Base Class: Rogue
The trap enthusiast has a technical mind and likes planning his moves ahead. Scouting and adapting terrains to his advantage, he prefers to stay away from fights letting his traps do the work. He uses his knowledge to build various deadly mechanism to catch his foes and deal devastating blows.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. You limit yourself to only learn cantrips in order to put your intellectual strength building traps.
Cantrips
You learn three cantrips: Minor Illusion and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrips of your choice at 10th level. Furthermore you can cast the minor illusion cantrip as a bonus action after placing a trap as an action.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard cantrips, since you learn your cantrips through dedicated study and memorization. You use your Intelligence whenever a cantrip or trap refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard cantrip you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Precautious Mind
When you choose this archetype at 3rd level, you gain proficiency with the Tinker’s kit. Your knowledge of traps makes you alert to the hidden traps found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
Trap Mastery
At 3 level, you can now build traps from scraps that are efficient enough to be of use in combat. You can use your action to lay and activate a trap on the ground.
A trap takes you up to 10 minutes to craft. You can craft traps during a short or long rest corresponding to your intelligence modifier (minimum of 1).
A creature that moves on your trap as to make a dexterity saving throw corresponding to your spell save DC. On a failed save the target takes damage equal to your sneak Attack. On a success the target only takes half the damage. You can use an action to arm a used trap if it’s not destroyed. Every trap has 15 hitpoints and has 10 AC. You can disarm your traps without making a check.
The basic traps you can build are listed below:
The light trap takes 10 gold’s worth of scrap materials to build. The damage type for this trap is bludgeoning. Placing a light trap doesn’t reveal you if you are sneaking.
The heavy trap takes 20 gold’s worth of scrap materials to build. The damage type for this trap is piercing. On a failed save, if the target is medium or smaller, is it restrained. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Deadlier Traps
At 9 level, brimming with ideas you find ways to make your traps even deadlier. When laying a trap down, you can store a cantrip inside your trap adding the cantrip damage and effect in a radius of 5 feet on activation. You can also choose to add different components instead, such as potions of poison to enhance your trap. Speak with you Dm first to determine the effects of the different components.
Professional Scavenger
At 13 level, dismantling traps becomes child’s play. You can now repair destroyed traps if its components are not disintegrated. You learn the mending cantrip, if you already know it you can learn a new cantrip from the wizard spell list.
Attractive traps
At 17 level, you can imbue your traps with a charming power. As a bonus action on a trap you can see within 30 feet of you, every creature that can be charmed in a range of 30 feet of it must make a wisdom saving throw. On a failed save, at the beginning of its turn, the creature must use its movement to trigger the trap without making a save. This feature has a duration of 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
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