Rogue
Base Class: Rogue

You are practiced in the ways of finding, disarming, and repurposing traps, as well as making your own.

Trap Finder

When you choose this archetype at 3rd level, you develop a keen sense for discovering traps. You have advantage on Investigation and Perception checks to find traps.

Swift Hands

Starting at 3rd level, you have advantage whenever you make a Thieves Tools check to disarm traps. Additionally, you can use a Bonus Action to disarm a traps instead of an Action.

Trap Maker

At 9th level, whenever you successfully disarm a trap, you can salvage enough materials to make one of your own. You can make a number of traps equal to your proficiency bonus and regain all expended uses on a long rest. Whenever you make a trap, the save DC is 8 + your proficiency bonus + your DEX. or INT. modifier.

Trap Specialist

At 13th level, you have advantage on saving throws against traps and you take half as much damage from traps.

Trap Master

At 17th level, you add half your Sneak Attack dice to damage dealt by your traps.

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