Base Class: Rogue
A Disruptor focuses on countering the enemy strategy - stopping them allows you to move forwards unimpeded. Disruptors train in reading their foes intentions, and training to use multiple options to shut down their avenues for victory
Level 3: Disruption Actions
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and a subclass specific - trapping kit (uses intelligence for scaling). This trapping kit has 3 charges, recharged during a short rest or when specific features call for it - and has a number of uses, all of which can be activated as an action. When activated, the trapping kit marks a 5x5ft space you can touch, giving it one of the effects below. This area increases in size 5ft for each point of proficiency bonus you have above two.
Death Trap: When a hostile creature enters or passes through the area, you may use a reaction to trigger a death trap on that creature. Their movement ends, they cannot move again until the beginning of their next turn, and any failed attack rolls can reroll the d20 on that attack against them (must take the new result). In addition, they have disadvantage on saving throws. These effects last until they move out of the area
Objective Zone: When you create this zone, specify an item you are aware of within 100ft of you - if that item enters the area, even if it is worn or held, you can use a reaction to cast the wristpocket spell on that item, ignoring the range requirements, but not the other requirements, such as weight. If the item does not meet those requirements, it instead appears in the nearest unoccupied space by you, and has a limit of 10x10 size.
Delayed Action: When you create this zone, a flat wall of any orientation is created from one edge of the zone to another that is 1ft wide and 10ft tall - it acts like a creation of force. The wall prevents attacks, spells or objects from passing through it, and cannot be seen through. However, if a creature stands within the zone, they can ignore the wall as if it was not there - however, the wall also does not protect them from any of those things, allowing them to pass.
Level 3: Disruptive Positioning
Starting at 3rd level, you gain the ability to use preemptive preparation to position yourself accordingly. When combat begins, you can begin the combat anywhere that is more than 30ft away from enemy creatures, but less than 100ft away from friendly or neutral creatures. If there are no friendly or neutral creatures, measure 100ft from your starting position.
In addition, at the beginning of combat, you can grant up to three friendly creatures of your choice the ability to use their reaction to move up to their maximum movement speed.
Level 9: Insightful Combatant
Starting at 9th level, if you spend at least 1 round observing a creature, as a bonus action you can make an insight check against that creature, using your intelligence modifier instead of wisdom, contested by them making a charisma save. If your roll higher it is a success, and you learn the creature's immediate intentions - such as attacking, moving, going to activate an item, ect. These intentions could change if time passes, such as turns going by, or damage being taken.
However, until the start of your next turn, if you know a creature's intentions (succeeded on the contest), cover has double it's effect for you against that creature (both the armor class and dexterity save bonus), and your allies have advantage on attack rolls against that creature.
In addition, you learn one more zone you can create with your trapping kit:
Outmaneuver: When a creature enters this area, you can use a reaction to active it's trap. While it is within the area, the flanking rule is active for that creature, except instead of granting advantage, the creature's armor class is reduced 1 per creature, to a maximum equal to your proficiency bonus. In addition, if a creature makes an attack with a melee weapon against a creature in this area, and rolls a final result that is twice their armor class or greater, the creature is considered vulnerable against that damage, unless it is resistant or immune to it (in which case damage is calculated normally).
Level 13: Smoke and Deception
Beginning at 13th level, you can confuse and perplex creatures. If you are wearing light armor, and when you know a creature's intention, if it attacks you, it must roll an additional d20, taking the lowest result. You also learn another trapping option:
Smoke and Mirror: When a creature makes an attack roll within this area and rolls a 1 before modifiers, you may use your reaction to make that attack automatically roll a 20. However, you choose a creature you can see within range - that creature is the new target of the attack. This can be the attacking creature, or any other valid creature within it's reach. In addition, the area where this is make is covered in a heavy smoke, as if created by the fog cloud spell. Also as a reaction, you can dispel the fog when a creature within would take damage - that damage is reduced to zero, and this feature cannot be used again until you finish a long rest.
Level 17: Master of Disruption
Starting at 17th level, you become a master of disrupting the enemy: you are the first creature to act in all combats, taking a free turn before the first creation acts, in which you can only move, regain any reactions used, take an action to lay a trap, or use subclass features. You cannot attack, cast spells, or deal damage in any way during this extra turn. Once the extra turn ends, you act on your normal rolled initiative.
in addition, all of your trapped areas gain additional or improved effects:
Death Trap: When a creature dies within the death trap area, all friendly creatures within this area have their maximum HP increased by your intelligence modifier x10 for one hour. At 20th level, if you succeed a DC 30 trapping tools check when creating the zone, this becomes intelligence score instead of modifier
Objective Zone: This zone also now makes connections between it and other zones. While you are within it, you can cast the spell dimension door without expending a spell slot as a bonus action, as long as it targets a space within a zone you created with trapping tools. At 20th level, if you succeed a DC 30 trapping tools check when creating the zone, once per long rest you can cast dimension door as a reaction, instead of a bonus action.
Outmaneuver: This zone allows you to use your cunning actions without expending sneak die if in flanking. At 20th level, if you succeed a DC 30 trapping tools check when creating the zone, you can add the die to the damage, instead of subtracting it.
Smoke and Mirror: This zone now triggers it's effect on a 2 in addition to a 1. At 20th level, if you succeed a DC 30 trapping tools check when creating the zone, when you roll a 20 on an attack roll within this zone, the next attack made within a round by the creature who took damage from that attack is an automatic 1. Once a creature attacks this way, it becomes immune to this effect for 24 hours.
Comments