Ranger
Base Class: Ranger

Trappers try to make the most of what they’ve been given and the knowledge they gather throughout their travels, learning from past mistakes through trial and error to make their jobs easier and somewhat less perilous. They develop unique methods of channeling their magic in order to fight smarter, not harder, and choose to ambush, trap, lure, or otherwise confuse their foes to gain the upper hand. Only the most curious and cautious rangers follow this path, often living longer than their more boisterous counterparts.

Level 3: Arcane Hazard

Mages spend lifetimes attempting to achieve greater of control over The Weave, but thanks to your connections with the forces of nature, you've unlocked the secrets of tactile magical manipulation. You can now string strands of arcane essence into into ropes, snares, and triggers to craft magical traps. 

You can, as an action, set a trap that covers a 5ft cube. Being magical in nature, you receive either an auditory ping or flash of light in your brain when a creature enters your trap, and you can, with a bonus action, trigger it from up to 60ft away.

Your trap can take any form you wish and takes approximately 10 minutes to set up. Your trap’s save DC is the same as your spell DC. 

You can set a number of these traps equal to your Wisdom modifier, resetting on a long rest.

A creature must succeed on an Intelligence (Investigation) check against your spell save DC to spot your trap.

You can also use a Ranger spell slot to instantaneously summon and trigger a trap with an action during your turn with a range of 60 feet. You can target a number of enemies with this trap equal to the level of the spell slot used to summon it.

You create a trap with one of 3 functions:

Strike: A creature who triggers the trap is met with explosive magical force. On a failed dexterity save they take 3d8 force damage and become prone. If they succeed, they take half damage but suffer no other effects from the trap.


Snare: A creature who triggers the trap is met with translucent whips that loop around their body. The target must succeed a strength saving throw or be thrown 30f feet into the air, where they become restrained in magical stasis as they levitate midair. The creature can voluntarily use an action on their turn to repeat the save, otherwise the effect ends at the start of your next turn. On the end of the effect the target falls 30 feet.

 

Mist: A creature who triggers the trap is suddenly enveloped in a dome of mist with a radius of 10 feet. Inside the dome is heavily obscured. The target must succeed on a Constitution saving throw or become poisoned until the end of your next turn. This has no effect on creatures immune to being poisoned.

Level 3: Creature Encyclopedia

Using your keen senses as a prowler of the wilds, you can figure out a creature’s stats through intellect or combat, adding them to your Bestiary to serve you if you ever come to face that creature again. Near inhuman perception allows you to garner everything about a creature with only a short amount of intense study,

Select 2 creature types, excluding the Humanoid type. Every creature classified under these 2 types magically appears in your bestiary. You may not place specific humanoid creatures into your bestiary, but if you kill and observe a creature of a certain race, you may document that race's species traits permanently. For instance, if you were to kill an Elf, you could derive from their corpse their ability to resist being charmed, not needing to sleep, their darkvision, etc.

You gain advantage on checks to track creatures who's creature type is present in your bestiary. 

The first time you make a successful check to track a creature currently unknown to you, you may learn one of the following things about it:

Vulnerabilities
Damage Immunities and Resistances
Condition Immunities and Resistances
Lowest saving throw modifier
Highest saving throw modifier

After you have killed a creature, you may take 10 minutes to inspect its body, observing every part of it. Upon doing so, you may spend an additional hour of the day to mark down these findings in your Bestiary, upon which you may keep a sheet of the creature's stats on hand to study at your behest.

If a creature is present in your Bestiary, you can spend 5 minutes of in-game time consulting their "Bestiary entry" (stat sheet) to remind yourself of their stats. You retain this knowledge for 7 days.

Strike The Blood

You've learned to strike your prey's open wounds with pinpoint accuracy, causing magical waves of festering rot to consume their flesh.

Once per turn when you land a weapon attack on a creature with less than their maximum hit points, you deal an extra 1d6 necrotic damage to the target. This damage increases to 1d8 at Hunter level 11.

Level 7: Bait n Switch

Knowing the ins and outs of hindering creature's movements, you gain advantage on saving throws made to resist the grappled, prone, and restrained conditions. 

In addition, you gain the ability to magically enthrall creatures into a state of bloodlust. In order to use this ability, you must hold in your hand and focus on a container filled with 50 gold pieces. This gold and container magically transmute into a bundle of material components. You decide the appearance of the components created (such as those that would be useful to "bait" the creature type which you are fighting).

As a magic action, you can now force a creature within 120 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target must use their reaction to move as far as their movement speed will allow in your direction. Until the end of your next turn the creature gains disadvantage on attack rolls towards anyone that isn't you.

A creature has disadvantage on this save if they have taken damage from you on at least 3 separate turns. 

One you use this feature, you cannot do so again until you finish a short rest.

Level 11: Trap Improvements

You may now activate a trap from up to 80 feet away.

Your traps also improve, and develop new magical effects. 

Strike: The damage of the trap increases to 4d8. You can now choose a new effect for this trap: The target must make a Wisdom saving throw as the blow from the trap attempts to muddle their mind. If they fail this save, they must use their reaction to attack the creature closest to them. If there are multiple creatures the target picks one at random to attack. 

Snare: Now, if a creature is actively levitating as a result of your trap, you can use a bonus action to send them plummeting to the ground, doing 3d6 fall damage, while you simultaneously levitate 30 feet into the air until the end of your next turn, after which you float gracefully down to the ground.  

Mist: You can now choose a new effect for this trap: the target must make a constitution save or morph into a misty cloud form for 1 minute.  The target can repeat the save with advantage if their form is attacked before the end of the duration, and they have resistance to all damage while in this form. While in this form, the target cannot interact with the physical world, and their form can be manipulated by any creature with no saves required if the manipulating creature has some means of doing so.

Traps that gain a new function with this ability can perform either their old or new function when set.

Level 15: Void of Confinement

Completely mastering the practice of outsmarting and outmaneuvering magical creatures, you develop the ability to temporarily dismiss them from a fight to collect your bearings and prepare a plan to gain the upper hand once more.

You, as a magic action, use this ability on any creature within 60 feet. This requires an object which has great meaning to the creature or was once a part of its body, which the ability consumes regardless of success or failure.

The bestiary levitates in the air and magically flips to an empty page. A 1-inch, inky-black circle rapidly expands into a portal 100 feet in diameter. The target of this ability must succeed a charisma saving throw against your spell save DC or be sucked into an extra-planar prison realm contained within the bestiary, which closes and falls to the ground. 

The prison realm is 30 X 30 in size. If a creature is too large to fit in the remaining space, it is shunted back out immediately where it was banished.

If the creature is not native to the plane you are on, it repeats the save, being permanently trapped within the prison realm on a failure. 

The creature remains effectively incapacitated within the other plane, removed from combat for 10 minutes or until the owner willingly releases it with a bonus action, at which point it sprouts from the book and materializes exactly where it was sealed. While sealed, no time passes for the sealed creature, it does not heal, it does not take damage, and it cannot be interacted with from the outside.

At the moment you seal the creature, you extract one of the aspects you could learn of it with your Creature Encyclopedia feature. 

Once you use this feature, you cannot use it again for 1d4 long rests. 

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