Base Class: Rogue
For a traditional cutthroat, coordinated foes and vigilance can make eliminating targets difficult. On the other hand, a guerrila thrives in sowing chaos, even more so against organized armies that lack the flexibility necessary to deal with them. It’s easy to become paranoid when every leaf, every twig, every hole in the dirt is potentially a debilitating trap. But paranoia, too, is a trap, sapping away at focus and creating opportunities to strike.
Guerilla Tactics
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. If you already have proficiency in either of these skills, you can choose to gain proficiency in a different skill instead.
Trapmaster
As a Guerilla, you’re constantly preparing traps for the future. As a bonus action, you can place one of the following Traps in a location you can see within 30 feet of yourself.
Scorching Trap. Creatures within 5 feet of this Trap when it activates are forced to make a Dexterity saving throw against your Trap save DC. Creatures that fail this saving throw take 3d6 fire damage.
Sinking Trap. Creatures within 5 feet of this Trap when it activates are forced to make a Dexterity saving throw against your Trap save DC. Creatures that fail this save sink into the ground, becoming Restrained. A creature can use its action to free a creature restrained in this way within 5 feet of itself, ending the effect on a success.
Snaring Trap. The creature that triggers this Trap is forced to make a Dexterity saving throw. On a failed save, it is pulled up to 10 feet in a direction of your choice, then hoisted into the air until it hangs upside down 5 feet 5 feet above the ground, where it is restrained. A creature can use its action to make a Dexterity save, freeing a creature restrained in this way within 5 feet of itself on a success.
Spiking Trap. Make a melee spell attack using your Trap attack modifier against the creature that triggers this trap. If it hits, the target takes 4d6 piercing damage.
Sticking Trap. Creatures within 5 feet of this Trap when it activates are forced to make a Dexterity saving throw against your Trap save DC. Creatures that fail this save are covered in a thick, slimy substance and knocked prone. A creature covered in slime cannot stand until a creature within 5 feet uses its action to remove the slime.
- Trap save DC = 8 + your proficiency bonus + your Dexterity modifier
- Trap attack modifier = your proficiency bonus + your Dexterity modifier
When you place a Trap, you define an action in response to which the Trap will automatically activate. This trigger can range from “a creature moves within the trap’s area” to “Lord Avalonia drinks milk from a teacup while levitating.” Whatever the trigger is, it must occur within 30 feet of the Trap to activate it. If the Trap can be triggered by a creature, you can choose for the Trap to only affect the triggering creature when you place it.
If a creature did not see you place a Trap, it must make a Investigation check against your Trap save DC in order to find it.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Any placed Traps that have not activated when you finish a long rest break down and become unusuable.
From Bad to Worse
Your traps provide a perfect opportunity with which to strike. Your Sneak Attack feature deals 2d6 additional damage to a creature that took damage or failed a saving throw against one of your traps within the last turn.
Paranoia
A fake trap can sow paranoia just as easily as a real one. If one of your Traps fails to affect any creatures, you can use your reaction to reveal that it was a fake, regaining a use of your Traps.
Sabotage
Experience in dealing with your own traps allows you to apply the same principles to incoming effects. When you succeed on a saving throw, you can choose to be entirely unaffected by the effect, and instead force a creature within 30 feet to make the same saving throw.
Once you use this feature, you cannot use it again until you finish a long rest.
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Posted Sep 25, 2023This subclass was created for the Subclasseptember 2023 challenge!
This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/FcTcP2at43-2