Starting at 8th level, you become an expert at setting particularly effective traps. The traps you can set are:

Falling Net

Mechanical trap

This trap uses a trip wire to release a net suspended from the ceiling or the eaves of a tree.

The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is equal to the result of a Dexterity (stealth) check made by you when the trap is set.

A successful Dexterity check using thieves' tools (equal to your spell DC) breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a Strength saving throw (equal to your spell DC) are also knocked prone. A creature can use its action to make a Strength check (equal to your spell DC), freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.

This trap requires 10 minutes to set and requires you possess a net.

Poison Gas Trap

Mechanical trap

This trap is activated when a pressure plate against a physical or natural structure is touched, releasing a cloud of poison from a nearby container. The container can be made of an oil treated cloth or leather pouch.

The DC to spot the pressure plate and container is equal to the result of a Dexterity (stealth) check made by you when the trap is set. A spell or other effect that can sense the presence of poison will also detect the trap.

You determine at the time of setting the trap how much pressure will activate the trap, causing the container to release a 30-foot diameter sphere cloud of poison gas. Each creature in the cloud must make a Constitution saving throw (equal to your spell DC), taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

A successful Dexterity check using thieves' tools (equal to your spell DC) removes the pressure plate without activating it. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

This trap requires 1 hour to set and requires you to possess the poison.

The poison can be crafted by you using a herbalism kit. Make a Wisdom (Herbalism tool kit) ability check when you have at least one hour in an area covered by foliage or other plant life to collect the ingredients and fashion the poison gas. If you do not have a herbalism kit, you may attempt the Wisdom check without your proficiency bonus.

The DC for crafting the poison is 20. If this check is failed, you fail to craft the poison at the end of the hour, the check may be made again if you spend another hour crafting the poison. If the check is failed by 6 or more, you take the damage from the poison using the saving throw and DC set above.

Pit Trap

Mechanical trap

You can camouflage an already existing pit of up to 20' square to create a trap. Typically you use either branches and leaves (if in natural terrain), or cloth with wire supports.

The DC to spot the covering over the pit is equal to the result of a Dexterity (stealth) check made by you when the trap is set. Anyone stepping on the covering falls through and pulls the covering down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).

This trap requires 10 minutes to set over an already existing pit.

Spiked Pit.

You make a pit trap even more deadly with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage.