Base Class: Rogue
Trappers prefer a more indirect approach to battle. They are often seen as cowards for that, but they are anything but. If well-prepared, they can be incredibly dangerous.
Trap Arsenal
Starting at 3rd level, through your study of the fine arts, you have managed to create your first traps.
- Gain proficiency at tinker's tools.
- You learn 2 fast deployment traps, and 1 more at level 5, 11, and 15.
- The amount of traps you can deploy is equal to twice your proficiency bonus, and resets at long rest.
- All traps require an action to deploy.
- Mechanical Traps:
- Mechanical traps have a save DC of 8 + proficiency bonus + dexterity modifier.
- Enemies disarming your traps, need to succeed against the same DC.
- Activation requires your tinker's tools at hand.
- They are considered non-magical.
- Magical Traps:
- Magical traps have a save DC of 8 + proficiency bonus + wisdom modifier.
- Enemies disarming your traps, need to succeed against the same DC.
- Activation requires a focus, tinker's tools is considered one as well for you.
- They are considered magical and can be affected by dispel magic.
Acid Trap
- Magical Trap
- Deployment: unoccupied location within 15ft.
- Conjure an acid rune at the target area.
- Duration: 10 minutes.
- Camouflage: investigation DC.
- Sensor: Magically sensitive towards light sources within 15ft.
- Trigger: Bright light.
- Activation: It shoots a ball of acid towards the brightest light source, exploding acid within a 10ft. cone.
- Every creature, inside the cone, needs to make a constitution saving throw.
- On fail, they take 2d10 acid damage.
- On success, only half.
- Recharge: 5-6
Blade Trap
- Mechanical Trap
- Deployment: unoccupied location within 5ft.
- Duration: 1 hour.
- Sensor: Light sensor, extending up to 20ft. in a straight line.
- Trigger: If a creature is 10ft. within the sensor.
- Activation: A blade swings at the creature.
- Target needs to make a dexterity saving throw.
- On fail, it takes 2d10 slashing damage.
- On success, it takes only half damage.
- The arm can extend a maximum of 10ft.
- Recharge: 4-6
Blaze Trap
- Magical Trap
- Deployment: unoccupied location within 15ft.
- Conjure a blaze rune at the target location.
- Duration: 1 hour.
- Camouflage: the rune dims after 1 round, requiring an arcana skill against your magical DC.
- Sensor: Magical sense creature, within 5ft.
- Trigger: Creatures stepping or floating 5ft. over the rune, activate it.
- Activation: Create a 10ft. high explosion of flames in the shape of a cross, hitting creatures nearby.
- All affected creatures need to make a dexterity saving throw.
- On fail, they take 2d10 fire damage.
- On success, only half the damage.
- Recharge: 6
Bubble Trap
- Magical Trap
- Deployment: Conjure a medium sized rune on an unoccupied place within 30ft.
- This can be placed on top of water.
- Duration: Maximum of 1 hour.
- Camouflage: arcana DC.
- Sensor: Touch
- Trigger: Medium or smaller sized creatures touching it.
- Activation: target becomes enclosed in a bubble, needing to make a strength saving throw to break free.
- On fail, they are restrained.
- On success, they are free.
- Repeat the saving throw at the start of its turn, ending the effect on a success.
- Recharge: after 1d4 rounds.
Curse Trap
- Magical Trap
- Deployment: unoccupied location within 30ft.
- Conjure a cursed rune at the target area.
- Duration: 1 hour.
- Camouflage: investigation DC.
- Sensor: This trap is able to detect thoughts within 5ft. of it.
- Trigger: Presence of thoughts.
- Activation: Creature is cursed.
- It needs to make a wisdom saving throw.
- On fail, its speed is reduced by 15ft. for 1 minute.
- On success, nothing happens.
- Recharge: 1 minute.
Flash Trap
- Mechanical Trap
- Deployment: Thrown, unoccupied location, within 15ft.
- Duration: 2 hours.
- Sensor: This trap can be attached to levers, doors, buttons or other switches up to 15ft. apart.
- Trigger: Without a switch, it triggers when stepped on.
- Activation: Flash of Light appears.
- Every creature within 5ft. of it needs to make a constitution saving throw.
- On fail, they are blinded for 1d4 rounds.
- On success, they only feel pain in their eyes.
- Recharge: 3-6
Lightning Trap
- Magical Trap
- Deployment: unoccupied location within 15ft.
- A lightning rune is conjured at the target location.
- Duration: 1 hour.
- Sensor: Metal objects within 15ft.
- Trigger: if a metal object, or a flying creature, is within a 10ft. radius.
- Activation: The object, or the creature, is hit by lightning.
- It needs to make a constitution saving throw.
- On fail, it takes 2d10 lightning damage.
- On success, it takes half damage.
- Recharge: 5-6
Smoke Trap
- Mechanical Trap
- Deployment: unoccupied area within 15ft.
- Duration: 2 hours.
- Camouflage: perception DC.
- Sensor: vibrations within a 5ft. radius.
- Trigger: strong enough vibrations within 5ft.(configurable)
- Activation: It will create a 15 x 15ft. square smokescreen around it.
- Everything inside is considered heavily obscured.
- The smokescreen stays active for 2 minutes.
- Recharge: none
Spike Trap
- Mechanical Trap
- Deployment: unoccupied place within 5ft.
- Duration: maximum of 8 hours.
- Camouflage: perception DC.
- Sensor: pressure plate
- Trigger: weight threshold, configurable.
- Activation: spikes extend 3ft., creatures within range need to make a dexterity saving throw.
- On fail, thet take 2d10 piercing damage.
- On success, only half.
- Recharge: 3-6
Spring Trap
- Mechanical Trap
- Deployment: unoccupied area within 5ft., together with a direction you designate.
- Duration: 1 hour.
- Camouflage: perception DC.
- Sensor: heat in a 5ft. radius.
- Trigger: Heat source standing above, within range of the spring.
- Activation: creature that stands on it, needs to make a dexterity saving throw.
- On fail, it gets pushed 10ft. into the designated direction.
- On success, it avoids it.
- Recharge: every round.
Reverse Engineering
When you choose this archetype at 3rd level, you gain the ability to disarm and dismantle your own traps, without an ability check.
- Reverse Engineering: You can dismantle an active trap of yours, to regain a charge of your Trap Arsenal.
- This requires 5 rounds, and makes noise.
- Trap proficiency: When you search for hidden traps or disarm them, you roll an extra 1d4 on the ability check.
- Well Designed: If you roll a 1 with a trap damage dice, it is considered a 2.
Complex Chain
Starting at 9th level, you can interconnect traps, to formulate more complex ones.
- Reverse Engineering: You can target other traps after they have been disarmed, allowing you to combine it with one of your traps.
- You can make the original, or your trap's trigger, the dominant one, ignoring the other.
- Trap proficiency: Increases to 1d6.
- Improved Design: If you roll a 1, or a 2 with a trap damage die, it is considered a 3.
- Complex Chain: You can chain traps together.
- This requires a set-up time of 1 minute.
- If a trap in the chain triggers, the target is shared with the connected traps, activating all, who can fire.
- Maximum distance is 60ft. from one trap to another.
- The following conditions can be programmed:
- Traps can be designated to a group.
- Deactivate or ignore triggers of specific groups or traps.
- Deactivate or ignore sensors of specific groups or traps.
- You can make logic gates, using triggers, activation, and sensors.
- Delay activation for as long as a trap or group can stay active.
- If a delay greater than 1 round is involved, it acts on initiative count 8+ dexterity modifier + proficiency bonus.
Trap Master
By 13th level, you have achieved a milestone, with your understanding of Traps.
- Exploit: If a creature triggered a trap, you gain advantage on your next attack against it.
- Integration: You can combine traps with medium or bigger objects.
- This way, you can set touch, or on use trigger.
- Using a password, you can make the trap ignore the creature who spoke it.
- Trap Master: You can turn one of your traps, into a gadget or magical device.
- This requires a short or long rest.
- While in your possession, it will not disable itself after the maximum duration.
- Other creatures, without your permission, need to make a successful arcana (magical) or investigation (mechanical) check against your DC, to use it.
- During creation, it can be designed to be manual or automatic, this can be changed on a long or short rest.
- An automatic device, activates on its normal trigger.
- A manual device, requires manual targeting, and can be activated using a cunning action.
- Both recharge 5-6.
Experimental Tinkering
When you reach 17th level, you learn how to pull out your contraptions full potential.
- Trap Master: You can have up to 2 devices, and even chain them.
- Overclock: Using your bonus action, you can boost a trap or device, beyond its limit.
- Boosted trap: Its lifespan is reduced to 1 minute.
- It deals maximum damage on activation or forces disadvantage on the saving throw, and then explodes with a radius of 5ft.
- Boosted device: It requires no recharge, but explodes after 1 minute.
- The explosion forces creatures within a 5ft. radius to make a constitution saving throw.
- On fail, they take 4d10 of the device's damage type, or fire damage if it has none.
- On success, they take half.
- The explosion can be triggered earlier at will.
- The device has a 10ft. radius on explosion.
Previous Versions
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11/28/2022 10:39:50 PM
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