Experimentation and close calls with traps made by others has taught you the valuable lesson of what makes protective measures so deadly. And how to craft them yourself. You gain the following benefits.
Ability Score Increase. Increase your Dexterity or your Intelligence score by 1, to a maximum of 20.
Traps. After finishing a Long Rest, you can spend one hour working with your chosen tools to create a special trap using materials harvested or found in the field.
These traps can be placed on the ground as an action and take up a 5-foot-by-5-foot square. A creature who Investigates the area must succeed on a DC 15 Wisdom (Perception) or Intelligence (Investigation) check in order to see the trap. If a creature steps on the space where a trap is located that creature immediately triggers the trap.
You can make any of the traps listed below.
Starting at level 10, you can make the following advanced traps.
The saving throw DC for your traps equals 8 + your Proficiency Bonus + your Intelligence or Dexterity modifier (your choice).