Trap Master

Trap Masters are rouges who understand how important it is to predict your opponents movements. To set up situations that have the enemys bringing themselves to doom.

Action Ploy

Starting at 3rd Level when you select this archetype, you can use your action to place a trap somewhere within 5 feet on you. This can be on the ground, on a wall or on somebody. By default, the trap does damage to anyone (including allies) who goes within a 5 foot square around it, doing damage equal to your sneak attack damage as shown on your Class Table. The trap can not be activated untill 6 seconds have passed, or untill you have completed your next action after placing the trap.

You can only have up to 3 traps active at one time, and if you set up a 4th trap, the oldest one fizzle's and can't be activated.

If an enemy is for whatever reason suspicious that there may be traps lain about, they can use an action to do a Investigation (Intelligence) or Perception (Wisdom) check to see if they spot it. They spot it if they roll better then 10 + half your rouge level.

Device Engineering

Starting at 3rd Level, you can make more complicated traps. Most traps you can make in the spur of the moment, using what you find around you to create the basic effect as described above. However, some situations call for more specific traps, and you have the ability to preemtivly construct traps that can acheive specific desired effects.

During a long rest, you can create up to 5 'Trap Devices', whitch have added effects. When you place a trap as an action , you can use one of your 'Trap Devices' to also have that effect.

You can not have more then 5 'Trap Devices' on you at any time, and creating a 6th has the oldest one fizzle out and stop fuctioning.

The posible effects are listed bellow:

Selective, Will only hurt enemies, and not those you have allied with

Secret, To detect the trap, the enemy must now roll 10 + your rouge level

Triggered, You can set a special trigger for your trap that isn't simply touching it. This can be something like someone speaking a speific word, or somone tripping a wire that you set in a different location.

Powerful, add +1 to each d6 roll for damage by your trap

At your DMs dissgression, you can add different 'Trap Device' effects to your trap, aslong as they are not more powerful then the ones listed above.

Trap Sense

Starting at 9th Level, you gain advantage on all DC rolls against traps.

Quick Creator

Starting at 13th Level, during a short rest, you can create a single new 'Trap Device', following the same rules specified in 'Device Engineering'.

Innovative Design

Starting at 17th Level, you can select 2 effects when creating a 'Trap Device'. You can select certain effects twice, such as Triggered (whitch allows you to create two different triggers) or Powerful (whitch gives a +2 instead). Any effects added at your DMs dissgression can be used twice at your DMS dissgression, and gain effects at your DMs dissgression.