Base Class: Rogue
A disarmer lays down traps and olso uses other traps to gather information. They are both supports, damage dealers and sneaky risk takers.
Disarming talent
When you choose this subclass at level 3 you gain the ability to use your theives tools in even more creative ways. You can now gain advantage on using your theives tools. Additionally you can now use them to performe these actions:
1) You can use a bonus action to add your intelligens modifyer to your theives tools roll.
2) You can repair any broken weapond, ammunition or spellbook nomatter how broken the object is. 3) When you disarm a trap you can use your reaction to try and find out what or who plased it with an insight check. You can choose to use your intelligence instead of wisdom when using this fearure 4) You can plase a lock down on any door or box. This lock can be opened by a DC 5+proficency bonus+ int modifyer.
Secret alarm
At level 3 you can ruin your opponents plan, giving you an advantage in combat. You can plase down an alarm on any surface. For a creature to see it it must succed a (DC 5+ your stealth) perception check. If a creature is within 10ft of the alarm it will make a loud noise that lets you know somebody hit it. It must make a (DC 8+ proficency bonus+ int modifyer) con save or be deathened.The noise can be whatever you choose. For 10 minuits you can now see the targeted creature through walls.
You can use this ability as many times as your proficency bonus per long rest.
Thieves plan
You gain expertise with thieves tools. If you already have expertise with thieves tools you can add your proficency bonus 3times instead of 2.
Magic foolery
At level 13 nothing can ever stand a chance to your sneaky intelligence. When you use your theives tools, you can now disarm them even if they are magical. You can use this feature as many times as your intelligence modifyer -1 (minimum of 1), per long rest.
Locked and disarmed
At level 17 you can grappel creatures and makeing them useless in battle. When you get a sneak attack against a creature, you can choose to lock them with one of your own handcuffs (you have as many of them as your intelligence modifyer), instead of attacking, if you are within 5 feet of the creature (you can only target that is of a size of large or smaller). When a creature is locked it is grappled. For a creature to escape the grapple it must make a DC strenght saving throw equal to your intelligence modifyer + theives tools modifyer. While the creature is grappled it can only attack using unarmed strikes, and you get a bonus to your sneak attack against the creature equal to (intelligence modifyer × 1d6). If a creature breakes out of the grapple the handcuff is forever broken and you need to use 5hours+50gp to make a new one.
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