Base Class: Ranger
instead of favored foes while using this subclass you instead have access to a set knowledge of traps that can occupy a certain space and take up to 2 actions or your whole turn to set, you start with 2 when you gain the subclass and may exchange any existing favored foes for another new trap design, these traps cannot be placed on a space that a creature occupies these traps also increase in damage and duration as you level up.
you may only have 2 active traps at a time
Traps.
pitfall: when a creature walk into the trapped space the must make a dex saving throw (dc 17) if the fail they are knocked prone they take 1d8 piercing damage at level 7 2d8 at level 11 3d8 and at level 15 5d8
snare :when a creature walks into the trapped space the must make a strength saving throw (dc 15) if they fail their speed is reduced to 0 and cant take bonus actions until they make a successful saving throw at the end of their turn
body grip: when a creature walks into the trapped space they must make a strength saving throw (dc 16) if they fail the creature is stunned and takes 1d4 blunt damage at 7th level 2d4 and 11th level 2d6 and at 15th level 2d8
cage: when the creature walk into the trapped/enclosed space the creature is under the affects of silence and must deal 50 damage to the cage to escape its bounds (max 20 feet tall and wide with prep, 10 feet without)
foothold: when a creature steps into the trapped area they must make a dex saving throw (dc 15) if they fail they their speed becomes 0 and all creatures have advantage on attacks against it until it breaks free another successful saving throw at the end of the turn.
falling object: when a creature moves under the trapped area they must make a dex saving throw (dc 14) if they fail they are hit by said falling object and take 1d12 of the relevant damage type and are stunned at 7th level 2d12 at 11th level 3d12 and at 15th level 5d12
"glue" trap: when a creature walks through the trapped area (10 foot radius) they take 1d6 necrotic damage and injure their feet reducing their speed by half at 7th level 2d6 at 11th level 3d6 and at 15th level 4d6
torch trap: when a creature steps into the trapped area they must make a dex saving throw (dc 15) and if they fail they receive the burning effect and take 1d6 fire damage at 7th level 2d6 ant 11th level 3d6 and at 15th level 5d6
Level 3: permiable trap
traps set by you are only able to damage creatures hostile to you through your magic tampering they may however still be triggered by allies
Level 3: execute the trapped
when attacking a creature caught in one of your traps you have advantage and deal +5 damage per hit with physical attacks and attacks from magic weapons
Level 7: an expert in your field
you are a master of the environment and can see traps built from natures bounty's, you no longer need your own bought materials like wood and or stones to set traps and can instead make them on the fly using magic and ingenuity and natural materials from your suroundings.
Level 11: truly secure
the dc for all traps is raised by your wisdom modifier and they take only a bonus action to set up each turn, additionally you do another +5 damage to trapped creatures using physical and magical weapons.
Level 15: ghost traps
you can place and form traps even in spaces occupied by creatures and allies can no longer trigger traps unless you allow it, creatures cannot see your traps unless they pass a dc 17 wisdom saving throw, additionally you deal +10 damage to creatures caught in your trapped with all attacks.
Previous Versions
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