Rogue
Base Class: Rogue

You have decided to follow the path of tinkering, engineering and traps

Quick Wit

Starting at 3rd level, you gain proficiency in tinker's tools. You can use your cunning action to use oil flask, huntingtraps, ball bearings, and caltrops. When deployed in this way make a sleight of hand check, if the enemies passive Perception is lower then your roll they are unaware that you used it unless they were a direct target.

Lets Get to Building

When you choose this archetype at 3rd level, you gain the ability to build your own  traps and better utilize items you use on the fly.

  • Trap expert - you have learned how to set up a tripwire trap provided that you have the string length required as well as the materials needed for it. The dc for anyone who triggers it is 8 + your proficiency + your intelligence modifier. 

It takes 30min to set up a trap that deals 1d10 damage 

It takes 1 hour to set up a trap that deals 2d10 damage 

I takes an hour and 45min  to set up a trap that deals 3d10 damage

Improvised expert - you gain proficiency in Improvised weapons and all Improvised ranged attacks and weapons count as having the finesse property 

Expert engineer

Starting at 9th level, you have gained the ability to better make inventions as well as improve on designs with your own flare.

You can spend half the time and materials to build hunting traps, ball bearings and caltrops. 

You have learned to take existing items and tinker with them. You may take ball bearings, caltrops and hunting traps and tinker with a number of them equal to your proficiency bonus over the course of a short rest, items improved in this way have a dc equal to 8 + your intelligence modifier + your proficiency modifier.

Trapping savant

By 13th level, your traps have surpassed what the average trap is capable of.

Whenever an enemy that is unaware of your traps or improved items takes damage from them, they take extra Damage of the same type equal to 3d6. This Damage increases at various levels, 4d6 at lvl 16 in this class and 5d6 at lvl 19 in this class

Tinker of terror

When you reach 17th level, you have learned to design your traps to be more effective in what they do, especially ones of your own design.

If your improved items deal damage to a creature they take half of your trapping savant damage if they were aware of it. 

Your traps now deal half your trapping savant damage on a successful save from the triggering creature. 

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