Base Class: Rogue
You are adept at using trap laid out, sometimes even made, by you and helpfull parts of the environment. Spies, specialist, infiltrators are among those that use this archetype. You create hazards on the battlefield to hinder your enemies and give yourself or your allies the extra edge that they might need.
Trapmaker
When you choose this archetype at 3rd level, you gain proficiëncy in nets, as well as tinker's tools. You use these tools or your thieves tools to create an set up traps, or to manipulate your environment to benefit you and your allies. If a hazard made by you would require a saving throw it is calculated in the following way:
Hazard save DC= 8 + your proficiëncy bonus + your Intelligence modifier
A few examples of traps could be:
- a tripwire, either to trip your enemies or to act as a trigger
- a smoke bomb
- a dart shooter
Create Hazard
When you choose this archetype at 3rd level, you can use your bonus action to do one of the following, given that you have the neccesary item and thieves or tinker's tools.
- Set on of your traps
- Use an item that creates a hazard, such as caltrops or ball bearings
- Sabotage or move a part of your environment that causes a hazard. Depending on the move this may require a skill check, as determined by your DM.
Out of Sight
Starting at 9th level, you can make a Dexterity (Sleight of Hand) check while setting up a hazard to hide it. Additionally, your first attack on your turn has advantage against a creature that has triggered one of your traps since the end of your last turn, regardless of the effect of the trap.
Origin of Bad Luck
By 13th level, you have uncanny luck when it comes to dangers around you. When a creature within 30 feet of you moves, you can use your reaction to make a hazard appear close by them, causing it to make a Dexterity saving throw against your Hazard Save DC or have it's movement reduced to 0 untill the start of their next turn. The next attack made against it before this has advantage.
You can use this feature a number of times equal to your proficiëncy bonus. You regain all expended uses after a long rest.
Battlefield Manipulation
When you reach 17th level, your creation of hazards has become unmatched. During the first round of combat, you can take an extra turn before anyone else, but you can only use this turn to create hazards, hide and/or dash. You then take the rest of your turns at your normal initiative. You can’t use this feature when you are surprised.
Additionally you have developed such a good feel for your environment that you can create hazards 10 feet further away than usual.
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