Ranger
Base Class: Ranger

Trappers make their living finding and trapping animals for meat, furs, and other useful items. They are efficient wilderness travellers and creative inventors often designing and building custom traps to capture exotic prey. When they return to towns and cities, they are shrewd traders ensuring they get the best deal for their goods.  

Beast Harvester

At 3rd level, you are an expert in obtaining useful or valuable items from the corpses of other creatures. You add twice your proficiency bonus to any check relating to harvesting body parts of other creatures.

Amphibious Traveller

At 3rd level, inland waterways and oceans are added to your options for favoured terrain, if you select one of these option at 6th or 10th level you also gain proficiency with Vehicles (water).

Trap Maker

At 3rd level, you gain proficiency with Tinker's Tools. These can be used to build or disarm non-magical traps, including but not limited to those listed below, for traps requiring a saving throw the DC = 8+proficiency modifier+Dexterity modifier. Traps are improvised weapons that you are proficient with and use your Dexterity modifier as a bonus to attack rolls:

  • Bear trap on a chain :  can be thrown as a ranged attack (range: 20/60 ft), or placed on the ground. On activation/hit deals 1d8 piercing damage and targets must succeed on a Strength saving throw or be restrained. Creatures can use their action to repeat the save.
  • Snare : can be used to make melee attacks (reach: 15 ft), or placed on the ground. On activation/hit deals 1d6 slashing damage and targets must succeed on  a Dexterity saving throw or fall prone. Creatures can use their action to repeat the save.
  • Snap traps: scattered in up to a 20ft by 20ft area that is within 30 ft of you as an action. The area becomes difficult terrain and creatures take 1d4 bludgeoning damage per 5ft of movement while traversing the area.

If a target rolls a natural 20 on their saving throw or you roll a 1 on an attack roll with your trap, the trap breaks and you must spend an Action to attempt to repair it. Repairing a trap requires a DC 15 Tinker check, on a failure the trap is damaged beyond repair and you must re-construct it.

Multi-attack

At 7th level, when you take the Attack action on your turn, you can make an attack with one of your traps as a Bonus Action.

Shrewd Negotiator

At 7th level, you have learned to negotiate excellent prices for the items/creatures you have trapped. You gain proficiency in the Persuasion skill, and you have advantage on persuasion checks involving buying or selling items.

Trapped Armour

At 11th level, you gain the ability to apply your trap making skills to armour. You can spend 8 hours applying or swapping one of the following modifications to a set of armour. A set of armour can only have one such modification at a time.:

  • Toothy spikes: Any creature that grapples you receives 1d6 piercing damage at the start of each of your turns while you remain grappled.  
  • Ensnaring wires: Melee weapons that hit you become ensnared and creatures must spend a second attack or a bonus action to free the weapon. 
  • Missile snappers: When hit by a ranged weapon attack roll a 1d4 and add your proficiency modifier. Subtract that result from the damage. 

Proficient Trap Making

At 15th level, you have improved your ability to construct traps. You add your proficiency modifier to all damage done by your traps.

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