Base Class: Rogue
Scoundrels lurk through darkness, using their devious skills to perform illegal tasks to the highest bidder. The traps that a scoundrel lays, are nearly undetectable.
Level 3: Construct Trap
You have a masterful ability to quickly create and hide traps even in the midst of combat.
Constructed Traps. You may choose two Constructed Trap options, which are detailed at the end of this subclass’s description. Whenever you finish a long rest, you may switch one the Constructed Trap options you know. You may choose an additional Constructed Trap option at certain levels in this class: 9, 13, 17.
Using a Trap. As a Bonus Action, you may place a Tiny trap in an unoccupied space within 30 feet of you. The trap is Invisible to all creatures other than you. The trap lasts for 10 minutes or until it is triggered. You may place a trap a number of times equal to your Dexterity modifier, regaining all expended uses when you finish a Short or Long Rest.
Triggering a Trap. Whenever a creature enters a space within 5 feet of a trap or starts its turn there, you may choose to trigger the trap. Once a trap is triggered, it is destroyed.
Trap Save DC. If a Constructed Trap requires a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Dexterity Modifier.
Devious Toolset: You gain Proficiency with Tinker’s Tools. If you already have this proficiency, then you gain proficiency with another set of Artisan’s tools of your choice.
Level 9: Trapper's Tricks
Whenever you use your Bonus Action to place a trap, you may use Cunning Action or Steady Aim as part of the same Bonus Action. Additionally, you gain the following Cunning Strike Option.
Trapping Strike (Costs 1d6). You may place a Constructed Trap without expending your Bonus Action.
Level 13: Trap Upgrades
You may add your Dexterity modifier to one damage roll inflicted by your Constructed Traps.
Level 17: Perfected Traps
You gain the following benefits.
Deadly Traps. You may add your Rogue level to one damage roll inflicted by your Constructed Traps.
Increased Radius. The range at which a creature can trigger and be affected by a trap double.
Careful Traps. When a trap is triggered, you may designate any number of creatures to be unaffected.
Constructed Trap Options.
Bomb. All creatures within 10 feet of the trap take Force damage equal to a roll of half of your Sneak Attack dice.
Grasping Rope. All creatures within 5 feet of the trap must make a Strength Saving Throw. On a failure, they take Bludgeoning damage equal to a roll of half of your Sneak Attack dice (rounded up), and are Grappled (escape DC equals your Trap Save DC). On a successful save, they take half as much damage only.
Napalm. All creatures within 5 feet of the trap must make a Dexterity Saving Throw. On a failure, they take Fire damage equal to a roll of half of your Sneak Attack dice. They take this damage again at the start of each of their turns until they or another creature within 5 feet of them uses their Action to end it. On a successful save, they take half of the initial damage only.
Piercing Sound. All creatures within 10 feet of the trap must make a Wisdom Saving Throw. On a failure, they take Psychic damage equal to a roll of half of your Sneak Attack dice and have Disadvantage on attack rolls until the end of their next turn. On a successful save, they take half as much damage only.
Poison Gas. All creatures within 5 feet of the trap must make Constitution Saving Throws. On a failure, they take Poison damage equal to a roll of your Sneak Attack dice, and are Poisoned for 1 minute. A Poisoned creature repeats the save at the end of each of their turns, ending the effect early on a success. On a successful save,they take half as much damage only.
Spikes. All creatures within 5 feet of the trap must make a Dexterity Saving Throw. On a failure, they take Piercing damage equal to a roll of your Sneak Attack dice. On a successful save, they take half as much damage only.
Spinning Blades. All creatures within 5 feet of the trap must make a Dexterity Saving Throw. On a failure, they take Slashing damage equal to a roll of half of your Sneak Attack dice and their movement speed is halved until the end of their next turn. On a successful save, they take half as much damage only.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/14/2026 4:41:23 PM
|
42
|
5
|
1.0
|
Coming Soon
|
Comments