Base Class: Rogue
A Rogue who doesn’t fight monsters head-on—they build cages the world walks into.
Beast Snare Specialist don’t just set traps. They design predator-specific containment, tuned for huge, intelligent, and supernatural threats.
Level 3: Second-Story Work
You’ve trained to get into especially hard-to-reach places, granting you these benefits.
Climber. You gain a Climb Speed equal to your Speed.
Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 9: Titan’s Lure Survivor
Ability Score Increase
Increase your Constitution score by 1, to a maximum of 20.
Reactive Endurance
When you are hit by an attack or forced to make a saving throw by a Large, Huge, or Gargantuan creature, you can use your reaction to harden your body against the impact.
You gain resistance to all damage from that triggering effect, taking half damage instead of normal.
You can use this feature twice per short or long rest.
Hunter’s Composure
You have advantage on saving throws against being:
- Frightened by Large or larger creatures
- Knocked prone by forced movement or impact from Huge or larger creatures
Level 13: Predator Engineering
When one triggers:
- You may trigger another as a reaction
- The second trap has advantage on its effect
If all three activate in sequence:
- The final effect ignores resistance to damage or condition immunity (once per rest per target)
Adaptive Countermeasures
When you learn a creature’s ability from Monster Profiling, you can design a trap specifically to counter it.
Examples:
- Teleportation → dimensional grounding sigils
- Regeneration → necrotic salt field
- High INT monsters → psychic feedback grid
Once per long rest, one trap you design can disable one learned ability outright for 1 minute on failure.
Level 17: Apex Predator of Predators
Impossible Capture Protocol
Once per long rest, when a creature fails a trap save:
- It becomes contained in a “trap state”:
- Speed 0
- Cannot use legendary actions
- Cannot use teleportation or planar travel
- Has disadvantage on all saves
Lasts for 1 minute or until it escapes via repeated saves (3 successes required)
Masterpiece Trap
You can create one “signature trap” per long rest:
Choose one effect:
- Paralyze Huge+ creature for 1 round on fail
- Seal one legendary resistance permanently for the encounter
- Force a creature to stay in a defined 30-foot zone
- Convert a creature’s mobility type into a weakness (flight → grounded, burrow → exposed, etc.)
Level 3: Hunter of the Impossible
You gain proficiency with Survival and Tinker’s Tools (or one artisan’s tool of your choice).
Monster Profiling
When you see a creature within 60 feet, you can use a bonus action to “analyze” it.
You will learn its
Its size category
One damage vulnerability or resistance
If it has legendary resistance
Fight, burrow, swim, or teleport.
Approximate intelligence level (low / animal / human / genius / alien)
You can do this a number of times equal to your proficiency bonus per long rest.
Level 3: Heavy-Grade Traps
Snare Net (Anti-Mobility)
- Huge or smaller creatures make a Strength save
- On failure: Restrained
- On success: speed reduced by half
Works even on Large+ creatures (most traps don’t)
Anchor Trap (Anti-Monster Movement)
- Forces Strength save
- On failure: creature’s speed becomes 0 until end of next turn
- Flying creatures begin to fall 30 feet immediately
Disruption Rune (Anti-Ability)
- Forces Intelligence save
- On failure:
- Cannot take reactions
- Cannot use one special ability (GM chooses or randomizes if needed: breath weapon, teleport, etc.)
Impact Lure (Damage + Positioning)
- Deals 2d6 + Sneak Attack scaling compatibility
- Pulls Huge or smaller creatures 10 feet toward center
- Does not require line of sight once placed
Your traps gain a special clause:
If the target is:
Large, Huge, or Gargantuan
OR
Has Intelligence 10+
They make saving throws at disadvantage the first time they trigger one of your traps each combat.
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