Roguish Archetype - Trapper

by JerZeyCJ

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Trapper

. Trappers are Rogues who see the potential in a simple Hunting Trap or Bag of Caltrops. Whether a tinkerer or a huntsman, Trappers have learned how to make devious use of their custom made devices.

Expert Trapper

  • Starting at 3rd level, you have learned how to best make use of traps. When you use Caltrops, Ball Bearings, or Hunting Traps, the DC for any of the effects they inflict is equal to 8 + your proficiency bonus + your Intelligence modifier.

  • In addition, when you take a short or long rest, you can spend one hour constructing your own makeshift traps. You can make a number of Caltrops, Ball Bearings, or Hunting Traps equal to your proficiency bonus. At 6th level, your traps are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.

Personal Touch

Starting at 9th level, you've learned how to increase the effectiveness of your traps by improving upon their basic design. Traps created by you during a short or long rest now come with the following effects.

  • Caltrops. Your Caltrops can now cover an area of up to four 5ft squares within 30ft of you and if you move at least half of your movement speed on your turn, you can use them as a bonus action.

  • Ball Bearings. If a creature comes within 5ft of you, you can use your reaction to throw the Ball Bearings at its feet and move up to half of your movement speed in any direction, this movement ignores the effects of the Ball Bearings. If the enemy fails its Dexterity saving throw and falls prone, this movement does not provoke opportunity attacks.

  • Hunting Traps. Your Hunting Traps bite deeper and clamp down harder. Hunting Traps now deal one third of your Sneak Attack damage (rounded down) when an enemy fails its Dexterity saving throw and every time it fails its Strength Check to remove it. After failing one Strength Check to free itself, future Strength Checks to free itself are made with disadvantage.

Arcane Trapper

Starting at 13th level, you've gained knowledge that allows you to create magical traps and sense those set by others. You gain a pool of points equal to your Charisma modifier and can spend a number of them equal to the level you wish to cast the spell at to do so. Intelligence is your Spellcasting Ability for these spells.

Snare

Alarm

Find Traps

Cordon of Arrows

Mordenkainen's Faithful Hound

Hunter's Brutality

When you reach 17th level, you've learned how to strike fear into surrounding creatures when dealing a grievous wound to one of their own. When you make a Sneak Attack against a creature that is currently slowed by your Caltrops, knocked prone by your Ball Bearings, or stuck in your Hunting Trap every creature of your choice within 30ft of the target must make a Wisdom saving throw against your Spell Save DC or become Frightened of the target until the end of your next turn.

In addition, when you roll a 1 on any Sneak Attack damage die for this attack, you may reroll it and must use the new roll, even if it is another 1. Once you have used this ability, you cannot use it again until you finish a short rest.

 

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