Base Class: Ranger
The power of traps
Capture Arsenal
Noise Trap / Bait
As an action, you place a device that emits noise or odor.
In a circle with a 30-foot radius, hostile creatures must make a Wisdom saving throw.
On a failed save, they must expend part of their movement investigating the source of the stimulus.
You can also use this device to lure creatures toward your traps placed in the area.
Portable Stake Barrier
As an action, you deploy a small structure that gives you half cover and halves the movement of creatures that pass within 5 feet.
Electric Trap
Capture Tool Upgrade, Light Trap:
- As an action, you place a trap in an adjacent space.
- The first creature to enter that space must make a Dexterity saving throw. On a failed save, it becomes restrained and takes 1d6 damage (which can be lethal or nonlethal).
- It can repeat the save at the end of its turns.
Electric Trap Upgrades:
- Deals 1d8 damage (electric or piercing) per turn while the target remains trapped.
Explosive Net
Capture Tool Upgrade, Reinforced Net:
- As an action, throw a special net at a creature within 30 feet (medium and smaller).
- It must succeed on a Strength saving throw against your ranger spell DC or be restrained.
- The creature can repeat the save at the end of each of its turns.
Explosive Net Upgrades:
- The net releases a blinding blast.
- When activated, creatures within 10 feet must make a Constitution saving throw or be blinded 1 turn.
Greater Sedative
Capture Tool Improvement, Tranquilizer Dart:
- You make a ranged attack with a tranquilizer dart (45 ft.).
- On a hit, the target must make a Constitution saving throw. On a failed save, the creature is blinded and cannot use reactions until the end of its next turn.
Greater Sedative Improvements:
- Your tranquilizer darts can now put a creature into a drowsy state. If it fails two consecutive Constitution saving throws, it is incapacitated until the end of its next turn.
Light Trap
As an action, you place a trap in an adjacent space. The first creature to enter that space must make a Dexterity saving throw (DC = your DC save).
On a failure, the creature is restrained and takes 1d6 damage (which can be lethal or nonlethal).
The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Reinforced Network
As an action, throw a special net at a creature within 30 feet (medium size and smaller).
It must succeed on a Strength saving throw against your ranger spell DCs or be Restrained.
The creature can repeat the save at the end of each of its turns.
Tranquilizing Dart
You make a ranged attack with a tranquilizing dart (45 ft.).
On a hit, the target must make a Constitution saving throw.
On a failed save, the target is blinded and cannot use reactions until the end of their next turn.
Master's Degree in Capture
When you declare your damage as nonlethal, you gain advantage on any roll needed to stabilize, subdue, or reduce a creature to 0 HP without killing it.
Once you declare your damage as nonlethal, you can't change it to lethal during that attack or action.
Weak point
Once per turn, when you make an attack with a light, ranged, or thrown weapon, you can inflict an additional +1d4 nonlethal damage.
The damage increases as you gain levels.
Advanced Traps
Has perfeccionado tus Herramientas.
Desbloqueas nuevas Herramientas de Captura mejoradas solo puedes tener 2 herramientas mejoradas a la vez, cada vez que subas un nivel de explorador, puedes sustituir una de las mejoras por otra:
• Red Explosiva: La red libera un estallido cegador. Al activarse, las criaturas en un radio de 10 pies deben hacer una tirada de salvación de Constitución o quedar cegadas 1 turno.
• Trampa Eléctrica o Biomecánica: Hace 1d8 de daño (eléctrico o perforante) por turno mientras el objetivo siga atrapado.
• Sedante Mayor: Tus dardos tranquilizantes ahora pueden poner a una criatura en un estado de somnolencia. Si falla 2 tiradas de salvacion de Constitución seguidas, queda incapacitada hasta el final de su siguiente turno.
• Barrera de Estacas Portátil: Como acción, despliegas una estructura pequeña que te da media cobertura y reduce a la mitad el movimiento de criaturas que pasen a 1.5 metros.
You have perfected your Tools.
You unlock new, improved Capture Tools. You can only have two improved tools at a time. Each time you gain a Ranger level, you can replace one of the improvements with another:
- Blast Net: The net releases a blinding blast. When triggered, creatures within 10 feet must make a Constitution saving throw or be blinded for 1 turn.
- Electric Trap: Deals 1d8 damage (electric or piercing) per turn while the target remains trapped.
- Greater Sedative: Your tranquilizer darts can now put a creature into a state of torpor. If it fails two consecutive Constitution saving throws, it is incapacitated until the end of its next turn.
- Portable Stake Barrier: As an action, you deploy a small structure that gives you half cover and halves the movement of creatures that pass within 1.5 meters.
Hunter's Opportunity
The first time in combat that a creature is restrained by one of your Capture Tools, you may make a reaction attack against it.
Master Capture
You receive improvements to the use of your Capture Tools:
- Traps: They can now be deployed up to 15 feet away, and you can cast a second Trap on the same turn without costing an action or using any of your Capture Tools.
- Nets + Traps: They can affect Large creatures, and any smaller target has disadvantage on saving throws due to the effects of the Tool.
- Darts: If they hit, they inflict the poison condition and ignore any poison immunity the target may have.
Forced Submission
When you reduce a creature to 0 HP using nonlethal damage, you can inflict a Capture status on it:
- The creature is incapacitated for 1 minute. It cannot move or take any actions.
- It has disadvantage against restraint, chains, or transport.
- Obtaining materials (claws, scales, essence, components) from it grants you advantage.
Apex Hunter
You gain the following abilities:
- Apex Trap (1/day): As an action, you set a greater trap that creates a circle with a 30 ft. While a creature is inside: It cannot fly, climb, burrow, or teleport. It has disadvantage on escape rolls. It takes 1d6 damage per turn (type at your choice: piercing, electric, or bludgeoning). You and your allies have advantage on nonlethal attacks against it without damaging the trap. Lasts 1 minute or until the trap is destroyed (AC 15, 20 HP).
- Master of Neutralization: When a creature is restrained, incapacitated, or grappled by you: You gain +2 AC against it. Your attacks deal an additional +1d8 nonlethal damage. You have advantage on all Athletics, Survival, and Handling rolls related to restraining it.
- Hunter's Toughness: Choose one of the following permanent resistances: Poison - Slashing - Piercing - Blunt
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