Gunslinger
Base Class: Gunslinger

The Trapper Elite hail from the frozen dominions of Vaskarn, a bitter northern frontier where no army can march without losing half its strength to ice, beasts, or missteps. These lands are crisscrossed with forgotten ruins, deep pine valleys, and the bones of dead empires, perfect territory for ambushes and guerilla tactics.

It was here that the first Trapper was forged: their silent demeanor after their unit was lost to a blizzard and monster assault. Rather than die, they stayed behind, using improvised snares, hunting spikes, and alchemical freezing runes to stall an entire warband of trollkin. By the time Vallen returned to civilization weeks later, the name Gloomsnare had become legend.

Now, techniques are passed down only to those worthy of becoming a Gloomsnare, a rare path walked by hunters, gunslingers, and warriors who rely not on brute strength, but on the certainty that their prey will fall before ever seeing them.

Level 3: Snare Mats [Manuever]

Starting at 3rd level, As an action, you may expend a risk dice to place a Snare Mat in an unoccupied 5-foot space within 5 feet of you. A creature that isn't an ally enters the space for the first time on a turn must succeed on a Dexterity saving throw (DC = 8 + Dexterity Modifier + proficiency bonus) or be:

  • Knocked prone
  • Restrained until the end of its next turn
  • Take one roll of your risk dice worth of piercing damage

Snare Trap Stats (Object): AC 15, HP 5, immune to psychic, poison, and force damage, and immune to all conditions. A snare breaks after a creature is freed from it 

Level 3: Defensive Setup

Lastly at 3rd level, You have know each trap fills you with a form of hope. When a Snare Trap activates you gain the following benefits

  • +10 to movement speed till the end of your next turn
  • + 1 AC till the end of your next turn
  • Temp HP equal to 1/3 of your class level till the end of your next turn

Level 6: Trap Synergy

Starting at 6th level, Your traps evolve with brutal efficiency:

  • Traps now deal magical piercing damage
  • Traps reduce a creatures movement speed by 10 ft for the next minute after being hit
  • You can now place a trap as a bonus action
  • When a creature triggers a trap, you may use your reaction to make a ranged attack against them
  • the damage increases to deal two rolls of risk dice worth of damage 

Level 10: Hunter’s Patience

Starting at 10th level, You learn to read and anticipate movement in deadly ways:

  • You gain 15 feet of Tremor sense while prone or stationary
  • You can hide as a bonus action when within 40 feet to a trap
  • Your traps are now invisible
  • When a trap activates it will now affect creatures within 5 feet as if they they are the ones who stepped in it
  • Traps now deal three rolls of your risk dice worth of damage

Level 14: Apex Control

Finally at 14th level, You perfect your territory lockdown tactics.

  • When you place a trap, place an addition trap within 5 feet of you for free
  • Traps now restrain until they are freed (DC 15 Strength check as action to escape)
  • Creatures damaged by traps suffer -4 to there AC until freed
  • If a creature is reduced to 0 hit points by a trap or while trapped, the trap is not broken instead reset

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