Base Class: Ranger
Whether it be a person or a creature, you've dedicated countless hours to the art of trapping.
Trapper
You are more adept at finding and disarming traps. You can also make traps such as snares and alarms. The only limitations are your creativity, materials, and time.
You have proficiency in sleight of hand and perception.
Net Mastery
Your time practicing with your net has paid off. Not only can you throw nets more effectively and farther, you are capable of improving and repairing nets.
You gain proficiency with nets.
You gain the ability to throw your net as a bonus action. The number of attacks you can make is unaffected by this bonus action. Nets you throw have range of 25/50. For nets thrown at normal range, you can add your dexterity or strength modifier to your roll. For nets thrown at long range, you can add your strength modifier.
During a short or long rest, you can repair or improve nets. Nets you improve and repair gain the following properties:
A creature can use its action to make a DC 10 + your PB strength check to free itself or another creature within its reach.
Dealing 5 slashing damage to the net (AC 10+PB) also frees the creature without harming it.
Net Imbuement
At 7th level, you gain the ability to imbue your net with an element of your choice.
This is a concentration ability. As an action you can imbue your net with an element of your choice. Creatures restrained by your net take 1d6 elemental damage when they are first restrained and 1d6 elemental damage at the start of each of their turns while they are restrained.
You can expend a spell slot to increase the number of dice used by that spell slots level.
Trap Artist
At 11th level, your trapping abilities have given you a sixth sense when it comes to detecting traps. You've also come to understand the inner workings of most traps.
Any time you check for traps or deactivate traps, you roll with advantage.
After a trap is set off, you can reset the trap. Depending on the nature of the trap, the trap may not have an effect when activated. For example, a trap door or a log swinging from the ceiling can be reset and reactivated; however, a large boulder set roll down a narrow hallway or a torch set to fall on a floor covered in oil may not be possible to be reset without significant effort or materials.
You can repurpose traps activated traps when resetting them. For example, the original trap may have dropped a torch on an oil puddle. You could reset the trap to drop an item to serve as an alarm. Another example would be a boulder dropped from the ceiling to roll down a hallway. You could reload the trap with marbles to trip enemies.
Trap Master
At 15th level, your experience with traps reduces the damage you take from traps.
All damage from traps is halved regardless if you fail a saving throw.
If the trap requires a saving throw, and you pass, you take no damage from the trap.
Previous Versions
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