Base Class: Ranger
your a ranger who over the years, has learned to specialized in magically conjured traps using whatever engineering knowledge you have gathered and learned with time. you can use a variety of traps to both harm and debuff enemies, as well as heal your allies when need be.
Level 3: traps
when casting hunters mark, changing your hunters mark target or as a bonus action, you can set up a magic trap, choosing between 3 option. after setting a trap, the traps area of effect will be a 15ft radius of rough terrain where it is placed and 1 trap of each type can be activated a turn as either a reaction, action and/or bonus action, you cannot target the same creature with 2 or more of your traps at once.
pitfall. must make a dexterity save (8 + spellcasting modifier + proficiency bonus). on a failure, the creature falls 20ft taking 2d6 force damage and going prone if they can. on a success, they fall 20ft taking no damage or falling prone, expending its movement to climb out unless it has a climb speed. if the creature has something to negate fall damage (ex. ring of feather falling), the save is considered a automatic success.
foothold. must make a constitution save (8 + spellcasting modifier + proficiency bonus). on a failure, you take 1d8 piercing damage and are unable to move, at the beginning of every turn the creature is trapped, they take 1d4 piercing damage and then make a strength save (8 + spellcasting modifier + proficiency bonus) to free themselves. on a success (on constitution save), the creature takes half damage and is able to move.
firecracker. must make a perception check (8 + spellcasting modifier + proficiency bonus). on a failure, you take 3d4 fire damage and are deafened and blinded for 2 turns. on a success, you are deafened and blinded for 1 turn unless the creature is immune to these effects.
Level 3: Re-activate
Magic traps have 3 states: set (placed and ready to activate), activated (activates the effects of the trap) and deactivated (has used its effects and cannot activate again).
you gain the mending cantrip. when casting mending, you can do so as a free action once per turn, ignoring casting time. when mending is cast on one of your magic traps, it goes from its deactivated state to its set state, casting mending on a set trap activates it as long as their is a creature of your choice within range. you cannot use is feature on a trap that has activated the same turn and cannot target the same creature with the same trap that turn.
as a bonus action, you gain a magic obscuring cover or outfit, you can use the hide action inside the area of effect of one of your traps so long as you go prone. while prone and hiding, you can still activate any set traps and cast any spells from your subclass spell list including the mending cantrip on deactivated or set traps without revealing yourself.
Level 7: helping hand
you gain the spell healing word, the spell can be cast without using a spell slot a number of times per long rest equal to your proficiency bonus. when an ally is within 5ft of one of your traps, they can activate one of your traps ,as long as their is a creature of their choice in range, as a bonus action or reaction. when an ally activates one of your traps, they are healed for an amount equal to the allies constitution modifier + your spellcasting modifier + your proficiency bonus.
you now have access to a new trap, the shock trap. creature must make a dexterity saving throw (8 + spellcasting modifier + proficiency bonus). on a failure the creature takes 1d12 lightning damage and is stunned and paralyzed for 2 turns, on a success, the creature takes half damage and is stunned for 1 turn.
now 4 traps can be set or activated a turn of regardless of type as a action, bonus action, reaction and free action using mending not counting traps activated by allies.
Escape the Horde
Opportunity Attacks have Disadvantage against you.
Multiattack Defense
When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Level 11: experience engineer
your traps increase in damage as follows: pitfall trap now has a hardened bottom, increasing the fall damage to 2D8 force damage, foothold trap is now lighter weight but has extra teeth, increasing damage to 2d6 piercing damage. firecracker trap has a bit more firepower, increasing damage to 4d4 fire or radiant damage.
if one of your traps is activated on the creature you have marked with hunters mark, the creature has disadvantage against the traps saving throw. if the creatures die rolls a 3 or lower (not counting modifiers) on its saving throw, the traps amount of damage dice is doubled. if an creature is within area of effect of a set trap and tries to attack you and you are using your obscuring cover, the attack acts as if you are in half-cover. you are now able to place barricades in the same way you would your traps, when an ally is one one side of the barricade, any attacks coming from the opposing side of the barricade are subject to three-quarters-cover.
Level 15: Last resort
now 5 traps can be set or activated a turn of regardless of type as a action, bonus action, reaction, free action using mending not counting traps activated by allies and can now use their extra attack to set or activate a trap of your choice.
as a action, for 1 minute, you can double the range of all traps, the healing that allies receive while in area of effect is double, all allies get the full benefits of your obscuring cover, whenever a trap becomes deactivated, it is automatically reset to set, it is now a free action once per turn per mark to move hunters mark from one target to another, you can now mark up to three creatures at a time with hunters mark (for one use of hunters mark) and all allies within area of effect receive the damage boost against marked targets from hunters mark if applicable. after the minute ends, all set traps become deactivated and you gain a level of exhaustion
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