Trap Master

All rogues have some degree of skill in disarming or disabling traps, but those who call themselves Trap Masters know traps like no other. Those who choose to become Trap Masters forego direct combat in favor of more subtle approaches to taking down enemies. They augment their abilities not only with cunning, but also with arcane magic, and are prepared for anything concerning traps, whether it's to infiltrate a dungeon filled with traps, or setting their own to defend their group's stronghold.

When you choose this archetype at third level, you gain proficiency in Smithing and Tinker's tools, if you are not already proficient in them. You also create a custom set of tools, known as a Trapper's Toolset. This toolset is a combination of Tinker's Tools, Smith's Tools, Thief's Tool's and an Arcane Pouch. This set of tools is used to build traps as well as cast spells, and replacing the set, if lost, costs the total sum of each of the individual tool-sets. You may use this set in place of any of the toolsets that make it up. Also, the time it takes you to craft items using your Trapper's Tool-set is halved.

Spellcasting

When you reach 3rd levei, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting.

Cantrips. You learn three cantrips, Mage Hand and two other cantrips of your choice from the Trap Master Spell List. You learn another cantrip of your choice at 10th level.

Spell Slots. The Trap Master Spellcasting table shows how many spell slots you have available to cast your spells, as well as how many spells you know of 1st-4th level. When casting one of the spells you know, you must use a spell slot equal to the spell’s level or higher. You regain all of your used spell slots after a full rest.

Spells Known. When you choose this archetype at 3rd level, you know three 1st level Trap Master spells, at least one of which must be a Ritual, known as a Trap Ritual. These Rituals are described in further detail in the Trap Rituals section of this Archetype. The Trap Master Spellcasting table shows you when you gain access to new spells of each level. You may replace one of the warlock spells you know with a different spell of equal or lower level each time you gain a level in the shadow warrior class.

Spellcasting Ability. Intelligence is your spellcasting ability for your spells, since your ability to set cunning traps, both arcane and mundane, depends on your own cunning. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.

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Trap Master Spellcasting Table

Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 12th 4 8 4 3 — — 13th 4 9 4 3 2 — 14th 4 10 4 3 2 — 15th 4 10 4 3 2 — 16th 4 11 4 3 3 — 17th 4 11 4 3 3 — 18th 4 11 4 3 3 — 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1

You can retrieve an object in a container worn or carried by another creature.

You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity(Sleight of Hand) check contested by the creature's Wisdom(Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Deadly Trapper.

At 9th level, you may choose one of your spells of first level or higher that would normally take an action and take 10 minutes to cast it as a Trap Ritual. When you do so, the range of the spell becomes a 10 foot cube, and the spell does not trigger immediately. Instead, you may choose a trigger from the list of Trap Ritual Trigger and use that to activate the spell. The spell does not require concentration, and has a duration of 1 hour. If the spell would normally require you to make an attack roll, the target of the spell instead makes a Dexterity saving throw against your Magic Save DC, and takes no damage on a successful save. All other saves are counted as normal. You may use this feature a number of times equal to your Intelligence Modifier(minimum of 1) per long rest

Arcane Trigger

At 13th level, you learn the Alarm spell, if you do not know it already, and it doesn't count against the number of spells you can learn. Whenever you cast a Trap Ritual, instead of setting a physical trigger you may spend additional time casting the Alarm Spell instead. The Alarm spell serves as the trigger for the Trap, but otherwise functions as normal.

Swift Setter

At level 17 you reach the Epitome of your power. Once per Long Rest, you may change the casting time of one of your Trap Rituals to one Action.