Rogue
Base Class: Rogue

Trapsmith Rogues see combat as much more than a fight. They see it as a challenge. A challenge to see how often they can make their enemies step into a bear trap.

The typical trapsmith, if there is such a thing, prepare tricky traps of all sorts in advance, always coming ready to make creative use of their equipment when they find themselves in less than savory situations. Whatever the situation, a trapsmith always has the perfect trap in mind.

Level 3: Traps on the Go

Makeshift Traps. As you finish a Short or Long Rest, create a number of Makeshift Traps equal to your Proficiency Bonus. These traps last until the end of your next Short or Long rest. As a Utilize action, a creature can set a Makeshift Trap within 5 feet of itself. The Makeshift Trap's Save DC equals 8 + your bonus to Dexterity (Sleight of Hand) checks. As the trap is set, the creature setting it chooses a trigger for the trap and an effect that trap has when it is triggered. The trigger is either that a creature enters the same space as the trap or a specific item within 5 feet of the trap must be interacted with. The Makeshift Trap's possible effects are listed below:

  • The creature triggering the trap must make a Dexterity Saving Throw or take 1d4 Bludgeoning, Piercing, or Slashing damage.
  • The creature triggering the trap must make a Dexterity Saving Throw or fall Prone and take 1 Bludgeoning damage.
  • The creature triggering the trap must make a Constitution Saving Throw or be Poisoned until the end of its next turn.
  • The creature triggering the trap must make a Strength Saving Throw or have its Speed reduced to 0 until the start of its next turn.
  • An area within a 5-foot emanation of the trap is Heavily Obscured by smoke for 1 round after the trap is triggered.
  • For the next minute, the trap emits a Bright Light in a 5-foot radius and Dim Light for an additional 10-feet.

The number of effects your Makeshift Traps can have increases as you gain Rogue levels. At Rogue level 7, your Makeshift Traps can have up to 2 effects. At 13, up to 3 effects, and at 17, up to 4 effects. You can choose the same effect more than once. If a creature triggering a trap would make more than one Saving Throw of the same type, it only makes one instead, triggering the failure or success for both effects.

Level 3: Trapper's Delights

Trapper's Toolkit. You can take the Utilize action as a bonus action to Utilize any tools you are proficient with, to set a Makeshift Trap, and to Utilize any of the following items:

Additionally, if a trap you set or any of these items require another creature to make a saving throw, the DC for the save equals 8 + your bonus to Dexterity (Sleight of Hand) checks or the original DC, whichever is higher. If utilizing any of these items would require you to make an ability check using any skill besides Dexterity (Sleight of Hand), you can instead make the check using Dexterity (Sleight of Hand).

Hidden Traps. As you set a trap with the Utilize action on your turn, you can conceal the trap's location. As you do, make a Dexterity (Sleight of Hand) check to set the DC to spot the trap. Any creature that does not see you as you hide the trap must use a Search to find it. After a trap has been set, you can take the Utilize action as a bonus action to hide one of your Makeshift Traps or a trap you have set if you are within 5 feet of it.

Can't Trap the Trapper. You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate traps. You make Saving Throws to evade traps at Advantage. 

Level 9: Opportune Trigger

When a creature you can see is damaged by one of your Makeshift Traps, a trap you set, or a Hazard, you can use your Reaction to deal your Sneak Attack damage to that creature. The extra damage's type is the same as the trap or hazard. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 13: Surprise Bola

You gain the following Cunning Strike option.

Tangled Up (Cost: 4d6).The target must succeed on a Dexterity Saving throw or become Restrained until the end of its next turn. The creature has Disadvantage on the save if its speed is 0 or it is a Huge or smaller creature with multiple limbs.

Level 17: Idiot Proof

You plan ahead, creating traps tailored for every scenario, allowing for a margin of error.

Not Today. If a creature you see would trigger one of your Makeshift Traps or a trap you set, you can choose not to have that attack trigger for that creature by having thought ahead. If a creature you see makes a Saving Throw to avoid the effects of these traps, you may have that creature succeed the save automatically and take no damage from the trap.

Today's Catch. If a creature triggers a trap you have hidden from them, it makes any associated saving throws at Disadvantage and is dealt 1d6 Force damage by the trap on a successful save or 3d6 on a failed save in addition to the trap's normal effects.

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