Base Class: Rogue
You usually spend your free time tinkering with tiny mechanical devices. You can usually find a way to take something apart or put it back together even if you have never seen it before.
Trap Spotter
Advanced training and study has taught you the best and quickest methods of identifying mechanical traps. Beginning when you take this archetype at 3rd level, if you spend ten minutes inspecting any particular area you may double your proficiency modifer when using investigation to search for traps.
Disarm Trap
Your skill with all types of mechanical traps allows you to automatically succeed at disarm attempts for simple traps. When you receive this ability at 3rd level you may may take 10 on any roll to disarm a mechanical trap. This ability may be used before or after the roll and can prevent critical failures.
This ability improves to 15 at 12th level and 20 at 20th level.
Create Trap
You have such skills with mechanical traps in general that you can create one using random items. When you receive this ability at 6th level, it allows you to spend time constructing and placing the trap, increasing the danger and difficulty in balance with the effort spent to create it. The sleight of hand difficulty class for a trap created this way starts at 1 and increases for every minute spent on it, to a max DC 8+Pro.
This max increases to DC 8+Pro+Int at level 12, and DC 10+Pro+Int at level 18.
The damage dealt by a trap created this way is determined by character level, 4d4+Int at 6th, 6d4+Int at 10th, 8d4+Int at 14th, 10d4+Int at 18th, and 10d6+2xInt at 20th.
Identify Magical Trap
By 9th level, through research and study, you have learned to locate and recognize magical traps. By identifying key markers you can discern the trigger and effect of a magical trap using an arcana check. You may add your proficiency bonus to any arcana checks to find magical traps.
Disable Magical Traps
You have uncovered the arcane secrets used to create magical traps. Starting at 9th level, your understanding of arcane lore allows you to attempt to remove key features, disrupt sigils, remove components, or otherwise render the trap inoperable. You may add your proficiency bonus to arcana checks to disarm any magical trap. You also gain the ability to cast the spell dispel magic, the spell level is equal to 1/3 your rogue level rounded down. Intelligence is your casting modifer and your caster level is equal to your rogue levels.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Construct Magical Trap
At 17th level, your skills with magical traps now allow you to create a magical trap of your own. This ability functions much like Create Trap, spending time constructing and placing the trap will increase the danger and difficulty of your magical traps. The arcana difficulty class for a trap created this way starts at 1 and increases for every minute spent on it, to a max DC 10+Pro+Int. You have also managed to understand the intricate process of a single spell from the wizard spell list. You have adapted the spell and may now apply its effects to your traps. Your trap spells level is equal to 1/3 your rogue level rounded down. Your casting modifier is Intelligence and caster level is equal to your rogue level.
The effect of these traps is determined by the spell cast during the traps construction. This may be done using your trap spell, a magical device, or by another caster.
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