The Trapper

The Trapper specialises in setting cunning traps and exploiting them to gain the upper hand in both combat and non-combat situations. These Rogues possess a keen eye for identifying vulnerabilities and creating intricate snares that ensnare their enemies or provide strategic advantages for their allies.

Handicraft

At 3rd level, your skills in handling objects of your design grant you proficiency in Tinker’s Tools, Smith’s Tools, and Alchemist’s Supplies.

Traps

At 3rd level you carry one design to create a trap, snare, or other tool useful in your trade as a Trapper with a number of uses equal to your Proficiency Bonus, which you regain after a long rest provided you spend an hour with the necessary resources to replenish your contraptions.

The DC of your traps equals 8 + Proficiency Bonus + Intelligence Modifer.

When you reach certain levels in this class, the number of designs you know increases by one: at 5th level, 11th level, and 17th level.

Poison Bomb. As an action, you throw a contraption no larger than the size of your hand up to a range of 60ft. When it lands, it immediately detonates if at least one creature is within 5ft of it. If a creature is not within 5ft when it lands, it detonates when this condition is met immediately. When the trap explodes, all creatures in a 5ft radius must succeed on a Dexterity Saving Throw or suffer poison damage equal to your Sneak Attack, halved on a success.

Net Snare. As an action, you throw a contraption up to a range of 20ft after which it expands mid-air ensnaring foes within a 10-foot-radius sphere centered on that point. Creatures caught in the radius of the snare must succeed on a Strength Saving Throw or become restrained until it or another creature within reach of it uses an action to break free, on a success they are instead grappled until the start of their next turn.

Shearing Wire. As an action, you place a tripwire spanning a distance of up to 30ft wide that is indiscernible at a glance unless you are seen placing it. Creatures that pass through the tripwire suffer slashing damage equal to half your Sneak Attack (rounded up). The tripwire remains until a creature uses its action to disarm the wire on its turn with a successful Intelligence Check where the DC is equal to your Trap DC.

Flash Blast. As an action, you throw a small device up to a distance of 90ft where it detonates in a flash of bright colour and concussive sound. Creatures within 20ft and line of sight of the device must succeed on a Constitution Saving Throw or become blinded and deafened for 1 round.

Advanced Traps

At 9th level, your experience with your contraptions allows you to implement more advanced mechanics to improve their effectiveness.

Poison Bomb. Creatures that fail their save also become poisoned for 1 minute.

Net Snare. Creatures that fail their save are also knocked prone and can no longer free themselves as an action.

Shearing Wire. Creatures that pass through the wire have their speed halved until the end of their next turn.

Flash Blast. Creatures that fail their save are also stunned for one round.

Fighting Dirty

At 13th level, you have learned to capitalise on enemies affected by your contraptions. You have advantage on  attack rolls against enemies affected by your traps, and they are always open to sneak attack.

Master of Tricks

At 17th level, you have mastered the art of tinkering with your contraptions and gaining the upper hand with their use. You regain all uses of your traps on a short rest, and creatures that are medium size or smaller have disadvantage on saving throws against them.