Base Class: Rogue
In the intricate underworld of rogue organizations and guilds, there exists a group known as the Trapmasters. Once members of a diverse set of professions, from tinkerers to demolition experts, these individuals have honed their deadly craft in the heart of danger. They specialize in the creation of dangerous, explosive traps that they use to defend their hideouts and eliminate threats. Their mastery over mechanical engineering and battlefield tactics has earned them a feared reputation. Trapmasters often hail from urban environments, where encounters in narrow alleyways and crowded markets have shaped their unique approach to combat. Using their understanding of urban architecture and crowd psychology, they’ve transformed the concept of a rogue’s sneak attack into an explosive surprise that affects multiple targets at once. Their ingenious designs and unpredictable tactics have made them a valuable asset in any adventuring party, always ensuring a boom in the battlefield.
Interaction with Rogue Features: The Trapmaster's features are designed to provide a unique set of options for a rogue's repertoire. They do not replace core rogue abilities such as Sneak Attack or Cunning Action but instead offer an alternative method of delivering Sneak Attack damage and additional uses for bonus actions.
Trap Crafting
Starting at 3rd level, you have learned to create a variety of explosive traps. As a bonus action, you can set a trap in an unoccupied square within 5 feet. These traps detonate when a creature enters their space, or you can choose to manually detonate a trap within 30 feet as an action. The trap inflicts damage equal to your sneak attack damage on all creatures within a 5-foot radius of the detonation point. You can have a number of active traps equal to your proficiency bonus.
Visibility: Traps are visible by default but can be concealed with a successful Sleight of Hand check against a creature's Perception check. A trap is revealed when it detonates or when an active Investigation check within its area succeeds against your Sleight of Hand check.
Explosive Expertise
Also at 3rd level, your traps can inflict additional effects based on their design. When you set a trap, choose one of the following effects:
The saving throw is calculated as 8 + Proficiency + Dexterity modifier
- Shrapnel Burst: The trap deals piercing damage and creatures hit must make a Dexterity saving throw or have their speed reduced by half until the start of your next turn.
- Flashbang: The trap deals thunder damage, and creatures hit must make a Constitution saving throw or be blinded until the start of your next turn.
- Gravitational Pull: The trap creates a small gravitational anomaly, dealing force damage. Creatures hit must make a Strength saving throw or be pulled up to 15 feet toward the trap's original location.
Trap Relocation
At 9th level, you can manipulate the battlefield to ensure your traps hit their mark. As a bonus action, you can move a trap you've set to another unoccupied space within 30 feet.
Improved Traps
At 13th level, your traps become even more lethal. The radius of your traps’ effects increases to 10 feet, and they now deal an extra 1d6 damage of their type.
Master Trapsetter
At 17th level, your understanding of trap mechanics is unmatched. You can now set traps as a free action on your turn, and your manual detonation range increases to 60 feet.
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