Base Class: Rogue
As a trapper you have various traps you know how to make that will harm your enemies based on your sneak attack dice. these options will harm and create various opportunities and advantages for you as a true tactician.
Create Traps
You may create a number of traps equal to your proficiency bonus and you select what traps you prepare after each long rest. the saving throw DC for your traps is equal to 8 + your intelligence + proficiency bonus. each trap requires a bonus action to set up and has a range of self for placement. requires a dc 15 investigation check to notice the trap. you may recover 1 trap each short rest.
Each trap does damage equal to your sneak attack dice.
Poisoned trap: place a trap and if an enemy steps into its 5ft area taking poison damage and fail the saving throw dc they are poisoned for 1 minute.
Explosive trap: place a trap and if an enemy steps into its 5ft area does fire damage to all enemies within a 10 foot radius half damage if they succeed the saving throw.
Spike trap: place a trap and if an enemy steps into its 5ft area dealing piercing damage and fail the saving throw dc they are restrained for until the start of their next round.
Trap Attack
You qualify for sneak attack against enemies that have triggered one of your traps since your last turn or are currently affected by one of your traps.
Packed with Traps
you gain access to 2 additional trap options. you can also prepare additional traps equal to your intelligence modifier and can throw them at a range of 15 ft and will trigger automatically if they hit a creature.
Magic Sap Trap
Scatter Trap
Advanced Traps
By 13th level, you have learned enough about the workings of traps that only an expert can avoid them. saving throws against your traps have disadvantage
Ambush the Mark
When you reach 17th level, you have become adept at laying ambushes and seizing the opportunity. Whenever an enemy triggers one of your traps you can make a free attack against them.
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