Rogue
Base Class: Rogue

Many who take up the life of an adventurer and follow the path of the rogue are likely to find their focus on one particular avenue; the finding and disabling of traps. Some who walk this path, however, aren’t merely content with merely disarming these traps, and instead utilise these same tactics to for their own ends as Trapsmiths. Trapsmith Rogues gains access to Trap Kits, which they can use to better exploit the battlefield.

Trap Kits

3rd-level Trapsmith feature

You learn the art of creating quick and effective traps. You become proficient in Tinker’s Tools. Additionally, you learn the schematics for a series of trap kits that can be crafted and ready to deploy at a moment’s notice.

Preparing Traps

When you finish a short rest, you can craft and hold a number of prepared trap kits equal to your proficiency modifier. As an action, a trap can be deployed in an unoccupied space within 5 feet of you. The trap remains there until triggered, destroyed or when you use an action to disarm and pack it up. When a trap is triggered, it is spent and cannot be used again, but traps that are disarmed and packed away by you can.

When you have deployed a trap, you can, as an action attempt to conceal the trap to make it harder to spot. Roll a Dexterity (Sleight of Hand) check. The result is used when contested by another creature’s active Wisdom (Perception) check or their passive perception score.

Each trap kit costs 5 gold pieces to craft using various materials.

 

Trap making ability

When a trap is triggered a creature will make a saving throw against a DC determined by your Intelligence modifier.

Trap save DC = 8 + your proficiency bonus + your Intelligence modifier.

A trap is triggered when a creature enters the space of the trap for the first time, or if they start their turn in the same space as the trap.

 

Trap Types

When you prepare trap kits, you can select from the following list.

Rope Snare. When a creature triggers this trap, they must make a Dexterity saving throw against your Trap save DC or be knocked prone.

Flame Flask. When a creature triggers this trap, they and any other creature within 5 feet of the triggering creature must make a Dexterity saving throw against your trap save DC or take 2d6 fire damage on a failed save, half as much on a successful one.

Smoke Canister. When a creature triggers this trap, it creates a cloud of thick smoke that obscures an area of 5 feet. Creatures inside the smoke are heavily obscured from those outside it, and are considered blind while in the smoke. The cloud remains for 1 minute or until dispersed by a strong wind.

Tanglefoot Bag. When a creature triggers this trap, it explodes in a tar-like substance that swiftly hardens when deployed. The triggering creature must make a Dexterity saving throw against your Trap save DC, becoming restrained on a failure. The condition lasts for one minute, but a creature can end the condition early by using their action to make a Strength (Athletics) check against your Trap save DC.

Anticipate

3rd-level Trapsmith feature

Your dedication to the creation of traps has made you keenly aware of where they might be used by others. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to locate traps.

Seize the Moment

9th-level Trapsmith feature

You become adept at exploiting the critical moment when your own machinations have left a foe vulnerable. When a creature has triggered one of your traps, you are able to use your Sneak Attack feature against them so long as you do not have disadvantage. This lasts until the end of your next turn.

Repositioning Strike

13th-level Trapsmith feature

You become adept at moving those around you to better suit your plans in the moment. When you hit a creature of Large size or smaller with a melee attack, you can move the creature up to 10 feet in any direction, moving with them as you do. One you use this feature, you cannot do so again until you finish a short or long rest.

Contingency

17th-level Trapsmith feature

Your extended time understanding and mastering traps have prevented you from being unprepared. You can no longer be surprised.

In addition, when a creature that is hostile to you moves within 5 feet of you, you can use your reaction to deploy one of your traps in the same space as that creature then move half your movement speed without provoking attacks of opportunity. Once you use this feature, you cannot do so again until you finish a long rest.

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