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 reach especially hard-to-access places, gaining the following benefits.
Climber. You gain a Climb Speed equal to your Speed.
Jumper. You can use your Dexterity, rather than your Strength, to determine the distance you can jump.
Level 3: Hunter of the Impossible
You gain proficiency in Survival and Tinker’s Tools. If you already have proficiency with Tinker’s Tools, you can choose one other set of artisan’s tools instead.
Monster Profiling
When you see a creature within 60 feet of yourself, you can use a Bonus Action to analyze it. You learn the following information about the creature:
- Its size category.
- One damage vulnerability or resistance it has.
- Whether it has Legendary Resistance.
- Whether it has a Fly, Burrow, Swim, or Teleport Speed.
- Its approximate level of intelligence: Low, Animal, Human, Genius, or Alien.
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 3: Heavy-Grade Traps
Your traps are specially designed to hinder creatures far larger and more powerful than the ordinary targets of mundane traps. You gain the following trap options.
Snare Net (Anti-Mobility).
- A Huge or smaller creature that triggers the trap must succeed on a Strength saving throw.
- On a failed save, the creature has the Restrained condition.
- On a successful save, the creature’s Speed is halved until the end of its next turn.
This trap can affect Large or Huge creatures, unlike most mundane traps.
Anchor Trap (Anti-Movement)
- A creature that triggers the trap must succeed on a Strength saving throw.
- On a failed save, the creature’s Speed becomes 0 until the end of its next turn.
- If the creature is flying, it immediately falls up to 30 feet.
Disruption Rune (Anti-Ability)
- A creature that triggers the trap must succeed on an Intelligence saving throw.
- On a failed save, the creature can’t take Reactions until the end of its next turn.
- On a failed save, one of the creature’s special abilities is suppressed until the end of its next turn. The GM determines which ability is affected, or determines it randomly if appropriate.
Impact Lure (Damage + Positioning)
- The trap deals 2d6 damage.
- A Huge or smaller creature that triggers the trap is pulled up to 10 feet toward the center of the trap.
- The trap does not require line of sight to its target once it has been placed.
Heavy-Grade Targeting
Your traps are particularly effective against powerful or intelligent creatures. The first time each combat that a creature triggers one of your traps, it has Disadvantage on the saving throw if it meets either of the following criteria:
- The creature is Large, Huge, or Gargantuan.
- The creature has an Intelligence score of 10 or higher.
Level 9: Colossus 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 are forced to make a saving throw by a Large, Huge, or Gargantuan creature, you can take a Reaction to harden your body against the impact.
You have Resistance to all damage dealt by the triggering effect, taking half as much damage instead.
You can use this feature twice, and you regain all expended uses when you finish a Short or Long Rest.
Hunter’s Composure
You have Advantage on saving throws against the following effects:
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Being Frightened by a Large or larger creature.
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Being knocked Prone by forced movement or an impact caused by a Huge or larger creature.
Level 13: Predator Engineering
Chain Reaction
When one of your traps is triggered, you can use your Reaction to trigger another trap you have placed.
If that trap is triggered as part of this chain, you can trigger a third trap without using an additional Reaction.
The second trap has Advantage on any attack roll or saving throw associated with its effect.
If all three traps are triggered in sequence, the final trap can ignore one instance of Resistance to its damage or one instance of Immunity to a condition or other effect caused by the trap.
Once you use this benefit, you can’t use it again until you finish a Long Rest.
Adaptive Countermeasures
When you learn one of a creature’s abilities through your Monster Profiling feature, you can design a trap specifically to counter that ability.
Examples include:
- Teleportation. Dimensional grounding sigils can prevent the creature from teleporting.
- Regeneration. A necrotic salt field can suppress the creature’s regeneration.
- High Intelligence. A psychic feedback grid can disrupt the creature’s ability to reason and react.
Once per Long Rest, one trap you design this way can disable one learned ability of its target for 1 minute if the target fails the trap’s saving throw.
Level 17: Apex Predator of Predators
Impossible Capture Protocol
Once per Long Rest, when a creature fails a saving throw against one of your traps, you can force it into a special Trap State for 1 minute.
While in the Trap State, the creature has the following effects:
- Its Speed is 0.
- It can’t use Legendary Actions.
- It can’t teleport or travel between planes.
- It has Disadvantage on saving throws.
At the end of each of its turns, the creature can make a saving throw against your trap save DC. On a success, it gains one Escape Success. After it gains 3 Escape Successes, it escapes the Trap State.
The Trap State also ends when its duration expires.
Masterpiece Trap
Once per Long Rest, you can create a signature trap. When a creature triggers the trap, choose one of the following effects:
- Paralyzing Trap. A Huge or larger creature that fails its saving throw is Paralyzed until the end of its next turn.
- Legendary Seal. The creature loses one use of Legendary Resistance for the duration of the encounter.
- Containment Field. The creature can’t willingly move outside a defined 30-foot-radius area for the duration of the encounter.
- Mobility Suppression. Choose one of the creature’s movement types. That movement type is disabled for the duration of the encounter. For example, a creature with a Fly Speed can’t fly, while a creature with a Burrow Speed can’t burrow.
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