Mechanical Mind
At 3rd level, when you choose this archetype, your innate understanding of mechanics allows you to instinctively deconstruct and analyze machines and traps with a glance. You gain the following benefits:
You have advantage on Investigation checks to inspect or analyze machines, traps, or mechanical devices.
You gain proficiency in one set of artisan’s tools of your choice. Additionally, you can add double your proficiency bonus when using this tool to craft, repair, or modify mechanical devices.
Ambush Specialist
Also at 3rd level, you excel at striking quickly and decisively in combat. When you take the Attack action or use a technique on your first turn in combat, you can make one additional weapon attack as part of the same action. This additional attack benefits from any abilities or effects that enhance your normal attacks.
Spiked Pit Trap
At 3rd level, you learn the Spiked Pit Trap technique. You can cast this technique as an action. This powerful trap allows you to control the battlefield and is the first step in your mastery of traps.
Jury-Rigging
By 3rd level, you have mastered the art of on-the-fly invention, allowing you to create temporary devices that serve specific purposes. You can spend 1 hour and a small collection of materials (worth no more than 50 Berri) to create one of the following devices. The device is tiny (AC 5, 1 HP) and functions for 24 hours before breaking down or becoming inert:
Clock: A mechanical clock that keeps accurate time. You can set it to produce a loud noise at a specific time of your choice.
Clockwork Toy: A clockwork animal, monster, or humanoid figure that moves 5 feet on each of your turns. The toy can move in a straight line or a random direction (your choice) and emits sounds appropriate to its design.
Fire Starter: A small device that produces a flame sufficient to light a candle, torch, or campfire.
Music Box: A mechanical music box that plays a single song when opened. It stops playing when the song ends or when it is closed.
Flashlight: A device that produces bright light in a 15-foot cone and dim light for an additional 10 feet. The light lasts for 1 hour of continuous use before needing repair.
Recording Device: A device capable of recording up to 5 minutes of sound. When activated again, it perfectly reproduces the recorded sound.
You can have up to three such devices active at a time. Creating a new device beyond this limit causes the oldest one to cease functioning.
Sophisticated Traps
At 6th level, you’ve learned to craft advanced traps with precision. You gain the following benefits:
You learn the Advanced Trap technique. You can use it once per long rest without expending any Berri or Energy Points. When cast this way, the casting time is reduced to one action.
You can only have one Advanced Trap set using this feature at a time. If you use this feature again, the previous trap immediately disarms and becomes inert.
The casting time for the Advanced Trap technique is reduced to an action whenever you cast it.
Guerrilla Warfare
Also at 6th level, your unconventional tactics and resourcefulness allow you to adapt to any combat situation. You gain the following benefits:
You gain proficiency with martial weapons.
Choose one damage affinity: poison or acid. You gain proficiency with crafting and handling substances of the chosen type and can use them to enhance your traps or weapons when appropriate.
Cunning Traps
By 10th level, your expertise in traps becomes unmatched, granting the following abilities:
Remote Detonation: As an action, you can manually activate one of your traps from a distance, even if its normal trigger conditions are not met. You must be able to see the trap or be within 120 feet of it.
Selective Traps: When you create a trap, you can designate specific creatures that are immune to its effects. You can also ensure your traps do not harm allies within the area.
Master Tactician
At 14th level, your tactical genius allows you to outmaneuver your enemies and support your allies. You gain the following benefits:
Combat Command: As a bonus action, you can issue commands to an ally. That ally can make one weapon attack or move up to their speed as a reaction.
Strategic Insight: Once per short rest, you can spend 1 minute observing an enemy or group of enemies. For the next 10 minutes, you and your allies within 30 feet gain a +3 bonus to attack rolls and saving throws against those enemies.
Trapmaster’s Gambit
At 18th level, your mastery of traps and battlefield control reaches its peak. You gain the following abilities:
Mass Trap Deployment: As an action, you can deploy up to three traps of your choice in spaces you can see within 120 feet. These traps do not require a casting time or materials but function as if they were set normally. Once you use this feature, you cannot use it again until you finish a long rest.
Overcharged Traps: When a trap activates, you can overcharge it to increase its effectiveness. Overcharged traps deal maximum damage, and their DC increases by 5. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
Unstoppable Tactics: Once per turn, when you hit a creature with an attack or a trap is triggered, you can force that creature to make a Strength saving throw vs your Special save DC On a failed save, the creature is knocked prone or pushed 10 feet in a direction of your choice.