The ranger and rogue in my game were asking about setting traps in preparation for a battle that was coming. Another player is convinced rogues can make traps because he saw it happen in D&D sessions online (in streams). But the only information about making traps that I can find seems to be addressed at DMs, in the context of designing dungeons and such.
Rogues do get proficiency in Thieves' tools, but this only lets you disarm traps (not create them):
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
PCs are also able to buy Hunting Traps. So it would make sense that nifty rogues could backwards-engineer traps that they can buy and/or disarm, but I'm curious whether the books cover guidance in this regard.
- What options exist for player-controlled traps? (only covers "hasty traps")
- Unearthed Arcana: Traps Revisited
What are the options for player characters to create traps?
By 'traps' I mean methods or mechanisms designed to influence, hinder, or expose enemies, which must be set up before use, operate on a trigger (set off by target or by trapper are both fine). For this question I'm excluding spells that function as traps.