Roguish Archetype

Trapper

The fight is determined long before the first blade is swung. You know this best of all. You are always prepared and given enough time, you are prepared for anything. Using anything you have and even the environment itself to make traps so that you hyave every advantage before the fight even begins.

Expert Hands

Starting at 3rd level, you have advantage at disarming traps with your thieves tools. You can also use the bonus action granted by your Cunning Action to use your thieves’ tools to disarm a trap.

Trap Maker

When you choose this archetype at 3rd level, you can use your thieves tools to make traps out of the environment and simple materials. You learn how to create 2 traps from the trap list. You learn 1 more at level 9, 13, and 17.

When you create a trap, it is placed with 5ft of you, on the ground that is in an area up to the trap’s size, and doesn't share space with another of your traps. It lasts for 8 hours after which it breaks. The trap is hidden unless a creature makes an Intelligence (Investigation) check to know where the trap’s area is. When a creature of size small or larger enters the area of a trap, the trap is triggered and the creature must either make a saving throw or the trap makes an attack agaisnt the creature(which is listed on the trap). After a creature triggers a trap, the trap is destroyed.

The time to create, size, saving throw, and effects of the trap are listed in the trap description. The save DC for all traps are 8 + proficiency + Int modifier. The attack modifier for the traps are your proficiency + Int modifier. To find or disarm the trap, a creature may make an applicable check equal to the save DC. You can’t create more than 1 trap of each type at a time.

Improved Construction

At 9th level, when you create a trap, you can spend more time in it creation to make it better. You can spend 1 additional minute creating the trap to give the trap a bonus from the list. You may do this to each trap you create a number of times equal to your Intelligence modifier.

Attempts to spot the trap is made at disadvantage.

Attempts to disarm the trap is made at disadvantage.

The trap doesn’t break until either triggered or disarmed.

The trap is considered magical.

Extend the area of the trap 5ft in one dimension. (This can be done multiple times)

Portable trap

When you reach 13th level, you are able to create traps that are contained or arrenegd so that it would quickly be able to set up. Each time you take a short or long rest you may create a trap that takes 5 or less minutes (including bonuses). Instead of putting it on the ground, you place it inside a mechanical container or arrange it in a way to make it portable and carry it on your person. While you are carring this trap, you may spend an action and all of your movement to place the trap like normal. If a creature sees you place the trap, it knows the trap’s area.

Trap Master

At 17th level, you gain greater control over your traps. When a creature would trigger a trap within 60 ft of you, you may cause it not to trigger. As a reaction, you may trigger any number of traps within 60 ft of you. If multiple creatures are within the traps area, each of them are either attacked or make a saving throw. This can’t cause the a creature to be affected by the trap multiple times.

Trap List

Dart Trap

Time to Create: 1 minute

1 minute Size: 1in x 10ft

Make a trap attack roll. If it hits, deal 1d4 piercing damage and the target is poisoned for a number of rounds equal to your Intelligence modifier. The creature can repeat the saving throw at the end of its next turn and every turn after that, ending the poison on itself on a success.

Snare

Time to Create: 1 minute

1 minute Size: 5ft x 5ft

The creature makes a Dexterity saving throw. If the creature fails the saving throw, they are restrained for a number of rounds equal to your Intelligence modifier. The restrtained creature or another creature may spend an action to make a Str check against your trap DC to release the restrained creature. If the creature is huge or larger, it makes the roll at advantage.

Trip Trap

Time to Create: 1 minute

1 minute Size: 1in x 10ft

The creature makes a Dexterity saving throw. If the creature fails the saving throw, they take 2d6 piercing damage, fall prone, and are grappled until the end of their next turn. If the creature is huge or larger, it isn’t grappled.