together.
  • This requires a set-up time of 1 minute.
  • If a trap in the chain triggers, the target is shared with the connected traps, activating all, who can fire.
  • Maximum distance is 60ft. from one trap to another.
  • The following conditions can be programmed:
    • Traps can be designated to a group.
    • Deactivate or ignore triggers of specific groups or traps.
    • Deactivate or ignore sensors of specific groups or traps.
    • You can make logic gates, using triggers, activation, and sensors.
    • Delay activation for as long as a trap or group can stay active.
    • If a delay greater than 1 round is involved, it acts on initiative count 8+ dexterity modifier + proficiency bonus.

Trap Master

By 13th level, you have achieved a milestone, with your understanding of Traps.

  • Exploit: If a creature triggered a trap, you gain advantage on your next attack against it.
  • Integration: You can combine traps with medium or bigger objects.
  • This way, you can set touch, or on use trigger.
  • Using a password, you can make the trap ignore the creature who spoke it.
  • Trap Master: You can turn one of your traps, into a gadget or magical device.
    • This requires a short or long rest.
    • While in your possession, it will not disable itself after the maximum duration.
    • Other creatures, without your permission, need to make a successful arcana (magical) or investigation (mechanical) check against your DC, to use it.
    • During creation, it can be designed to be manual or automatic, this can be changed on a long or short rest.
    • An automatic device, activates on its normal trigger.
    • A manual device, requires manual targeting, and can be activated using a cunning action.
    • Both recharge 5-6.

Experimental Tinkering

When you reach 17th level, you learn how to pull out your contraptions full potential.

  • Trap Master: You can have up to 2 devices, and even chain them.
  • Overclock: Using your bonus action, you can boost a trap or device, beyond its limit.
    • Boosted trap: Its lifespan is reduced to 1 minute.
    • It deals maximum damage on activation or forces disadvantage on the saving throw, and then explodes with a radius of 5ft.
    • Boosted device: It requires no recharge, but explodes after 1 minute.
    • The explosion forces creatures within a 5ft. radius to make a constitution saving throw.
    • On fail, they take 4d10 of the device's damage type, or fire damage if it has none.
    • On success, they take half.
    • The explosion can be triggered earlier at will.
    • The device has a 10ft. radius on explosion.

Previous Versions

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11/28/2022 10:39:50 PM
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