Trapmaster

These rogues make a living off of guiding people in and out of anabagua and coquían territory safely and are experts at spotting the traps within the forest that are laid out for intruders. Though they charge heavily for their services, people are often willing to pay anything in order to see the Eldest for their knowledge and wisdom, and the coquían in order to deal with problems they may have with troublesome zemi.

Jungle Trapsmith

At 3rd level, you gain proficiency on Sleight of Hand and Survival ability checks.

Trap Adept

At 3rd level, whenever you would make a saving throw against an effect caused by a trap, you gain advantage on that saving throw.

Trapspotter

At 9th level, you can spend one minute giving advice to a number of creatures equal to your Wisdom modifier about how to survive in the jungle. When you or any one of these creatures comes within 10 feet of a trap, you automatically get to make a Perception ability check to sense it.

Tinkerer

At 13th level, if you succeed at a Dexterity (Sleight of Hand) ability check to disable a trap, you are able to deactivate it until a moment of your choosing. As a reaction at any time, you are able to set off any one trap that you have disabled in the past.

Shared Expertise

At 17th level, when choosing a group with your Trapspotter ability, you gain the ability to utilize other people’s talents to great effect. Whenever a creature in that group must attempt a saving throw against a trap, they can use the saving throw bonus of any creature in that group.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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