Rogue
Base Class: Rogue

Through the study of both arcane arts and engineering, you have become adept at creating and deploying all manner of arcane traps. Saboteurs are keen specialists who prefer to set the stage for an operation rather than blindly charge in. They excel at combining their traps to create complex chain reactions sure to turn the battlefield in their favor. 

Trap Specialist

Starting at level 3, your background with traps has made you particularly keen at noticing them and understanding their inner workings. You have advantage on any perception or investigation checks made to detect traps, as well as any tool or ability check made to disarm traps and other mechanisms.

Arcane Trap

Starting at level 3 you know how to construct, deploy and conceal a number of arcane traps. During a long rest, you can prepare a number of arcane traps equal to your proficiency bonus from the list of arcane traps shown below. On your turn, you can use a Bonus action to deploy an arcane trap. You can deploy a number of traps equal to your Intelligence modifier plus your proficiency bonus and any spent traps are regained when you finish a long rest. 

Arcane traps. These are tiny or small magical constructs and devices each capable of generating particular effects. You decide what the traps look like. When deployed, they last for their specific duration or until they are triggered. They then vanish without leaving any physical traces.

Concentration. Some arcane traps require you to keep concentration using the same rules as concentrating on a spell. It is possible to keep concentration on multiple deployed traps simultaneously. Losing concentration ends your control over the device but does not destroy it. If multiple traps occupy your concentration, you will lose control of one trap determined randomly every time you fail a concentration. As a bonus action, you can touch an arcane trap and re-establish control of its effects.

Deployment and Activation.  When you use your bonus action to deploy a trap, you can choose to activate the trap automatically as a part of that same bonus action. If you forgo activation in this way, the deployed device will lay inert for up to 8 hours. During this time you must concentrate on the device. At any point during this time, you can activate any or all existing traps as a reaction. 

Arcane Trap DC. If an arcane trap requires a creature to make a saving throw, the DC equals 8 + your Proficiency Bonus + your Intelligence modifier.

Sneak Attack. The damage or potency of arcane traps is equal to a roll of your sneak attack dice. Triggering a damaging arcane trap does not conflict with the use of your sneak attack feature from other sources. 

Bear Trap

You deploy a bear trap at an unoccupied space within 30ft of you. The bear trap magically adheres to any surface covering a 5ft space and becomes invisible while projecting a small illusion at its location in the form of a tiny creature or object of your choice. The first time that a creature moves into the trap's space it will snap shut, forcing the creature to make a Dexterity saving throw. On a failure, the creature takes piercing damage equal to a roll of your sneak attack dice and becomes restrained by the trap for 1 minute. During each of its turns, the creature can use its action to make an athletics or acrobatics check against your trap DC, escaping the bear trap with a success. 

Cloaking field

You deploy a small device that generates an illusory field in a 10-foot radius sphere that lasts for 10 minutes. The field blends in with its immediate surroundings allowing any creature inside it to attempt to hide with no action required. A creature that uses its action to make a Perception check against your Arcane Trap DC can see through the illusion.  

Containment Cube

You deploy the Containment Cube at an unoccupied space within 30 ft of you. The cube magically adheres to any surface and becomes invisible. When activated, it rapidly expands, becoming a construct of magical force for up to one minute. This construct is made up of six square walls measuring 10ft on each side and arranged in a cubic formation. Each wall of the cube has an AC of 10 and a number of hit points equal to a roll of your sneak attack dice. Creatures caught in the affected area when the cube is activated must succeed on a Dexterity saving throw against your trap DC or be contained inside the cube. When you take the attack action on your turn, you can forgo one of your attacks to instead cause the walls of the cube to shrink inward, compressing all creatures currently inside the cube. Such creatures must succeed on a Strength saving throw or take bludgeoning damage equal to a roll of your sneak attack dice. When the hitpoints of any given wall of the cube are broken as a result of taking damage (either from the inside or the outside) that specific wall breaks, potentially allowing the creatures to escape the cube. 

Explosives Drone

You deploy a tiny construct at an unoccupied space within 30ft of you. The construct can be shaped and made to look like a small animal, vehicle, or any other tiny item of your choice. It has an AC of 12 and 1 hitpoint. You can concentrate on the construct for up to 1 minute and can command it to move up to 20ft as a bonus action. When activated or destroyed, the construct explodes forcing all creatures within a 10ft sphere to make a Strenght saving throw. On a failure, a creature takes force damage equal to a roll of your sneak attack dice and is knocked prone. On a success, a creature takes only half damage and remains standing. This explosion deals triple damage to structures. 

Flash Freezer

You deploy the Flash Freezer at an unoccupied space within 30ft of you. When activated, the device rapidly super cools an area shaped like a 10ft cube. Any creature in the area when the trap is activated must make a Constitution saving throw. On a fail, a creature takes cold damage equal to a roll of your sneak attack dice and becomes covered in ice which reduces their movement speed to zero. On a success, a creature takes half damage and suffers no other effect. After it is activated, the ice created by the trap lingers for up to 1 minute, making the area count as difficult terrain. 

Illusory Projector

You deploy a small projector in an unoccupied space within 30 feet of you. You can concentrate on the device for up to 10 minutes. During this time, you can cause the projector to emit an illusion of your choosing in an area no larger than a 15ft cube centered on the device. The illusion can be made to move and appears visually life-like, however, it does not emit any sound or smell. Physical objects pass through the illusion, potentially revealing it's true nature.  A creature who uses its action to examine the illusion can discern its true nature if they succeed in an investigation check against your trap DC. 

Lightning Trap

You deploy a lighting trap at an unoccupied space within 30ft of you. When activated, Lightning emanates from it and arcs to strike at all creatures in a  10ft sphere forcing them to make a Constitution saving throw. On a failure, a creature takes lightning damage equal to a roll of your sneak attack dice and becomes paralyzed until the start of your next turn. A creature takes only half damage on a success and is not paralyzed. 

Lights-Out

You deploy a small canister at an unoccupied space within 60 ft of you. When activated, the canister releases a magical gas within a 10ft sphere and persists for 1 round. This gas has a potency equal to double a roll of your sneak attack dice. A creature that enters or starts its turn within the gas is affected if its current hit points are lower than the potency of the gas. Such creatures are quickly lulled into a state of unconsciousness for 1 minute. Undead, constructs, and creatures that do not need to breathe are immune to this effect. An affected creature regains consciousness, if takes damage, or if someone else uses their action to shake them awake. 

Loudmouth

You deploy the loudmouth at an unoccupied space within 60ft of you. The device magically adheres to any surface and becomes invisible. For 1 minute, you can concentrate on the device and cause it to emit any sound or voice of your choice which can be clearly heard from 100ft away. When activated, the device produces a deafening sonic wave forcing all creatures within a 10ft sphere to make a Constitution saving throw. On a fail, a creature takes thunder damage equal to a roll of your sneak attack dice and becomes deafened until the start of your next turn. On a success, a creature takes half damage and suffers no other effects. 

Mindbreaker

You deploy the Mindbreaker in an unoccupied space within 30ft of you. When activated, the device emits a wave of psychic energy in a 10ft sphere. All creatures struck by the wave must make an Intelligence saving throw against your trap DC. On a fail, a creature takes psychic damage equal to a roll of your sneak attack dice. Additionally, the creature's thoughts become muddled and disoriented, rendering them unable to concentrate on or cast any spells until the start of your next turn. Creatures who succeed on the saving throw take half damage and suffer no other effects. 

Portable Pitfall

You deploy four tiny devices in an unoccupied space within 30ft of you. The devices appear at the four corners of a 10ft square and magically adhere to any surface. When activated, the space contained within the devices becomes the entrance to an extra-dimensional space for one minute. This space is shaped like a 10ft cube and generates its own gravity pulling creatures towards the bottom of the cube which is lined with sharp spikes or other similar hazards. A creature who moves into or otherwise comes in contact with the entrance of the trap must succeed on a Dexterity saving throw or fall into the trap, taking piercing damage equal to a roll of your sneak attack dice. A creature that has fallen into the trap cannot perceive the world outside. Such creatures can make an athletics or acrobatic check against your trap DC successfully escaping the trap on a success. When this trap expires, any creatures inside the space appear harmlessly in the space where the entrance used to be. 

Portal Trap

You deploy two small portal devices within 30 feet of you at two separate locations. The devices cover a 5ft area and magically adhere to any surface. When activated, they create a spatial distortion that links the two locations together for 1 round. The first time a medium or smaller creature enters the area of either device or starts its turn there, it must succeed on a Dexterity saving throw against your trap DC or be pulled through and emerge at the opposite end. A creature can willingly fail this saving throw. After successfully transporting one creature, the distortion collapses and the devices are destroyed leaving behind no traces. 

Prying Eyes

You deploy an invisible eye-like device in a place that you can see within 30ft of you. The device magically adheres to any surface and becomes invisible. Once deployed, you can concentrate on the eye for 1 hour as long as you remain within one mile of it. The eye cannot move from its deployed location unless the object or creature is attached to moves. It has normal vision and darkvision out to 30 feet. For the duration, you can use your Action to transfer your vision to the eye and perceive from its location, during this time you are considered blind with regard to your body.

Razorwire

You deploy a web of razor-sharp wire in a 10-foot cube. The wire is nearly invisible and magically adheres to any surface. Any creature that enters or moves through the Razorwire web must succeed on a Dexterity saving throw or take slashing damage equal to a roll of your sneak attack dice. The web vanishes 1 minute after deployment leaving behind no traces.

Recycle Components

Starting at level 9, you have learned to effectively recycle any residual magic left behind by your arcane traps. When any of your arcane traps successfully triggers or expires, roll a d6, on a roll of 5 or 6 you regain one use of your arcane traps.  

Master of Sabotage

Starting at level 13 you have learned how to combine your traps to create complex chain reactions. You can now deploy up to three traps simultaneously with a single use of your Bonus action. Additionally, you can specify a set of commands for the device to execute or a set of conditions that will trigger any or all of your traps without requiring further input from you. For instance, you could set your traps to activate when a certain amount of time has passed or to activate only when a certain designated creature enters the trap's range. 

Deadly Contraption

Starting at level 17 you have learned how to improve your Arcane traps in order to increase their lethality and efficacy. You gain the following benefits.

  • The deployment range and area of effect of all your traps doubles.
  • All of your damaging traps gain an additional 3d6 sneak attack bonus.
  • Whenever you roll your sneak attack to determine the damage or potency of your traps, you can roll the dice twice and use the higher of the two totals. 

Comments

Posts Quoted:
Reply
Clear All Quotes