Rogue
Trapper
A trapper is a specialist, often hailing from the outlands or wilderness. They prefer to do as little fighting as possible, instead using traps, tricks, and canniness to leave their foes as restricted as they see fit before they begin attacking. Battlefields that have been fought upon by trappers are left teeming with tied ropes, bear traps, and iron spikes.
The philosophy of a trapper is simple: let it move, watch it fall, and rend it brutally once it is on the ground.
Trapper Rogue Features
Rogue Level | Feature |
---|---|
3rd | Trap Mastery, Tripwire, Trapper Style |
9th | Adaptable Movement |
13th | Reappropriation, Trapper Style Improvement |
17th | Trigger Mechanism |
Trap Mastery
Starting at 3rd level, when you use caltrops, ball bearings, or hunting traps, you add your proficiency bonus to the item’s saving throw DC. Some of your features refer to traps; caltrops, ball bearings, and hunting traps are considered traps for you. Traps you set gain several benefits:
Crippling Takedown. You don't need advantage on your attack roll to use your Sneak Attack if the target's movement is restricted by a trap. All the other rules for the Sneak Attack feature still apply to you.
Hidden Arsenal. A creature attempting to spot a trap you've set must succeed on a Wisdom (Perception) check against the trap's saving throw DC.
Ease of Use. Your allies automatically notice your traps, and automatically succeed on saving throws against your traps. You can use a bonus action to gather up a trap within 5 feet of you that you have set.
Tripwire
At 3rd level, you can set a unique trap called a tripwire. When you set a tripwire, you use your action to choose two points that you passed through with your movement on the current turn, and set a tripwire that stretches between them by using a wire, rope or chain of equal length. The tripwire does not pass through solid objects. The wire snares creatures as they cross over it: a hostile creature that leaves a space covered by the tripwire must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature falls prone upon leaving the space.
Trapper Style
Beginning at 3rd level, you choose one of the following two Trapper Styles: Violent Trigger, or Ambuscade. You can change your choice whenever you gain a level in this class.
Explosive Trigger
When you use your action to set a trap, you can lace it with an explosive. When you do this, the first creature that fails its saving throw against the trap takes fire damage equal to your Sneak Attack.
Explosives are highly volatile, and you can't have more than one trap laced with explosive at a time. You can remove explosive from a laced trap within 5 feet of you as part of your movement (no action required).
Once you reach 13th level, the explosion also blinds the target and reduces its movement to 0 until the end of its turn.
Ambuscade
You can turn battlefields into oppressive warzones for your foes. On the first round of combat, before any other creature has yet acted, you can immediately use your reaction move up to your speed and set up to two traps of your choice. You can set each trap at any point in your movement. Once you reach 13th level, you can set a third trap as part of the reaction.
Adaptable Movement
At 9th level, your skill with creating treacherous terrain lets you pick your way through such areas with ease. You ignore all penalties associated with movement, as long as your movement is greater than 0.
Additionally, when you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Reappropriation
Beginning at 13th level, whenever you successfully disarm a trap, you gain the following benefits:
- You learn what the trap is designed to do when it triggers.
- You gain advantage on checks you make to rearm the trap.
- If you rearm the trap, you can set it with a short fuse. When you do this, at any time during the next minute, you can use your action to trigger the trap while it is within 5 feet of you. At the end of the 1 minute, the trap triggers.
Trigger Mechanism
Once you reach 17th level, your traps become uniquely mechanised with dangerous sprung restraints. These might take the form of foot-tangling ball bearings that burst and glue the foe to the ground, caltrops with thorny, extending spikes, or tripwires that lash out and constrict around foes.
As a reaction when you see a creature within 60 feet of you end its turn within 5 feet of a trap, you can use this feature to force the target to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the trap is destroyed, and the target becomes restrained. A creature restrained in this way can use its action to make a Strength check against the same DC, ending the effect on a success.
Once a creature fails its saving throw against this feature, you can't use it again until you finish a short or long rest.
Art by Jordy Knoop
Subclass created by The Smithy - u/henry-smithy / twitter
Idea for Violent Trigger from u/blueisherp
Descriptions of the items used in this subclass can be found here (PHB p151-152).