Base Class: Ranger
If they see you, they run. If they hear you, they run. If you miss, they run. Traps, though, are unseen, unheard and on point, when built correctly. A trapper is one of many that uses these kinds of contraptions, but he/she is one of the few experts on them. They have a special appreciation for their surroundings and are able turn their environment into a small castle, after planting small traps here and there. In your life, traps were something you used for catching the food that wasn't served on a silver platter, or for making a vast amount of "pranks", or for protecting nature from a campaigning army.
Patient
Starting at 3rd level, instead of attacking, you may instead mark a target and wait until your next turn to strike. If you use an action to do so, the first weapon attack made on your next turn is rolled with advantage and deals an extra 1d12 of the weapon's damage on a successful hit.
When you reach 9th level, the extra damage increases to 2d12 and at 16th level it increases to 3d12.
Tinker’s Traps
Starting at 3rd level, your cunning mind has allowed you to come up with various designs for intricate traps to harm and debilitate your foes. You can make those traps anytime and it takes 1 minutes to craft each one. You can only hold up to (6 + your proficiency bonus) traps at a time. You also become proficient with the tinker's tools. Your DM may require you to spend time collecting or buying the raw materials needed to craft each trap.
As an action, you can set one so-called Tinkerer’s Trap on a flat surface within 5 feet of you. Once a Tinkerer’s Trap is set, it remains in place until it’s triggered by a creature coming within it's range. You cannot trigger one of your own traps in this way and neither can your allies.
As part of the action you use to set one of your Tinkerer’s Traps, you must also roll a Dexterity (Sleight of Hand) check and record the number rolled. Any creature with a Passive Perception score that is lower than the result of your Dexterity (Sleight of Hand) check fails to detect the trap. Any creature may also use it's action if it has detected the trap to disarm it if they surpass the your recorded roll with their own Dexterity (Sleight of Hand) check, if they don't the trap activates.
Every saving throw and ability check a creature that has activated a trap needs to make because of that trap, has a DC of (8 + your Dexterity modifier + your proficiency bonus).
Your Tinkerer’s Traps, can each have one of the following effects:
Smoke Trap. When this trap is triggered within a range of 10 ft., it rapidly emits a thick cloud of gas in a 30-foot radius centered on the trap. The gas cloud lasts for up to 1 hour, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. For the duration, the area is considered to be Heavily Obscured.
Snare Trap. When this trap is triggered within a range of 10 ft., any creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature is grappled and restrained for up to 1 minute. A creature that has been restrained by this trap can use its action on its turn to make a Strength (Athletics) check against the trap's DC, freeing itself on a success.
Spike Trap. When this trap is triggered within a range of 10 ft., any creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to (1d10 + your proficiency bonus), taking half damage on a successful save.
The piercing damage dealt by this trap increases to 2d10 at 6th level, 3d10 at 9th level and 4d10 at 12th level.
Tripwire. When this trap is triggered from where it is set, either a loud noise is emitted notifying everyone in a range of up to 200 ft. or another mechanism activates, if your own mechanism, like the wire, reaches it.
You can make more traps, if the DM allows you to do so. These will be of your own choosing, but the damage and effects of which will be determined by your DM.
Bonus Proficiencies
You are, if not already, proficient in the Wisdom (Survival) and the Dexterity (Sleight of Hand) skills.
On the Move
Starting at 7th level, you’ve learnt how to deploy your traps with impeccable efficiency. Whenever you use your action to set a trap, you can take the Dash, Disengage or Hide actions as a bonus action.
Trapper’s Eye
Also, starting at 7th level, your experience in setting traps has given you a knack for detecting and disarming traps set by others. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to detect traps, as well as on thieves' tools checks you make to disarm traps.
Helpless Prey
Starting at 7th level, attacking a prone creature with a ranged weapon doesn’t impose disadvantage on your ranged attack rolls.
Baiter
Starting from 11th level, you learn how different creatures act around the environments where you place your traps. From that you have a good understanding of how they think, which is something you can use against them. You can use your action to create a bait using items around you and from your own inventory. You create that bait 5 feet from yourself, in an unoccupied space, and when you do so, you must describe what was your thought process. When the creatures the bait was meant for take notice of it, they must make a Wisdom saving throw of DC (8 + Wisdom modifier + your proficiency bonus). If they succeed they understand someone is trying to bait them. If they fail they will react in a way that makes sense for them, determined by the DM. Also, the DM may choose to give the creatures disadvantage on the save or out right skip it if he/she decides it's a very good bait for the specific creatures. Lastly, if the DM thinks it's appropriate, he/she may decide to regard the bait as useless, if it's not a good one.
Trapped Prey
Starting at 15th level, you become a master of finishing off your trapped opponents. Once on each of your turns, whenever you hit with a weapon attack against a creature which movement speed has been reduced to 0 you deal extra weapon damage equal to your ranger level.
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