Rogue
Base Class: Rogue

You are trained in the art of the trap. You can set traps of your own, and because of that, you are also better at finding and disabling existing traps.

Level 3: Trap Expertise

Locate and Disable: You have Advantage on any d20 tests made to locate or disable traps, and you do not trigger a trap if you fail to disable it.

Trapping Techniques: You can’t be a trapper without knowing how to trap. You learn three Trapping Techniques. You learn two more at 9th level, 13th level, and 17th level. Whenever a trap calls for a d20 test or saving throw, called your Trap Save DC, is equal to 8 plus your proficiency bonus and Intelligence modifier. You may substitute this for your Cunning Strike DC when you gain the Cunning Strike feature at 5th level.

Level 9: Improvised Trapper

Goliath Trapper: When you throw a net at a Huge or larger creature, that creature must make a Dexterity saving throw or have the Prone condition until it escapes. While Prone in this way, a creature’s Speed is 0.

Expert Netter: When you throw a net, your range for it is doubled. However, if you throw it at a creature that is more than 15 feet away from you (40 feet if you are using the Net Launcher Trapping Technique), the target has Advantage on the saving throw. Additionally, you can substitute the net’s save DC for your Cunning Strike DC or your Trap Save DC.

Net Attack: If you deal your Sneak Attack damage to a creature on your turn, you can throw a net as a bonus action if you haven’t already thrown one this turn.

Level 13: Magical Traps

Fool Spells: Your Trapping Techniques can’t be detected by magical means.

Magic Foiler: If a creature attempts to use magic to escape from or otherwise evade one of your Trapping Techniques, it must first make an Intelligence d20 test, the DC of which is equal to either your Cunning Strike DC or your Trap Save DC (your choice). If it succeeds, then the magic works as normal. If it fails, then the magic fails, the spell slot is wasted if the creature used a spell slot, and the creature takes 1d6 Psychic damage.

Magic Traps: Any damage dealt by any of your Trapping Techniques is considered magical for the purposes of ignoring damage resistances and immunities.

Level 17: Ultimate Trapper

Technique Improvements: Your trapping techniques improve. The improvement is described in each Trapping Technique’s description.

Cunning Traps: Your Trap Save DC increases by 5.

Level 3: Trap Techniques

The following is a list of all the Trapping Techniques available to you. Each one has a name, a setup time, a list of the materials required, a trigger, a description of what it is, an effect, and an improvement. A Trapping Technique’s improvement is only unlocked once you reach rogue level 17.

Some techniques require bait in order to function properly. Depending on the type of creature you are trying to trap, this can include food, money, gear, or even live bait. In fact, depending on how Scooby-Doo you want to go, you can even use yourself or one or more of your party members as the bait!

Net Launcher

Setup Time: 1 hour

Materials: 1 net, 1 musketthieves’ tools

Trigger: You pull the trigger of the musket as a Utilize action on your turn.

Description: A musket modified to shoot nets instead of bullets as ammunition.

Effect: Choose one creature within 40 feet of you. That creature is subjected to the effects of a net, except that it makes the Dexterity saving throw with disadvantage.

Improvement: The range of this technique increases to 120 feet.

Tripwire

Setup Time: 1 minute

Materials: 10 feet of rope

Trigger: A creature walks into the rope.

Description: A 10-foot length of rope suspended between two points.

Effect: The triggering creature must make a Dexterity saving throw or have the Prone condition.

Improvement: d20 tests made to detect the tripwire have Disadvantage.

Caltrop Mine

Setup Time: 10 minutes

Materials: 1 bag of caltrops, 1 powder horn of gunpowder, thieves’ tools

Trigger: A creature steps on the mine.

Description: A concealed, 3-foot long, 3-foot wide concealed pressure plate that causes the gunpowder beneath it to explode, sending caltrops flying at the triggering creature.

Effect: The triggering creature must make a Dexterity saving throw. On a failed save, it takes Piercing damage equal to your Sneak Attack damage. On a successful save, a creature takes half as much damage.

Improvement: Each creature within 5 feet of the triggering creature is subjected to the effect as well.

Dragonbreath Jet

Setup Time: 1 hour

Materials: 1 dragon scale, 1 bellows, thieves’ tools

Trigger: A creature steps on the pressure plate.

Description: A 5-foot long, 5-foot wide pressure plate connected to a bellows which blows elemental energy at the triggering creature.

Effect: The triggering creature must make a Dexterity saving throw. On a failed save, the triggering creature takes damage equal to your Sneak Attack damage. The damage type is determined by the kind of dragon the scale came from (for instance, if the scale came from a blue or bronze dragon, then the trap would deal Lightning damage).

Improvement: On a failed save, the triggering creature is also incapacitated for 1 minute.

Spiked Pit

Setup Time: 10 minutes

Materials: 1 digging implement appropriate for the terrain, 16 daggers, thieves’ tools, 10 cubic feet of dirt or gravel (depending on the terrain)

Trigger: A creature steps on the material concealing the pit.

Description: A 10-foot deep pit with spikes (daggers) at the bottom.

Effect: The triggering creature must make a Dexterity saving throw. On a failed save, the creature falls into the pit, takes Piercing damage equal to your Sneak Attack damage and has the Prone condition. On a successful save, the creature doesn’t fall into the pit.

Crossbow Trap

Setup Time: 1 hour

Materials: 1 heavy crossbow, 1 crossbow bolt, 10 feet of rope, thieves’ tools

Trigger: A creature walks into the tripwire.

Description: A 10-foot long tripwire that triggers a nearby concealed heavy crossbow.

Effect: The triggering creature must make a Dexterity saving throw. On a failed save, the triggering creature takes Piercing damage equal to your Sneak Attack damage and can’t regain hit points by any means until the start of your next turn.

Snare

Setup Time: 1 minute

Materials: 15 feet of rope, bait

Trigger: A creature steps into the rope.

Description: A 2-foot radius circle of rope that, when stepped into, snaps up, taking the triggering creature with it.

Effect: The triggering creature must make a Dexterity saving throw or be grappled by the snare. While grappled in this way, a creature is also hanging upside down, which imposes Disadvantage on the creature’s Perception d20 tests.

Improvement: Also while grappled in this way, the creature can’t breathe.

Snapping Trap

Setup Time: 10 minutes

Materials: 1 foot of rope, 1 greatclub, thieves’ tools, bait

Trigger: A creature picks up the item used as bait.

Description: Amounts to little more than a giant mousetrap.

Effect: The triggering creature must make a Dexterity saving throw. On a failed save, the creature takes Bludgeoning damage equal to your Sneak Attack damage and is grappled by the trap.

Improvement: While grappled in this way, the creature can’t breathe.

Concealed Net

Setup Time: 5 minutes

Materials: 1 net, 20 feet of rope, thieves’ tools, bait

Trigger: A creature steps into the net.

Description: A 5-foot wide, 5-foot long net that snaps up to restrain the triggering creature.

Effect: The triggering creature must make a Dexterity saving throw or have the Restrained condition. While Restrained in this way, a creature has Disadvantage on Perception d20 tests.

Improvement: Also while Restrained in this way, a creature takes 1d4 Piercing damage at the start of each of its turns.

Spinning Blades

Setup Time: 8 hours

Materials: 8 longswords, tinker’s tools, thieves’ tools

Trigger: A creature steps on one of the pressure plates on either side of the blades.

Description: A 3-foot long, 3-foot wide pressure plate that triggers a set of continuous, spinning blades.

Effect: A creature that attempts to walk through the blades must make a Dexterity saving throw. On a failed save, the creature takes Slashing damage equal to your Sneak Attack damage and can’t pass through the blades. On a successful save, a creature takes half as much damage and can pass through the blades.

Improvement: If the saving throw fails by 5 or less, the creature loses a limb.

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