Trap Tinkerer Image
Prerequisite: Rogue level 3, proficiency with Thieves' Tools
 

Your cunning and technical expertise allow you to manipulate traps to your advantage. You gain the following benefits:

  • Trap Expertise: You can use your action to study a trap within 10 feet of you. Make an Intelligence (Investigation) or Dexterity (Thieves' Tools) check (your choice) against the trap's DC. On a success, you learn the trap's mechanics and how to trigger, disable, or modify it. This process takes 1 minute.

  • Trap Repurposing: When you disable a trap, you can choose to repurpose it instead. You can reset the trap to trigger under different conditions (e.g., when a creature other than you enters the area, or after a delay). Alternatively, you can reduce the trap's damage by half and carry it with you to deploy later as an action. A repurposed trap lasts for 24 hours or until triggered.

  • Quick Sabotage: As a bonus action, you can attempt to sabotage a trap within 10 feet. Make a Dexterity (Thieves' Tools) check against the trap's DC. On a success, the trap is disabled or triggered immediately (your choice). On a failure, the trap activates as normal.

  • Improved Trap Sense: You have advantage on saving throws against traps, and you can add your proficiency bonus to any ability checks made to detect or avoid traps.

 

 
 
Trap Tinkerer Image

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