Rogue
Base Class: Rogue

Bounty Hunters are characterized as hunters of men, skilled in tracking quarry and bringing them back alive. They will track, hunt, capture, kill, or seize the thing or person for the right price, no matter the cost to them. Rogues who embrace this archetype are skillful tinkerers who weave magic to create deadly contraption to subdue their prey. They know how to create the right opportunity, expertly tracking and luring their quarry into unforgivable ambush using a variety of special traps.

Careful Tinkerer

When you choose this archetype at 3rd level, you gain proficiency with tinker's tools and the poisoner’s kit.
You can use your tinker's tools to cast the alarm spell as a ritual.

Subjugation

When you choose this archetype at 3rd level, you learn how to keep your target alive. You gain proficiency in Medicine if you don’t already have it. When you reduces a creature to 0 hit point, you can choose to knock the creature out even if you are not engaged in melee with it. You can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Special Snare

Starting at 3rd level, you learn to create magical traps. When you gain this feature, you learn two Special Snares options of your choice (see “Special Snare Options” below).

With one hour of work using tinker's tools and expending 10 gp worth of materials, you can create a number of Special Snares equal to your proficiency bonus. When you use this ability all the Special Snares you previously created are destroyed. You must choose what kind of Special Snare you create when using this ability.

As a bonus action, you can set a Special Snare on the ground within 5 feet of you or by throwing it up to 20 feet. A Special Snare do not set if it is within 5 feet of another creature or another Special Snare. Once set, his trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your Special Snares save DC to be discerned, a creature that can see you set the trap do not need to succeed that check to know its location. You always know the location of your Special Snares. A Special Snare that has been set triggers when a creature other than you moves onto the ground or the floor within 5 feet of it. The effect depend on the type of Special Snare. A Special Snare can only be triggered once and is destroyed after its effect ends.

As an action, you can disarm one of your Special Snare that has been set. You must be able to touch the Special Snare to disarm it.

Your Special Snares save DC equals 8 + your proficiency bonus + your Intelligence modifier.

You gain an additional Special Snares option of your choice when you reach certain levels in this class: 9th, 13th, and 17th level.

Triggered Reaction

Starting at 9th level, you are able to react immediately when your Special Snares are triggered. When a creature trigger one of your Special Snare, you can use your reaction to make a weapon attack against them.

Trap Expert

At 13th level, your familiarity with traps gives you an edge when you try to find them or predict their effects.

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of hidden traps.
You have advantage on saving throws made to avoid or resist traps.

Deadly Constructions

Starting at 17th level, you become a master at creating complexe traps.

When you create a Special Snare, you can further refine the trigger so the effect activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the trap could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the trap, such as those who say a certain password.

In addition, a creature that is surprised automatically fails its saving throws against your Special Snares.

Special Snare Options

The Special Snare feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

If an option requires a saving throw, your Special Snare save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Ankle Snare

When triggered this saw-toothed Special Snare snaps shut on the target. A creature that triggers this trap must make a Dexterity saving throw. On a failed save, the creature takes 2d4 piercing damage and is grappled. A creature can use its action to make a Strength (Athletics) check against your Special Snare save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage to the trapped creature.

Banishing Trap

Prerequisite: 17th-level rogue

When triggered this Special Snare temporarily banish the target to a harmless demiplane. A creature that triggers this trap must succeed on a Charisma saving throw or be banished for 1 minute. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

You can only create one Banishing Trap per long rest.

Blasting Mine

When triggered this Special Snare creates a detonation of magical force. All creatures within 10 feet of the trap when it triggers take 2d6 force damage each.

Blinding Trap

Prerequisite: 9th-level rogue

When triggered this Special Snare projects a blinding flash of light. All creatures within 15 feet of the trap when it triggers must succeed on a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can make another Constitution saving throw. On a success, the effect ends on that creature.

Crimson Marker

Prerequisite: 13th-level rogue

When triggered this Special Snare impose a crimson mark on the target. A creature that triggers this trap must succeed on a Wisdom saving throw or be cursed until the end of its next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Dart Thrower

Prerequisite: 9th-level rogue

When triggered this Special Snare creates a barrage of darts. When this trap is triggered, each creature in a 15-foot cone originating from the trap and centered on the creature that triggered it must make a Dexterity saving throw. A creature takes 6d4 piercing damage on a failed save, or half as much damage on a successful one.

You can only create two Dart Thrower per long rest.

Fire Trap

When triggered this Special Snare creates a burst of flames. A creature that triggers this trap must make a Dexterity saving throw. It takes 1d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also catches fire. Until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns.

Improvised Glyph

Prerequisite: 13th-level rogue

You can trap one spell within this Special Snare that will be unleashed once the trap is triggered. While you are creating this Special Snare, you or another creature must cast a spell of 2nd level or lower that has a casting time of one action and spend 100gp worth of incense and powdered diamond. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the Special Snare is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the trap. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the creature that triggered the Special Snare and attack it. If the spell requires concentration, it lasts until the end of its full duration. If the spell requires a saving throw, the DC is your Special Snare save DC. Your Intelligence is the spellcasting ability for this spell.

You can only create one Improvised Glyph per long rest.

Poisonous Gaz

When triggered this Special Snare projects a puff of noxious gas. A creature that triggers this trap must succeed on a Constitution saving throw or take 2d6 poison damage and be poisoned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends on the creature.

Static Cage

Prerequisite: 9th-level rogue

When triggered lightning springs from this Special Snare to shock and paralyze it's target. A creature that triggers this trap must succeed on a Constitution saving throw or take 1d10 lightning damage and be paralyzed for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends on that creature.

You can only create two Static Cage per long rest.

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