Rogue
Base Class: Rogue

Diversions, lethal pit falls, battlefield control. All of these rest in the hands of a Trap Master as they survey the battlefield, and they can make their enemies lives a living hell of confusion and pain.

Trap Expert

At 3rd level, you learn a set of traps equal to your proficiency modifier of your choice in the following list that you can use as a part of your cunning action to set up within a space you designate within 5 ft of yourself When your proficiency modifier increases you can learn an additional trap or switch out the traps you know.

You can only have a number of active traps equal to your INT modifier.

An enemy can find your traps with an Investigation check against your trap DC.

If a trap does damage, it deals 1d6 damage, this damage is increased to 2d6 at 5th level, 3d6 at 11th and 4d6 at 17th level

This Damage is considered to be magical at 6th level

Trap DC is 8+your Intelligence Modifier + Proficiency

Tripwire When an enemy creature of Large Size or smaller passes through this trap they must make a Dex saving throw or fall prone and lose the rest of their movement.

Spike Trap When an enemy creature of Large Size or Smaller passes through this trap they must make a Dex save or take piercing damage and lose half of their remaining movement.

Gas Trap When an enemy creature passes through this trap they must make a Con Save or take poison damage and be sent into a coughing fit until the end of your next turn. While coughing in this manner they cannot perform vocal components to spells.

Flashbang Trap When an enemy creature passes through this trap they must make a Con save or be blinded and deafened until the end of their next turn. Creatures with Sunlight sensitivity make this save at a disadvantage.

Explosive Mine When an enemy creature passes through this trap they must make a Dex save or take fire damage.

Temporal Displacement (Requires: 9th level) when an enemy creature passes through this space they must make a Cha save or suffer the effects of the ‘Banishment’ spell for 1d3 rounds.

Spring Trap (Requires: 9th level) When an enemy creature passes through this space they must make a strength save or be flung your trap damage dice times 5 into the air

Oil Trap When an enemy passes through this space they must make a dex save or fall prone and be covered in flammable oil. The oil remains until the end of their next turn.

Dimensional Shunt (Requires: 9th level) When an enemy passes through this space, they must make a Charisma save or be teleported to a location within 30 ft of your trap that is chosen when this trap is set up.

Shock Trap When an enemy passes through this space, they must make a Constitution save or take lightning damage

Arrow Trap When an enemy passes through this space, they must make a Dexterity Save or take Piercing Damage - these arrows can be poisoned as a part of the same action to make the trap.

Smoke Trap When an enemy passes through this space, smoke fills a 10 ft sphere, while in this smoke enemies are heavily obscured and cannot see outside of the smoke.

Surprise Trigger

Starting at 9th Level, while using the Uncanny Dodge reaction in response to an enemy within 5 ft of your trap, as part of the same reaction you can cause the trap to trigger affecting the attacking enemy. In addition, when an enemy succeeds in the save against your traps, they will take half damage if applicable

Layered Traps

At 13th Level, You can layer a non-damage trap atop of a damage trap and vis-versa.

Trap Mastery

At 17th level, you can change the traps that you are able to set up on a short or long rest

 

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