Ranger
Base Class: Ranger

Many rangers utilize traps, and every adventuring party will experience traps at one point or another. You have a special connection to traps, utilizing them more than others and understanding their inner workings is part of who you are. 

Trapping Nature

Starting at 3rd level when you choose this subclass,  whenever you make an investigation or perception check to look for traps, any number you rolled lower than an 8 becomes an 8. and you may apply double your proficiency modifier when searching for traps, provided you are proficient in the ability check.

Additionally you deal an additional 1d8 points of damage to a creature the first time you hit it with a weapon attack. The creature must have started combat within your range in order for you to benefir from this feature. This damage increases to 2d8 at level 11

Extended spell list

 
Ranger LEVEL SPELLS

3rd

snare

5th

invisibility

9th

glyph of warding

13th

Mordenkainen’s Faithful Hound

17th

Hold Monster

 

 

 

 

Quick Personal Trappings

Starting at 7th level, you gain the ability to set traps quickly on your own. You can pick from any of the following effects. The DC to notice the traps is equal to your ranger spell save DC and the DC to save on a trap if it requires a save is the same. Each trap takes 1 minute to set and you can only have up to 1 of each type of trap active at any given time.
Can set traps, DC equal to ranger spell save dc
Alarm trap- an area is warded as if you had cast the alarm spell
Pit trap- You can create a pit that can fit 1 medium creature within it. This pit is a 5 foot diameter circle that is 10 feet deep. The creature must succeed on a dexterity saving throw or fall into the pit
Restraining trap- you create a trap as described in the snare spell
Damage trap- you create a trap meant to harm and injure. The trap deals bludgeoning, piercing or slashing damage of your choice when you create it. You create a trap that extends across a 10 foot by 10 foot area. If a creature walks through this area it must make a dexterity saving throw. On a failure it takes 2d10 points of the damage type when it was set

Aggressive Traps

Beginning at 11th level, your connection to traps becomes so strong that you can apply them with your attacks. As a bonus action, you can pick from the trap list and attach it to your attack. The next attack that hits subjects the target to whatever trap you have selected. You can use this feature a number of times equal to your wisdom modifier and you regain all expended uses at the end of a short  rest

One with the Traps

Your presence cannot trigger traps set. However, you can still take damage and are subjected to the effects of traps if they are triggered and you are within the area that the trap effects. Additionally you may use your aggressive traps an unlimited number of times and your personalized quick traps are now an action to set rather than a minute. 

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