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Trapsetter

Zoogs are masters at setting traps and possess a seemingly limitless pool of creativity from which they pull their sometimes cruel and always efficient designs for constructing traps. Zoogs are generally protective of their secrets: as a rule, a zoog that encounters a rogue of another race that possesses the trapsetter Roguish Archetype considers that rogue to be an enemy and assumes that the rogue stole the techniques from another zoog. Such non-zoog trapsetters often find themselves the targets of vengeful zoogs unless they are well-known as zoog allies.

Trapfinding Specialization

When you choose this archetype at 3rd level, you gain proficiency with tinker’s tools, which you can use to craft traps of all sorts. If you already have proficiency in tinker’s tools, you gain proficiency in another set of artisan’s tools.

In addition, you can use the bonus action granted by your Cunning Action to make a Dexterity check using your thieves’ tools to disarm a trap or open a lock, take the Search action, or take the Use an Object action.

Quick Trap Creation

Starting at 3rd level, you can quickly create simple traps without spending any money on supplies, provided you are in a setting where supplies can be found. You can’t place a trap in the same location as another. Choose the trap you create from the Trapsetter Traps list below; you can choose any trap you meet the prerequisite for each time you create a trap. Creative players might design new traps, but such designs must be approved by the GM.

All simple traps are mechanical traps. These simple traps do not last long; once created, a simple trap remains active for 1 hour. The ability check DC to notice a simple trap or to disarm one, as well as the DC of any saving throw allowed by the trap, is determined by your Intelligence modifier. Any attack rolls a trap makes are based on your Intelligence modifier. A quick trap can’t trigger again once it has been triggered unless you use your action to reset it while within 5 feet of it.

Trap DC = 8 + your proficiency bonus + your Intelligence modifier Trap attack modifier = your proficiency bonus + your Intelligence modifier Nested Traps At 9th level, you can place up to two quick traps in the same location. When you do, one trap of your choice has the DC of any ability check to locate or disarm it increased by 1.

Swift Trapsetter

When you reach 13th level, you can create any quick trap as an action. At 17th level, you can create any quick trap as a bonus action.

Magic Trapper

Also at 13th level, you can use your action to cast glyph of warding in glyph mode. Use your quick trap DC for the glyph’s Intelligence (Investigation) DC. Rather than the usual material component, the spell requires a spell scroll of up to 3rd level (which the spell consumes), and the spell in the spell scroll is stored in the trap without you having to cast it. When triggered, the glyph uses the scroll’s spell save DC and spell attack bonus. A glyph of warding you cast with this feature can’t trigger while within 10 feet of another glyph of warding.

When you reach 17th level, this feature improves. When you cast glyph of warding using this feature, you can cast the 5th-level version using up to a 5th-level spell scroll as its material component.

Trapsetter Traps

If a quick trap has prerequisites, you must meet them to deploy it. You must use the listed number of actions while within 5 feet of a trap’s location to deploy it.

Anklewrencher

Prerequisite(s): firm earth or soft stone terrain, a tool that can work stone if in soft stone

Creation Time: 1 minute (10 minutes in soft stone)

You dig a shallow, 5-foot wide pit and then obscure the pit with loose debris. A Medium or Small creature that moves through a square with an anklewrencher has a 50% chance of stepping in the hole; if this occurs, the creature stumbles and must cease movement for the round and has its speed reduced by 15 feet for 3d20 minutes or until it regains hit points in any way. A successful Dexterity saving throw prevents this speed reduction but not the cessation of movement for the round.

Sapling Snare

Prerequisite(s): rope or vine, a strong and supple plant

Creation Time: 1 minute

You set a snare in a 5-foot square to tie a victim to a branch or tree. If a Medium or Small creature moves through this square, it triggers the trap, which causes the creature to become restrained. A successful Dexterity save avoids the trap effect. Otherwise, a creature must make a successful Strength (Athletics) or Dexterity (Acrobatics) check against the trap’s DC as an action to break free.

Alternately, the creature can destroy the snare with a weapon that deals slashing damage as an action.

Spring Spear

Prerequisite(s): 5th level, a sharp but small object or weapon, a branch

Creation Time: 4 rounds You affix a sharp object to a branch or other flexible limb.

When a creature steps into the 5-foot square in which the spring spear is hidden, the spring spear makes a trap attack roll against the target. If it hits, the spear deals 1d6 piercing damage + your Intelligence modifier. Many trapsetters use poison to enhance a spring spear’s effects.

Tripline

Prerequisite(s): rope, vine, or wire

Creation Time: 2 rounds

You run a length of rope or other cord along the ground at ankle level. The tripline is five feet long. If a Medium or Small creature moves into this square, it must make a successful Dexterity save to avoid being knocked prone by the tripline.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.