Ranger
Base Class: Ranger

Clever, and cunning, getting to a trapper is just as dangerous as fighting one.  Some use their traps to avoid fighting, others use them to scare, and confuse the enemy in the midst of the fight. Trappers use creativity to give them an advantage in a fight. A valuable ally, and a terrifying enemy, trappers are a unique, and dangerous force all their own.

 

Trap spells

Starting 3rd level as an action you may set a trap on an occupied, or unoccupied 5ft. space you can see within a 60 ft. range. You use your weapon as your focus. This sets a magical trap in that space which lasts for 1 hour. The traps use spell slots. Each trap can be cast with a 1st level spell slot. If the trap is cast with a spell level above first the trap deals an additional die of damage per spell level used above first if the trap deals damage. You can have 3 traps prepared at 3rd level, and can prepare an additional trap at 7th, 11th, and 15th, levels. The number of traps you can prepare does not count against the number of spells you know. You can change your list of prepared traps at the end of a long rest. If the space is occupied, or becomes occupied the trap is triggered. All saves are done against your Spell save DC. The traps are as listed below: 

  • Explosive Trap - The creature takes 4d8 fire damage on a failed DEX. save or half as much on a success.

 

 

  • Stunning Trap - The creature is stunned until the end of its next turn on a failed CON. save.

 

 

 

  • Poison Trap - On a failed CON. save the creature is poisoned, and takes 3d6 damage immediately, and an additional 1d6 damage at the start of its turn for 1 minute. On a success the creature takes no damage.

 

 

 

  • Goo Trap - On a failed DEX. save the creature takes 2d8 acid damage, and it's movement speed is halved for 1 minute. The creature can use its action to remove the goo, and end the effect early. 

 

 

 

  • Blast Trap - On a failed DEX. save the creature takes 2d8 thunder damage, and is knocked prone. On a success the creature only takes half damage, and is not knocked prone.

 

 

 

  • Spike Trap - Spikes shoot up from the ground. That area becomes difficult terrain for the next minute. On a failed DEX. save, the creature takes 1d10 piercing damage.

 

 

 

  • Smoke Trap - A cloud of hot obscuring smoke with a 10 foot radius erupts from the space. The smoke lasts for up to 1 minute or until dispersed by wind of moderate or greater wind speed (at least 10 mph). On a failed CON. save, all creatures that are in the smoke’s radius take 2d4 fire damage. On a success they take half damage. All creatures that end their turn in the smoke must make the save or take 2d4 fire damage, or half as much on a success.

 

 

 

  • Ice Trap - A blast of freezing air shoots from the trap, and on a failed  DEX. save the creature takes 4d8 cold damage, or half as much on a success.

 

 

 

  • Paralysis Trap - On a failed CON. save the creature is paralyzed for up to 1 minute, The creature can repeat the save at the end of its turn to end the effect early.

 

 

 

  • Charm Trap - On stepping on this trap the creature must make a WIS. save. On a success the creature is unaffected. On a failure the creature is charmed for 1 minute. Charmed creatures are friendly towards you and your allies, but it’s view of others is not altered. The charm ends if the creature is attacked, or harmed.

 

 

 

  • Gravity Trap - The creature must make a STR. saving throw. On a failure the creature is pinned to the ground unable to move, and takes 2D10 bludgeoning damage as the gravity in the trap becomes far greater. The creature can escape on a successful strength check. Floating of flying creatures that fail, automatically fall to the ground, and take appropriate fall damage. (PHB, 183)

 

 

 

  • Fog Trap - The trap creates a 20-foot-radius sphere of fog centered on the trigger. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

 

 

 

  • Spring Trap - On a failed DEX. save the creature is launched 30 ft. in the air. If the creature is large it is only launched 15 ft. in the air. This trap fails to work on creatures huge, or larger. If the Creature were to collide with something before the top then it takes 1d6 bludgeoning damage per 5 ft. it could not travel.

 

 

 

  • Bubble Trap - On a failed DEX. save the creature is trapped within a bubble of pure energy. The bubble has a number of hit points equal to the caster's wisdom modifier X 10 (minimum 10), and has an AC of 10 + your wisdom modifier. The bubble is immune to poison, and psychic damage, and is resistant to slashing, and piercing damage from nonmagical weapons.  While inside the creature cannot move outside of the bubble, nothing can enter the bubble, and the bubble cannot move. No spells, or attacks can pass through the bubble. The bubble disappears after 1 minute, or if its hit points are reduced to 0. 

 

 

Additionally you regain a number of Ranger spell levels equal to twice your wisdom modifier (minimum 1) on a short rest. For example if you have a wisdom modifier of +3 you can regain a number of spell slots that added up equal 6. This could be two 3rd level spell slots, or three 2nd level spell slots.

 

Trap Regeneration

Starting at 7th level, If your trap reduces a creature to 0 hit points, you regain the spell slot used to cast the trap spell.

 

Trap Enchantment

Starting 11th level you may imbue an object with the essence of one spell trap. The process takes 1 minute to complete. Enchanting an object with a trap uses a spell slot. The object can be no bigger than 5 ft. On any side. The object remains enchanted until dispelled, triggered, or if 24 hours have passed. You may set the conditions to trigger the trap. You may have up to 2 objects enchanted at a time.

 

Superior Trap Spells

Starting 15th level your magical traps are robust and powerful. They can now last up to 24 hours before fading if not triggered, and all traps that deal damage bypass damage resistances, but not damage immunities.