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Trapper

There is no save from the fowler's snare


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.

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