

Chaos Tamer
Chaos Tamer
Chaos Tamers channel the madness of a battlefield by laying traps for their adversaries, often, using themselves as bait to ensnare their foes. Thus, gaining a large advantage when given time to prepare or fighting on ground they are familiar with.
COMMUNICATION SCRAMBLER
At 3rd level you are able to scramble the communications of your enemies, whether it be their datapads, earpiece commlinks, or the like.
As an action, you may activate a communications scrambler targeting a point within 150 feet. For 1 minute, conventional wireless communications within a 15-foot radius of that point are disrupted.
Affected devices cannot reliably transmit or receive messages beyond the affected area. Enemies relying on electronic communications cannot use those devices to coordinate their actions while affected.
The scrambler does not prevent verbal communication, disable unrelated electronic functions, or interfere with communications specifically protected against electronic warfare.
WEB SPINNER
Also, at 3rd level, you are able to set traps, either by utilizing tech casting or through ritual prior to combat. Learn 3 Simple Traps and 2 Complex Traps. Some can take turns while in combat, though these require concentration, the breaking of which will cause the traps to either fail or be less effective.
COMMON GROUND
Also, at 5th level, if you are fighting in a location you have been before and are not ambushed, gain a free action to set a Simple Trap prior to combat. You can perform this action while enemies are in range, however, if you want to do so without your enemies knowledge you must also pass a successful stealth check.
DECEPTIVE HOLOGRAM
At 6th level you are able to produce a holographic image of whatever you program into a device.
You can program a device to project a convincing holographic image of an object, creature, or environmental feature.
As an action, create a hologram within 60 feet of you. The image must fit within a 5-foot cube and lasts for up to 10 minutes.
The hologram may produce sound if the projecting device is equipped with a speaker.
Physical interaction reveals its artificial nature, as objects and creatures pass through the projection.
A creature may use an action to examine the hologram, making an Intelligence (Investigation) check against your Trap Save DC. On a success, the creature recognizes the illusion.
You may maintain one hologram at a time.
Holographic Bait: When you deploy a trap, you may place a hologram within 5 feet of it as part of the same action, provided you have not already used Deceptive Hologram.
A creature that has not recognized the hologram may mistake it for a genuine object or creature, potentially drawing it toward your prepared trap.
At 12th level the square size of this ability doubles to a 10ft. by 10ft. cube.
AMBUSH EXPERT
Starting at 9th level, your mastery of concealed mechanisms and battlefield deception makes your traps increasingly difficult to anticipate.
You gain a +2 bonus to your Trap Save DC.
Additionally, you learn two additional traps of your choice, one of which may be a Complex Trap.
You may now program small drones to dig concealed pitfalls, deploy tripwires, or position holographic covers over your traps, provided the surrounding terrain permits it.
Bait and Switch: When a hostile creature you can see moves within 5 feet of one of your active traps, you may use your reaction to move up to 5 feet without provoking an opportunity attack from that creature.
If your movement causes the creature to enter the trap's trigger area, the trap activates normally.
PUPPET MASTER
At 12th level and as a bonus action, choose one creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your Trap Save DC.
On a failed save, you may force the creature to move up to half its movement speed in a direction of your choosing. This movement does not provoke opportunity attacks.
If the creature enters the trigger area of one of your traps during this movement, the trap activates normally. The creature makes any saving throws required by the trap.
On a successful save, the creature is unaffected.
You may use Puppet Master a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.
Note: This ability cannot force a creature into an immediately lethal environmental hazard, such as walking off a cliff or entering an open pool of lava. It can, however, force a creature into one of your deployed traps.
LAYERED DEFENSES
By 14th level, you have learned to establish overlapping traps and adapt your preparations as combat unfolds.
You may maintain two additional active traps beyond your normal Web Spinner limit.
Additionally, as a bonus action, you may reposition one of your deployed Simple Traps to another valid location within 15 feet of its current position, provided you can see both locations.
The trap cannot activate during this movement.
You may use this repositioning ability a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.
KILL ZONE
At levl 17, you have perfected the art of turning an ordinary battlefield into a carefully controlled deathtrap.
As an action, designate a 30-foot-radius area centered on a point you can see within 60 feet. The area becomes your Kill Zone for 1 minute.
While your Kill Zone is active:
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You may deploy Simple Traps within the area as a bonus action.
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Creatures of your choice have their movement speed reduced by 10 feet while within the area.
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Creatures have disadvantage on ability checks made to detect your concealed traps within the area.
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Once per round, when a hostile creature triggers one of your traps within the area, you may immediately activate another eligible trap within 10 feet of that creature, provided its normal triggering conditions can be met.
Once you use Kill Zone, you cannot use it again until you complete a long rest.
