Base Class: Ranger
Specialize in traps; finding, making and disarming them.
Trapper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | ensnaring strike |
| 5th | web |
| 9th | glyph of warding |
| 13th | banishment |
| 17th | wall of force |
Trapper's Premonition
At 3rd level, you gain the ability to detect the presence of traps and structural inconsistencies. You have advantage on Wisdom(Perception) checks made to detect traps. A trap consists of anything that would inflict a sudden or unexpected effect you consider harmful or undesirable like a bear trap. You can also suss out weakness in structures such as an unstable ceiling, or a hidden sinkhole.
Poacher's Proficiencies
At 3rd level when you choose this subclass you can choose to gain proficiency in either Thieve's Tools, Tinker's Tools or a Poisoner's Kit.
You may choose another of these proficiencies at 7th and 11th level.
Poisoner's Kit
You gain proficiency in Poisoner's Kit.
Thieve's Tools
You gain proficiency in Thieve's Tools.
Tinker's Tools
You gain proficiency in Tinker's Tools.
Slippery
At 7th level you become difficult to pin down. You have advantage against spell effects that reduce your speed or restrain you such as Hold Person and Slow. Additionally you ignore difficult terrain.
Canned Hunt
At 11th level when a creature fails its save against your spell you can make a weapon attack as a Bonus Action.
Inescapable Design
At 15th level when a creature frees itself from your spell or trap on their turn you can use your Reaction to force them to make the save again.
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