Base Class: Rogue
These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be.
Traps
You can improvise minor materials to create deadly traps. You can make two traps during a short or long rest. The DC for trap saves or to see the traps equals 8 + your proficiency bonus + your Intelligence modifier. When you make traps, choose from the list below. Setting up a trap requires a bonus action. If you set up a trap in combat, you must make a Stealth check against your trap save DC or all enemies within thirty feet see the trap automatically.
Spike Trap
This trap is a small plate that explodes into metal shards when a an creature steps on it. If a creature steps on the trap, all creatures within five feet of the trap take 2d6 slashing damage and must make a Strength saving throw. I'm a failure, they fall prone. The damage from this trap increases to 3d6 at ninth level, 4d6 at thirteenth level, and 5d6 at seventeenth level.
Toxic Bomb
This trap is a small ball that sprays poison gas into the air in a twenty foot radius sphere centered on the bomb if a an creature moves within ten feet of the bomb. Any creature that breathes that ends its turn in the gas takes 1d4 poison damage and must make a Constitution saving throw or be poisoned for 1 minute. The gas is flammable. Any fire that enters the sphere sets it off, causing each creature in the sphere to take 2d4 fire damage. The gas dissipates in 3 rounds of when it is ignited. The damage done for this trap change into d6s at level nine, d8s at level thirteen, and d10s at level seventeen.
Elemental Mine
This trap is a mine buried in the ground, exploding if a creature steps on it. When you make this trap, choose fire, cold, or lightning. The trap deals 4d6 damage of the chosen type to the creature that sets it off. The damage increases to 6d6 at ninth level, 8d6 at thirteenth level, and 10d6 at seventeenth level.
Fallback Plan
This trap is a small market worked with a minor enchantment. Once placed in the ground, it activates. You can use a bonus action to teleport to the marker within a minute of it activating. You automatically teleport to the marker after one minute.
Opportunity Knocks
You know how to exploit every advantage of a good situation. Starting at ninth level, when you make a critical hit, one ally of your choice may make an attack as a reaction.
Set Them Up
Your traps are so potent, they can hurt anyone. Starting at thirteenth level, any damage caused by your traps ignores resistance, and great immunity like resistance.
And Take Them Down
You get lucky with your traps sometimes, putting even more hurt on your enemies. When one of your traps deals damage, roll a d20. If you took a 20, double the damage dive as if it were a critical hit.







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