--- source: Players Guide 2 --- Some rogues focus all their attention on understanding traps. This fixation makes them better at avoiding dangers and keeping their companions safe. Trapsmith rogues also design their own traps or tweak existing traps to turn the tables on those who put their trust in these mechanical or magical apparatuses. | Trapsmith Progression | | | --------------------- | ------------------------------ | | Rogue Level | Features | | 3rd | Makeshift Trap, Trap Expertise | | 7th | Rework Trap | | 11th | Improved Traps | | 15th | Trap Mastery | ## Makeshift Trap  3rd-Level Trapsmith Feature  You can spend 1 minute crafting a simple, makeshift trap, using the materials at hand. The trap is a Small or smaller object with an AC of 10 + your **PB** and hit points equal to twice your rogue level. You can place the trap as an action, setting it up in an unoccupied space, no more than 5 feet on a side, within 5 feet of you that you can see. The trap remains until triggered or until 24 hours pass, at which point it crumbles. You can set a number of traps equal to your **PB** + your **DEX** modifier (minimum of 1). You regain all expended uses when you finish a long rest. Trap Effects  When you set a trap, you decide its trigger and effects, including if it deals damage or applies a condition. Use the Trap Triggers and Trap Effects tables to create it. Several options have a “cost” listed in d6s. The maximum number of d6s you can spend to create a single trap is equal to the number of d6s listed in the Sneak Attack column of the Rogue Progression table (see Player’s Guide). For example, a 5th-level rogue can create a trap that costs up to 3d6, which can be a trap that deals acid damage to a creature that enters its space or a trap that inflicts a condition for 1 minute when a creature enters a space within 5 feet of it. Area of Effect. A trap’s area of effect is typically only the triggering creature. If you expend a d6 from the d6s available for creating the trap, you can make the trap affect each creature within 5 feet of the trap’s space when it is triggered. This range increases by 5 feet for each additional d6 you spend in this way, to a maximum of 30 feet (6d6). Any d6s spent increasing the trap’s area can’t be spent on triggers or effects. Conditions. A trap can inflict one of the following conditions: blinded, deafened, or poisoned. Each time you add a condition to a trap’s effects, choose a different condition, expending d6s from the d6s available for creating the trap. Save. When a trap is triggered, the affected creature or creatures must make a save against the trap’s effects. The trap’s save **DC** equals 8 + your **PB** + the number of d6s the trap’s triggers and effects cost. Trap Resolution  When you set a trap, decide if you want it to be hidden. If you do, make a **DEX** (Stealth) check. The result becomes the **DC** to find the trap. The **DC** to disarm the trap is equal to the trap’s save **DC**. | Trap Triggers | | | ------------------------------------------------------------ | ---- | | Trigger | Cost | | Creature enters the trap’s space. | 0 | | Creature enters a specific space within 5 feet of the trap. | 0 | | Creature enters a specific space within 15 feet of the trap. | 1d6 | | Creature enters any space within 5 feet of the trap. | 1d6 | | Creature enters any space within 10 feet of the trap. | 2d6 | | Trap Effects | | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- | | Effect | Cost | | On a failed save, the affected creature is grappled. The escape **DC** is equal to the trap’s save **DC**. | 1d6 | | On a failed save, the affected creature suffers a condition until the end of its next turn. | 1d6 | | On a failed save, the affected creature is tethered and can’t move more than 15 feet away from the trap’s space until it or another creature takes an action to free it by succeeding on a **STR** check against the trap’s save **DC**. Alternatively, destroying the trap frees the tethered creature. | 1d6 | | The affected creature takes bludgeoning, piercing, or slashing damage (your choice) equal to your Sneak Attack damage dice on a failed save or half as much damage on a successful one. | 1d6 | | On a failed save, the affected creature is grappled and restrained until the grapple ends. The escape **DC** is equal to the trap’s save **DC**. | 2d6 | | On a failed save, the affected creature suffers a condition for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on itself on a success. | 2d6 | | The affected creature takes acid, cold, fire, lightning, poison, or thunder damage (your choice) equal to your Sneak Attack damage dice on a failed save or half as much damage on a successful one. | 3d6 | ## Trap Expertise  3rd-Level Trapsmith Feature  You have advantage on checks to find or notice traps, checks to determine how traps work, and checks to disarm or disable traps with thieves’ tools. If you don’t have thieves’ tools, you can attempt to disarm or disable a trap with the materials at hand, but you have disadvantage on the check.  Starting at 11th level, you can now disarm any magical traps that would typically require the use of the dispel magic spell. When you do so, make an ability check using only your **DEX** modifier, without adding any other modifiers to the roll. If the result meets or exceeds the trap’s **DC** (your GM has this number), it is disarmed as if you had successfully cast the dispel magic spell. ## Rework Trap  7th-Level Trapsmith Feature  When you disarm a trap you didn’t make or set, you can leave the trap untriggered and change the **DC** to disable it to your trap save **DC**. You can also add effects from the Trap Effects table to it, choosing effects that cost up to a number of d6s equal to half your maximum d6s available for creating traps.  In addition, if you are within 30 feet of a trap you are aware of, which can include a trap you set, you can force it to trigger. You can trigger a trap from a distance in this way a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. ## Improved Traps  11th-Level Trapsmith Feature  You can now create a trap as an action and set it as a bonus action. When you set a trap you created, it can now be in any unoccupied space you can see within 30 feet of you, and the distance at which you can remotely trigger a trap with the Rework Trap feature increases to 60 feet. In addition, the list of conditions your traps can inflict expands to include incapacitated, paralyzed, stunned, and unconscious. ## Trap Mastery  15th-Level Trapsmith Feature  When you fail to disarm a trap that automatically triggers when a disarm attempt fails, the trap doesn’t trigger, and you can try to disarm the trap again. If you fail a second time, the trap triggers. In addition, traps you make and set are hardier, and you can choose one check or save **DC** associated with the trap, such as the **DC** to find the trap or the **DC** to avoid its effects, to be more challenging than normal. Traps you make now have an AC of 10 + twice your **PB** and hit points equal to 5 × your rogue level, and the check or save **DC** you chose increases by an amount equal to your **DEX** modifier.