Rogue
Base Class: Rogue

Architects specialize in the strategic design and deployment of traps, turning the battlefield into a lethal maze for their enemies. As an Architect, you are a master of both mechanical ingenuity and tactical foresight, controlling, manipulating, and devastating foes from the shadows. Conversation too is a battlefield you take control of, allowing you to manipulate social situations and undermine your adversaries with equal finesse as you would in physical combat. Whether negotiating in a crowded market or laying down a deadly snare in a dark alley, your plans are as intricate as they are effective, ensuring you're always several steps ahead.

Streetwise

3rd level Architect feature

You know what makes people tick. You can add your intelligence modifier in addition to your charisma modifier when you make a persuasion, deception, or intimidation check. 

Additionally, you can automatically get 10% off an item you buy without needing to roll to haggle for it; however, if you choose to roll for a higher percentage and fail, you are unable to use this ability. 

Haggling

Generally haggling with a merchant you do not have a rapport with is frowned upon. Failing a haggle check may result in refusal of service or worse, hostility.

Demolitions Expert

3rd level Architect Feature

You can make a sleight of hand check to set and hide a trap that deals half your sneak attack damage in either acid, fire, or poison damage (your choice) on a failed Dexterity saving throw equal to 8 + proficiency + intelligence modifier, or half as much damage on a success. The trap has an investigation DC of 10 + the roll to notice it and can be set in one of the following ways.

Point Break. (1 action) The trap takes the shape of a thin and brittle insert which must be placed within the joint gap of an existing hinge mechanism such as a door or chest. The trap triggers when the hinge is set to the open position and affects everything in a 15 foot cone pointing towards one side of the door, which you choose when setting the trap. The trap triggers prematurely if it takes damage.

Resonance Chamber. (1 action)
The trap must be adhered to a wall and takes the shape of a flat box with a hole covered by a treated fish skin. The trap triggers when any noise louder than a whisper is made within its area of effect and affects everything in a 15 foot cone directly away from the wall it is adhered to. The trap triggers prematurely if it takes damage.

Thermal Bulb. (1 action) The trap must be adhered to the ceiling and takes the shape of a small block with a bulb attached to it. The trap triggers when a source of significant heat is within 10 feet of it and affects everything in a 10 foot radius cylinder below it. The trap triggers prematurely if it takes damage.

Torsion Box. (1 minute) the trap takes the shape of a cloth attached to a spring box by a retractable wire and must be placed under and behind an object weighing at least 1 lb. The trap triggers when the object is lifted from the cloth and affects everything in a 30 foot cone pointing towards the object.

Tripwire. (1 minute) The trap must be centered between two walls within 60 feet of each other and takes the shape of a thin straight line. The trap triggers when a creature passes through the line and affects everything in a 15 foot radius circle centered on a point on the line which you choose when you set the trap.

You can prepare a number of traps each day equal to your proficiency bonus, choosing which traps to prepare at the end of a long rest.

Improvised Explosive

9th level Architect feature

Once per long rest you can spend one minute to modify one of your prepared traps into a different trap of your choosing. Additionally you can now prepare an additional number of traps equal to your intelligence modifier.

Saboteur

13th level Architect feature

You are able to covertly sabotage the gear of your enemy. Once per short rest, you can use an action to feint an attack, allowing you to sabotage one piece of an enemy's equipment. Make a sleight of hand check against your target's passive perception. On a success one equipped item of your choice is sabotaged. On a failure this feature is not expended, however, the target gains advantage on attack rolls against you until the start of your next turn.

  • Armor
    • The armor provides 2 less AC until fixed.
  • Weapon
    • The weapon deals half damage until fixed.
  • Item
    • The item is rendered unusable until fixed.

If the selected item is enchanted the sabotage attempt automatically fails.

Game Master

17th Level Architect Feature

You know how to coordinate the battlefield on the fly to allow for a more advantageous position. Once per short rest you can use your action to allow a number of allies equal to your intelligence modifier to move up to half of their maximum speed without provoking opportunity attacks.

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