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 littered with tied ropes, pitfalls, 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 Craft, Tripwire (Rope) |
| 9th | Adaptable Movement |
| 13th | Quick Disarm, Tripwire (Chain) |
| 17th | Crippling Takedown |
Tripwire
At 3rd level, you learn to create concealed tripwires. As part of your movement, you may choose two points that you passed through and create a tripwire that stretches between them by using a piece of rope of equal length. The tripwire may not pass through solid objects.
While the tripwire is intact, a creature that attempts to leave the area the rope occupies must first 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, and the tripwire snaps and falls to the ground.
As part of your attempt to set the tripwire, you may also make a Dexterity (Sleight Of Hand) check to conceal it with available materials. A creature attempting to spot a tripwire concealed in this way must succeed on a Wisdom (Perception) check contested by the result.
Starting at 13th level, when you use this feature, you may use a chain in place of a rope. It does not snap or fall to the ground when a creature fails its save.
Trap Craft
Starting at 3rd level, when you use
nets, manacles, caltrops, ball bearings,
or hunting traps, you add your proficiency
bonus to the item’s saving throw DC. As part of your action to set the trap, you may also make a Dexterity (Sleight Of Hand) check to conceal it with nearby materials. A creature attempting to spot a trap concealed in this way must succeed on a Wisdom (Perception) check contested by the result.
Adaptable Movement
At 9th level, your skill with creating difficult terrain enables you to press on through it as long as your movement is greater than 0. Regardless of any penalties associated with your movement, you may continue trying to move until you have travelled 25 feet, plus an additional 25 feet for each dash action you took on your turn.
Reappropriate
Beginning at 13th level, whenever you successfully disarm a trap, you gain the following benefits:
- You learn what would happen if the trap triggered.
- You gain advantage on any checks to rearm it
- When you rearm the trap, you may set it with a short fuse. When you do this, it activates at the start of your next turn.
Crippling Takedown
Starting at 17th level, when a creature within 5 feet of you fails on a saving throw, you may expend your reaction to make a melee attack against them.
