A Roguish Archetype - 5e Trapper You are an expert, unlike the other rogues who use their Although the feeling of predicting combat and agility in combat, constantly hitting and running trying not preparing the ground for it is glorious, this is often get hit, for you it ended before it started. not an option, either because it was unexpected or And you made it sure. because the enemies are the ones who prepared an Trappers prefer to use traps to do their dirty work, using ambush. their intellect to predict the enemy's behavior, they prepare In such cases, you can fight like a normal rogue, mechanisms capable of causing devastating effects capable who remains a strong class, or use your stealth and take advantage of the fact that setting your traps, of weakening and dispatching their victims in a moment. and activating them, does not break your stealth to create chaos on the battlefield. Work Tools You learned how to use the right tools for the right job At 3rd level when you choose this archetype, you gain proficiency with the tinker's tools and the alchemist's Jumping Traps supplies. Not even the air is safe from your machinations. Starting at 9th level, your traps are also activated by Fabricate Traps airborne and swimming creatures up to 30 ft above the There is nothing better than see the incredulity and surprise ground where the trap was placed in the eyes of a victim who dies without even knowing why Tripwire and with the prize (almost) within reach of the touch. In One Dimensions, did not a moving Point produce a Line When you choose this archetype, you learn how to make with two terminal points? deadly traps. You know the traps listed below, each has its Starting at 13th level, when you set a trap, you can make own description of rules. the trigger take form of a line, the line can have up to 30 ft Preparing and setting traps long and be curved. You can store a maximum number of traps equal to your When a creature passes through the trap space or interacts proficiency bonus. You can prepare up to your maximum with it, the trap is triggered with the interaction space as its number of traps when you finish a long rest and half that center. number rounded down, when you finish a short rest. Allies who see you set the trap or are warned in advance do As an action you can set a trap in an unoccupied square or not involuntarily activate it. object adjacent to you. As part of the same action you can try Salvage to hide the trap making a Dexterity (Stealth) check. Until The one who cares today, has for tomorrow. your trap is discovered, activated or recovered, that check's Also starting at 13th At the end of a battle, you can recover total is contested by the Wisdom (Perception) check of any one of your expended traps in the battle by taking a minute to creature that actively searches for signs of the presence of repair it. your trap. Traps are activated when a creature on the ground steps in Always Prepared the square or interacts with the object where the trap is You are always prepared, always, even when the enemies placed. think that they caught you off guard everything was just your Allies who see you set the trap or are warned in advance do cunning preparing them for slaughter. not involuntarily activate it. Starting at 18th level, when you roll initiative and you have Neither you setting a trap or the trap activating will end at least one trap prepared but none set, you can place it your stealth. within 20 feet of you at the start of the combat. If you have no A trap is destroyed after being activated, just like potions trap prepared, you regain one. and scrolls, so if you want to use the same type of trap more than once you must prepare more than one. You can use your standart action to recover any of your traps that have been installed but not activated. Trapping Ability Dexterity is your trapping ability. You use your Dexterity modifier when setting the saving throw DC for a trap of yours and when one of your traps makes an attack roll. Trap save DC = 8 + your proficiency bonus + your Dexterity modifier Trap attack modifier = your proficiency bonus + your Dexterity modifier Traps punji One of the crudest and most efficient traps. Nothing more, darts nothing less than sharp pieces of metal or wood ready to The dart trap makes an attack against the creature that penetrate the feet of the unsuspecting who step on them. activated it, if it hits, the creature takes 2d6 piercing damage, The creature must make a Dexterity Saving Throw against whenever your sneak attack gains a die, the trap also gains the trap save DC. A creature that fails the roll takes 1d8 too. piercing damage and is have his base move speed halved for Beginning at 11th level, you can cover your trap with one minute. poison, when a creature is hit by your dart trap, it must This damage increases by 1d8 every 3 rogue levels above succeed on a Constitution saving throw against your trap 3rd. Also, the target or one of the target's allies can make a save DC or be poisoned for 1 minute. If it fails, the creature Intelligence(Medicine) skill check against the trap save DC to can try again at the end of each of its turns. end the move speed penalty. At the 14th level, you learn how to turn your punji even explosive deadly, turning it into a whip, a creature that takes damage Any creature in a 15 ft radius from this trap when activated from your punji is pushed up to 15 ft in any direction you like. must make a Dexterity Saving Throw. A target takes 2d6 fire damage on a failed save and half as much damage on a Palisade successful one. This trap damage increases by 1d6 every four Unlike your other contraptions, the palisade is not a trap but rogue levels above 2nd. a tool for its survival. This portable stockade cannot be Starting at 16th rogue level, the fire continues to burn even hidden, you put it into the ground instead to serve as cover. after the explosion, a creature that fails the Saving Throw It offers half cover to medium creatures and three-quarters takes 2d4 fire damage at the start of its turn. The creature cover to small or smaller creatures. The palisade has AC can make a Dexterity Saving Throw at the end of its turn or equal to your trap save DC and hit points equal to twice your use its action to put out the fire, no test is required. This rogue levels. Like every object, it has immunity to poison and effect does not stack. psychic damage, and to charmed, exhaustion, frightened, paralyzed, petrified, poisoned conditions. immobilizer Also, unlike your other traps, the palisade is not lost when This trap launchs a set of wires and nets to entangle the used as long it has hp, it can be folded and used again, it enemy, the creature that activated the trap must make a regain up to half its hit points when you finish a short rest Dexterity Saving Throw against the trap. Having its speed and all of them when you finish a long rest. reduced to zero in a failure. The creature can make a Starting at 7th rogue level, you learn how to improve your Dexterity Saving Throw at the end of its turn. if it succeeds, it palisade with stakes and barbed wire, enemies who enter or escapes. start their turn in a 5 ft radius from the palisade take 1d6 Starting at 6th rogue level, you can upgrade this trap with piercing damage, this damage increases by 1d6 at 13th and barbs, a creature takes 2d4 piercing damage whenever it again at 18th rogue levels. Also, at 15th rogue level this starts its turn trapped in this trap or fails the roll to break terrain becomes difficult terrain to enemies. free. When you reach 12th rogue level, a creature trapped in this trap becomes restrained until it escapes. piranha The victim who activates this trap suffers its cruel effects. The trap makes an attack against the creature, if it hits, the target takes 2d4 piercing damage and is grappled (escape DC = trap save DC). The damage increases by 1d4 every 3 rogue levels above 3rd. The number of targets this trap can target more creatures when you reach certain rogue levels. Two at 9th, three at 13th and four at 17th.