Base Class: Rogue
While thieves become masters of getting places they aren’t wanted and assassins deal death in droves, the saboteur litters the battlefield with dangerous traps that maim, poison, and even kill foes when they least suspect it. Their expertise also allows them to react faster when dealing with traps and by handling them on a regular basis, avoid the full brunt of effects that traps offer. Many saboteurs need to be quick on their feet and faster with their planning to trick enemies into falling for their traps.
Safety First
At 3rd level, you become a master at handling traps and avoiding them. When rolling a Saving Throw against traps, you have advantage. Additionally, you gain proficiency in Tinker’s Tools.
Trap Tinkerer
At 3rd level, you become adept at crafting mechanical traps to confound your foes. You can lay a maximum number of traps at a time equal to your Proficiency bonus and you can place more than one of the same type of trap except where noted. Laying a trap requires an action and each trap has its own reaction to set it off. A trap laid by you can be found by a creature using their action to make an Intelligence (Investigation) check against your traps Saving Throw DC.
When you first gain a level in this subclass, you gain the Deadly Needle Trap and you can select two additional trap blueprints from the list below. As you gain levels, you will be able to learn more total trap blueprints and gain access to more complex and dangerous traps. You gain an additional trap blueprint for crafting at levels 9, 13, and 17. When you gain a level in this class, you can swap out one trap blueprint you already know for a different one available at your level.
Saving Throws for all traps are equal to 8 + your Intelligence modifier + your Proficiency bonus.
At 13th level, you can lay traps as a bonus action.
Deadly Needle Trap
This trap uses a simple pressure plate and launching mechanism to fire a sharpened needle from below, striking their weak points. When a creature of your choice moves within 5 feet of this trap, it activates. When it does, make a weapon attack using your Dexterity modifier and Proficiency bonus. Upon a hit, the creature takes damage equal to a roll of your Sneak Attack damage. You can only have one of these traps out at a time, but this trap does not count against the maximum number off traps you can place.
Binding Trap
Using numerous light but strong ropes, you set a trap intended to disable the movement of an enemy. When a creature of your choice moves within 5 feet of this trap, it activates. The creature must make a Dexterity Saving Throw or its speed becomes 0. It can make a separate Strength Saving Throw on its turn as an action to break free, which destroys the trap. Additionally, another creature can make a Strength Ability Check against the Saving Throw DC to break the trap and free the bound creature, which also destroys the trap.
At 9th level, a creature failing this save also becomes restrained. At 17th level, a creature failing this save takes 2d8 damage at the start of its turn until free as the bindings squeeze tightly enough to cut into them or crush it.
Fire Explosive Trap
Prerequisite: 9th-level rogue
A little bit of black powder, a bit of accelerant connected to the pressure plate, and BOOM. When a creature of your choice steps within five feet of this trap, it activates. Any creature within fifteen feet of the trap must make a Dexterity Saving Throw or take 4d8 fire damage or half on a success. Any flammable objects or materials not carried catch fire, and the flames move around corners to fill the entire space.
At 13th level, this blast extends out to twenty feet and deals 6d8 fire damage on a failed saving throw, half on a success. At 17th level, this blast extends out to twenty-five feet and deals 8d8 fire damage on a failed saving throw, half on a success.
Magic Siphon Trap
Prerequisite: 13th-level rogue
A specialized trap intended for engaging spell casters, it is designed to pull magic away from the intended target. When a creature of your choice casts a spell within 30 feet of this trap, it activates. Any spell 3rd level or lower is automatically countered and the trap deactivates. For any spell 4th level or higher, you must succeed at an Intelligence check to counter the spell. You may add your Proficiency bonus to this skill check. You may only place one of these type of trap at a time.
At 17th level, any spell 6th level or lower is automatically countered and the trap deactivates. Any spell 7th level or higher still requires an Intelligence check to counter the spell.
Poison Gas Trap
Utilizing simple toxins and a bit of pressure, this trap is intended to blast several creatures at once. When a creature of your choice moves within 5 feet of this trap, it activates. Any creature within ten feet of the trap must make a Constitution Saving Throw or become poisoned until the end of their next turn.
At 9th level, a creature failing this save also takes 4d8 poison damage. At 17th level, a creature failing this save remains poisoned indefinitely. Starting on their next turn, the creatures affected can spend their action vomiting to remove the poisoned condition.
Shock Blast Trap
Prerequisite: 9th-level rogue
A twist of wire, metal, and chemicals with a pressure plate switch creates a blast of electrical shock in all directions. When a creature of your choice steps within five feet of this trap, it activates. Any creature within fifteen feet of the trap must make a Dexterity Saving Throw or take 3d8 lightning damage and lose their reaction until the end of their next turn. Any creature that succeeds on their saving throw takes half damage and does not lose their reaction. Any creature caught in the blast wearing metal armor makes the saving throw at disadvantage.
At 13th level, this blast extends out to twenty feet and deals 4d8 lightning damage on a failed saving throw, half upon success. At 17th level, the blast extends out to twenty-five feet and deals 5d8 lightning damage on a failed saving throw, half upon success.
Smoke Bomb Trap
Condensed beads of powder with a pressure activation create the conditions for temporary blindness. When a creature of your choice moves within 5 feet of this trap, it activates. Any creature within ten feet of the trap is surrounded by black smoke, obfuscating the area and all creatures caught within the cloud are blinded while in the cloud. The black cloud of smoke will linger for one minute unless acted upon by a strong wind.
At 9th level, the trap extends to fifteen feet out and irritates the eyes, giving disadvantage on attacks made by creatures caught in the cloud for one turn after exiting. At 17th level, the trap extends to twenty feet out and the eye irritation creates disadvantage for the entire minute regardless of whether the creature is in the cloud or not. They can use their action to clear their eyes to end the effect.
Stunning Trap
Prerequisite: 13th-level rogue
A specialized trap typically intended for foes that could physically outmatch you, designed to stop them in their tracks. When a creature of your choice moves within ten feet of this trap, it activates. The creature must make a Constitution Saving Throw or be stunned for one minute. They can remake the saving throw at the end of their turn to end the effect. You may only place one of these type of trap at a time.
At 17th level, the creature that fails its saving throw is paralyzed instead for the duration. They can remake the saving throw at the end of their turn to end the effect.
Effective Traps
At 9th level, damage from your traps is considered magical for the purposes of overcoming damage resistance or immunities.
Trap Handler
At 13th level, your ability to handle traps now boosts you when facing them. You have resistance to damage from traps. When you are subjected to a trap that allows you to make any saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Additionally, the speed at which you can lay traps has greatly increased. You can now lay a trap using your bonus action.
Trap Master
At 17th level, you are such a master at making traps, you know how to activate them remotely. You can use your action to set off one of your traps from afar, often taking careful enemies by surprise. Your total number of traps you can have on the field at once is now your Proficiency Bonus plus your Intelligence Modifier.
Additionally, whenever you finish a long rest, you can choose to replace one trap blueprint you know with another.
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