Rogue
Base Class: Rogue

Unlike arcane tricksters, these people have no magic capabilities. They can see to battles on the war zone confidently, but still be sneaky and deceiving in plain sight. The right mind to plan out combat ahead of time, and get in the enemies head is your greatest ally, so keep a good poker face. 

Tricky Trapper

Starting at 3rd level, you can craft simple traps, preferably in the cover of darkness. Things such as snares, trip ropes, and miniature launching mechanisms are most common, but the DM regulates what is possible, and the resources you have. Tripping traps take bonus actions to set, and can be hidden with sleight of hand against enemy perception, holding traps will take an action, and damaging traps would take 1 minute.

Misdirection

When you choose this archetype at 3rd level, you can gain advantage on a roll to bluff where a trap may be hidden.

This can be used once after a short rest.

Living Trick

Starting at 9th level, you are able to put a trap on yourself. A hidden dagger in your sleeve to spring out, a snare ready in a pant leg, and such on. The traps have to be set on specific body parts, and must be designated as activated on a bonus action, or if attacked.

One trap can be on you at a time.

Facade

By 13th level, you can use the Misdirection ability twice after a long rest now, and this can be used to tell an enemy with any kind of negative status condition a lie they would normally not listen to. Rather than getting advantage on the unbelievable lie, you have disadvantage and must use deception.

Iron Maiden's Embrace

When you reach 17th level, you can now make the ultimately deceiving trap. Any armor you have, that you are proficient with, you can modify with 10 dagger, scimitars, and or short swords to spring out when an enemy is embraced. This can be used in and out of combat, and is activated with a bonus action, by leading an enemy into a false sense of security with a DC 15 persuasion or deception saving throw.

This doesn't count against the Living Trick ability, and you can have 1 made at a time. After activating, the armor used will have holes and your AC will be reduced by 2 until the armor is repaired or you don another set.

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