Base Class: Ranger
Rangers are protectors and preservers of lands vast and small who assimilate so seamlessly into the environment that they can leave no disturbances and read their surroundings like stories of the creatures which have passed through. The greatest dangers to nature's balance are large armies which sap the bounty of lands to fuel their marches and industrialization which turns life into wealth under a cloud of black smoke. A Ranger alone, faced with such overwhelming, existential threats may have no choice but to become a Saboteur. A single Saboteur who knows their land and shapes it into a natural killing field cannot be caught and is capable of conducting an orchestra of traps and explosions, timed perfectly to halt the encroachment of world-shaping forces.
Trapper's Best Friend
3rd Level Saboteur Feature
Whenever possible, you prepare your battlefield before the fight, but in a pinch, you have also learned to deploy your most reliable trap quickly with magic. You always have the Snare spell prepared. You may cast it as a ritual in 1 minute or with a spell slot as a bonus action. You may have up to 3 untriggered snares on the ground at a time. You can walk over them without setting them off.
Parting Gift
3rd Level Saboteur Feature
Your enemies will regret coming too close. They haven't passed all of the traps. They've fallen into the most dangerous one. You may Disengage as a bonus action. Once per short or long rest, after disengaging with your bonus action, you may use your action to gain an extra 15 ft of movement and to plant a small, timed explosive on a creature or structure which you pass by close enough to touch. At the end of your turn, that creature and all others within 5 ft of it must make a Dexterity saving throw as it explodes. On a failed save, a creature takes 2d8 fire damage, and they take half damage on a successful save. A construct or structure takes maximum damage. At 7th, 11th, and 15th levels, the number of targets increases by 1, and the damage increases by 1d8. Overlapping explosions only count as a single explosion.
You may alternatively use this feature outside of combat on a structure.
Impact Grenade
7th Level Saboteur Feature
You've learned a few new tricks for evading your pursuers. When a large or smaller creature enters a space within 15 ft of you on its turn, you may use your reaction to throw a small explosive in an attempt to stop them. The creature must make a Strength saving throw. On a failure, they take 2d8 thunder damage and are knocked prone. On a success, they take half of the damage and do not suffer any other effects.
Merciless
11th Level Saboteur Feature
You've improved the capabilities of your traps, but that alone is not enough. To beat back an existential threat, you have to lay aside your honor and thin the herd of predators at every opportunity. You have advantage on attacks against creatures who are restrained or standing on difficult terrain. Your attacks automatically deal critical damage against a target captured in one of your Snares. Huge creatures now need to make a Dexterity saving throw when stepping in your Snares, but on a failure, they are only knocked prone and not captured.
Decoy
15th Level Saboteur Feature
You gain 1 additional usage of your Nature’s Veil feature. Each time you use Nature’s Veil, you leave a decoy of yourself where you are standing. A creature must make an Intelligence (Investigation) check against your Spell Save DC to recognize it as a fake. The decoy may contain one of two types of booby trap, flashbang or poison gas, which you determine while laying it. When a creature enters a space within 5 ft of the decoy, they must make a Constitution saving throw as the trap is sprung. On a failure, the creature is either blinded and deafened by a flashbang or poisoned by the gas until the end of their next turn. The decoy disappears once the trap is activated or when your invisibility ends.
Alternatively, you may leave a decoy when using the original 14th level 5e Ranger feature, Vanish.
Previous Versions
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