Ranger
Base Class: Ranger

Lvl 3 :

Starting a 3rd level, you are gifted with the trust of the land you swore to protect, providing you the following benefit

Defender magic

You learn an additional spell when you reach certain levels in this class, as shown in the defender Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

defender spells
Ranger level spells
3rd entangle
5th See invisibility
9th Leomund’s tiny hut, clairvoyance
13th Hallucinatory terrain
17th awaken
magical trap

You learn how to craft and imbue them with magic. When you get this ability you can choose two spell from the druid spellist of a level you can cast, and add them to your trap repertoire. These spell must have a casting time of an action and target a single creature or an area.

You can choose two additional spell at level 5, 9, 13 and 17 of this class.

At the start of each day you can prepare a number of trap equal to your proficiency bonus, when you do so, you choose which spell to put in the trap, but don’t spend your spell slot. you can choose to put any spell from your repertoire or any spell you can cast who follow the restriction of your repertoire.

You can use an action to set up a trap on an empty space within 5ft of you and activate it. The trap can cover an area no larger then 10 ft in diameter, and can be seen with an investigation check equal to 8+ your proficiency bonus + your dexterity modifier. If someone walk on the trap, the spell stored into it is cast. If the spell has a target, it targets the creature that triggered the trap. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. Spell cast this way use your spell save dc.

Spell cast this way count as ranger spell for you, but cannot be cast by any other mean, unless learned from an other source. Spell cast this way are cast at their minimum level, and cantrip cast this way are cast as per a level 1 character

This trap last until the end of your next long rest. You can do this a number of time equal to your wisdom modifier, and regain the ability to do so after a long rest

Additionally, if you find a scroll of a druid spell of a level you can cast, with a casting time of one action and target a single creature or an area, you can spend 2 hour and 50 gold per level of the spell to add it to the list of spell you can imbue your trap with.

eyes in the sky

You gain the find familiar spell, it count as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

You can cast this spell without material component once per long rest, when you do so, the familiar take the form of a hawk.

Lvl 7 : nature intuition

At 7th level, your link to your environment allows you to always be where you need to be. You always know when one of your trap is triggered, and if you are within 100 ft, you can move up to your movement speed as a reaction. Your familiar also benefit from this ability.

lvl 11:

At 11th level, as your determination keep growing, so does your spite of anyone who dare threaten your land, giving you the following benefit:

marking trap

You can now imbue a bit of tracking magic into your trap. In addition to the spell you choose when creating the trap, you can choose to also imbue the trap with hunter’s mark, casting the two spells upon trigger.

quick draw

Also when you applies hunter’s mark to a target, by having it triggering a trap, or casting the spell, you can instantaneously make a single weapon attack without using any action or reaction. This also trigger when you use your bonus action to reapplies hunter’s mark after the death of the initial target. If hunter mark is applied through the activation of one of your trap, you can use the movement of nature’s intuition before making the attack.

 

 

 

level 15 : trap mastery

At 15th level , you are one with the magic around you, allowing you to deploy more powerfull trap, and in different maner. You can now place trap up to a range of 60 ft. And you can do so as part as the disengage action.

In addition, Whenever you place a trap, you can spend your bonus action to upcast the spell to a level equivalent to your highest spell slot. If the spell is a cantrip, then it is cast as per a character of your level

 

Level 3: magical trap

You learn how to craft and imbue them with magic. When you get this ability you can choose two spell from the druid spellist of a level you can cast, and add them to your trap repertoire. These spell must have a casting time of an action and target a single creature or an area.

You can choose two additional spell at level 5, 9, 13 and 17 of this class.

At the start of each day you can prepare a number of trap equal to your proficiency bonus, when you do so, you choose which spell to put in the trap, but don’t spend your spell slot. you can choose to put any spell from your repertoire or any spell you can cast who follow the restriction of your repertoire.

You can use an action to set up a trap on an empty space within 5ft of you and activate it. The trap can cover an area no larger then 10 ft in diameter, and can be seen with an investigation check equal to 8+ your proficiency bonus + your dexterity modifier. If someone walk on the trap, the spell stored into it is cast. If the spell has a target, it targets the creature that triggered the trap. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. Spell cast this way use your spell save dc.

Spell cast this way count as ranger spell for you, but cannot be cast by any other mean, unless learned from an other source. Spell cast this way are cast at their minimum level, and cantrip cast this way are cast as per a level 1 character

This trap last until the end of your next long rest. You can do this a number of time equal to your wisdom modifier, and regain the ability to do so after a long rest

Additionally, if you find a scroll of a druid spell of a level you can cast, with a casting time of one action and target a single creature or an area, you can spend 2 hour and 50 gold per level of the spell to add it to the list of spell you can imbue your trap with.

eyes in the sky

You gain the find familiar spell, it count as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

You can cast this spell without material component once per long rest, when you do so, the familiar take the form of a hawk.

nature intuition

At 7th level, your link to your environment allows you to always be where you need to be. You always know when one of your trap is triggered, and if you are within 100 ft, you can move up to your movement speed as a reaction. Your familiar also benefit from this ability.

marking trap

You can now imbue a bit of tracking magic into your trap. In addition to the spell you choose when creating the trap, you can choose to also imbue the trap with hunter’s mark, casting the two spells upon trigger.

quick draw

When you applies hunter’s mark to a target, by having it triggering a trap, or casting the spell, you can instantaneously make a single weapon attack without using any action or reaction. This also trigger when you use your bonus action to reapplies hunter’s mark after the death of the initial target. If hunter mark is applied through the activation of one of your trap, you can use the movement of nature’s intuition before making the attack.

trap mastery

At 15th level , you are one with the magic around you, allowing you to deploy more powerfull trap, and in different maner. You can now place trap up to a range of 60 ft. And you can do so as part as the disengage action.

In addition, Whenever you place a trap, you can spend your bonus action to upcast the spell to a level equivalent to your highest spell slot. If the spell is a cantrip, then it is cast as per a character of your level

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