Rogue
Base Class: Rogue

Rogues who follow the Trapper archetype survive through preparation, patience, and dirty fighting. Rather than relying only on speed or precision, Trappers control the battlefield with hidden snares, tripwires, concealed hazards, and improvised devices that punish careless movement and force enemies into vulnerable positions. Every hallway becomes a choke point, every doorway a potential ambush, and every pursuit a dangerous mistake.

A Trapper studies the terrain as carefully as their enemies, always searching for the perfect place to slow a charge, split a group apart, or create an opening for a deadly strike. Some craft simple mechanical traps from rope, wire, caltrops, and hunting tools, while others employ alchemical mixtures, poison, or small explosive devices. Their methods vary, but all Trappers share the same philosophy: the safest fight is the one decided before it begins.

Many Trappers learn their skills from hunters, scouts, bounty hunters, thieves’ guilds, or soldiers forced to survive against overwhelming odds. In dungeons and ruins, they excel at turning confined spaces against their enemies, while in the wilderness they are masters of pursuit, escape, and guerilla tactics. Adventuring parties value Trappers for their ability to secure campsites, defend narrow passages, and prepare deadly ambushes before battle ever starts.

Level 3: trap setting

You gain proficiency with tinker's tools if you do not already have it. In addition, you can use thieves’ tools or tinker's tools to quickly prepare simple traps and hazards.

As a bonus action, you can place a trap in an unoccupied space within 5 feet of you. A creature other than you that enters the trapped space for the first time on a turn or starts its turn there triggers the trap. You can have a number of active traps equal to your proficiency bonus, and a trap lasts until triggered, destroyed, or until you finish a short or long rest.

Choose one of the following trap types when you place it:

  • Snare. The target must succeed on a Dexterity saving throw or have its speed reduced to 0 until it succeeds a strength saving throw.
  • tripwire. The target takes piercing damage equal to your Sneak Attack damage dice.
  • Smoke Trap. A 5-foot-radius cloud of smoke appears around the trap until the start of your next turn. The area is heavily obscured.

The saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.

Prepared Ambush

When a creature triggers one of your traps, you can use your reaction to immediately make a weapon attack against that creature, provided it is within range. If the attack hits, you can apply your Sneak Attack damage even if you have already used Sneak Attack this turn.

In addition, creatures have disadvantage on ability checks made to detect or disarm your traps unless they are actively searching for them.

Deadly Triggers

you can apply one of the following effects in addition to the trap’s normal effects:

When you set a tripwire,

  • Explosive Charge. The trap erupts in a violent blast. The target and each creature of your choice within 10 feet of it take 6d6 fire damage and are knocked prone.
  • Concussive Trigger. The target is launched up to 15 feet in a direction of your choice, falls prone, and is stunned until the start of its next turn.

When you set a snare,

  • Barbed Snare. The target is restrained as hooked wires and jagged spikes tighten around it. While restrained in this way, the creature takes 2d6 piercing damage at the start of each of its turns. The creature, or another creature within reach, can use an action to make a Strength (Athletics) check against your trap save DC, freeing the target on a success.
  • Toxic Snare. Hidden needles or coated wire inject venom into the target when the trap triggers. The target takes 4d6 poison damage and is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.

 When you set a smoke trap,

  • Choking Smoke. The smoke spreads in a 10-foot-radius sphere and lingers until the start of your next turn. Creatures inside the smoke are heavily obscured, and a creature that starts its turn in the area must succeed on a Constitution saving throw or be unable to take reactions and have disadvantage on attack rolls until the start of its next turn.
  • Flashbang. The trap erupts with a burst of sparks and blinding powder. Creatures within 10 feet of the trap must succeed on a Constitution saving throw or be blinded until the end of their next turn. The area then becomes heavily obscured by smoke until the start of your next turn.
 
 
 
 

Arcane Charges

As an action, you can place up to 2 Arcane Charges in an unoccupied space within 5 feet of you. The charge is invisible to creatures that are not actively searching for it (DM’s discretion), and it remains until it is detonated or you finish a long rest. You can have a number of active charges equal to twice your proficiency bonus.

As a bonus action, you can remotely detonate any number of your Arcane Charges that you can see or know the location of.

Each charge explodes in a 15-foot radius. Each creature in the area must make a Dexterity saving throw against your trap save DC, taking 8d6 fire damage on a failed save, or half as much on a success. Objects in the area that aren’t being worn or carried take full damage.

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