Trappers are often found leading groups of adventures, be it through a dark dungeon or a sunny sea-side port town. They have an insatiable thirst for knowledge and never stop learning. Their constant study of their encounters, both combat and social, make them deadly adversaries on the battlefield and cunning opponents in negotiations.
Trapper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trapper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Any spell with an * allows you to designate a number of creatures equal to your Wisdom modifier (minimum of one) that are unaffected by the spell and does not require concentration.
Trappers meticulously document every encounter they have, both social and combat. They place a value on this information and encode it by writing in a mix of all languages they know when recording information. You have a journal that you use to document all of your encounters This documentation allows you to expand you ranger abilities in the following ways:
You add your proficiency bonus to damage rolls against your favorite enemies.
Mark each time you have an encounter with any creature based on:
size: tiny/small, medium, large, huge/gargantuan. (record the largest size)
- Tiny or larger, 10 - Medium or larger, 8 - Large or larger, 6 - Huge or larger, 2
You can only count 1 encounter per day, per creature type. Once you have had sufficient encounters with an enemy type, you may apply any combat bonus' that apply to your favored enemy to that enemy type as if it were a favored enemy.
Thirst for Knowledge
At 3rd level, you gain proficiency in History. If you are already proficient in History you gain expertise in this skill. You also learn two languages of your choice and learn one additional language for every Ranger lever after 3.
Mind Trap
By 7th level, your prowess in interacting with people is such that you can mentally trap people. You gain proficiency in your choice of two of the following skills: Insight, Persuasion, Intimidation, Deception, andPerformance. You have expertise in the chosen skills.
Reconnoiter
Your ability to anticipate the outbreak of combat is unparalleled. Combined with your leadership skills you ensure that your party has the best chance to act first in combat. You always add your proficiency bonus to your initiative rolls. The lower of your two initiative rolls (including modifiers) can replace any allies initiative roll if it is lower, you can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Coordinated Strike
At 11th level, you learn to attack as a unit. Once on each of your turns when you make a weapon attack, you can call on an ally to attack the same target. The ally has advantage on that attack roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Master Tracker
Starting at 15th level, upon a successful hit on an enemy, you can mark the target such that for 1 minute they gain no benefit from being unseen and all attacks on that creature ignore all but total cover and have advantage. Once you use this feature you must finish a short rest to regain use of it.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Encounter Journal is just complicated. Keeping track of when your Favored Enemy applies can be a pain, not just for the player, but also the DM, and slow down play, especially among humanoids.
Thirst for Knowledge is redundant with just getting new / more Favored Enemies. Not to mention its very DM dependent on when you can make a History check to learn anything worthwhile.
Mind Trap gives more skills, and Experitse immediately, which feels awkward. You go from 0 to 100. And again a bit strange given that Ranger doesn't use Expertise - Favored Enemy and Natural Terrain bonuses replace it. Why is it not tied into those mechanics?
Adding proficency and rolling twice on initiative is a bit too much, especially on top of mind trap at the same level. That's a lot for a single level benefit. Now, you're pushing it on top of something that gives better than a rogue's or bard's Expertise levels.
Coordinated Strike is a bit much. Compared to Commander's Strike, which requires giving up an attack, use a bonus action, spending a resource to allow it.
Master tracker needs to say "short or long rest" - as worded, you wouldn't get the ability back after a long rest, and I don't think that's intended.
None of the abilities provided actually deal with traps of any kind. Why is this called a trapper class?
Encounter Notebook's second ability feels very complicated and I'm not sure about the intended use.
Reconnoiter doesn't have a level and says "use the lower of your initiative rolls" but you never say that you should roll initiative twice.
I don't think Coordinated Strike needs to be limited use as long as the ally must use its reaction.
Mind Trap and Thirst for Knowledge in the same subclass feels like too many extra proficiencies.
In general, the flavor's there and the mechanics are well thought out.
Yeah, the Journal is a work in progress for sure.
Reconnoter is a level 9 ability, I will adjust that. This is built on the revised ranger, I will see about a base ranger version after I snooth this one out, revised rangers get advantage on initiative.
I limited it because it seemed to strong to do all the time, but adding that they use their reaction would be good.
I can see dropping the history proficiency and renaming Thirst given mind trap.
Tacticians are often found leading groups of adventures, be it through a dark dungeon or a sunny sea-side port town. They are charismatic and enjoy the company of groups more so than being alone. They have an insatiable thirst for knowledge and never stop learning. They document and study their encounters, both combat and social, which makes them deadly adversaries on the battlefield and cunning opponents in negotiations.
Tactician Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tactician Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Any spell with an * allows you to designate a number of creatures equal to your Wisdom modifier (minimum of one) that are unaffected by the spell and does not require concentration.
Tacticians meticulously document every encounter they have, both social and combat. They place a value on this information and encode it by writing in a mix of all languages they know when recording information. You have a journal that you use to document all of your encounters This documentation allows you to expand you ranger abilities in the following ways:
You add your proficiency bonus to damage rolls against your favorite enemies.
Mark each time you have an encounter with any creature based on type; aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (all), monstrosities, oozes, plants, or undead.
You can only count 1 encounter per day. Once you have had 10 encounters with an enemy type, you may apply any combat bonus' bestowed by your favored enemy ability as if the creature type were a favored enemy.
Social Savant
At 3rd level your prowess in interacting with people is such that you can negotiate almost any situation. You gain proficiency in your choice of two of the following skills: Insight, Persuasion, Intimidation, Deception, and Performance. You have expertise in the chosen skills. You also learn two languages of your choice and you learn one additional language every Ranger lever after 3.
Reconnoiter
By 7th level, your ability to anticipate the outbreak of combat is unparalleled. With your guidance you ensure that your party has the best chance to act first in combat. Once a day you can add your proficiency bonus to your initiative rolls. Additionally, using your advantage on initiative, you can always replace the lower of your two initiative rolls (including modifiers) for any allies initiative roll that is lower.
Call for Aid
At 11th level, you learn to attack as a unit. Once on each of your turns when you make a weapon attack, you can call on an ally to attack the same target. The ally has advantage on that attack roll, but must use their reaction to make the attack.
No Escape
Starting at 15th level, upon a successful hit on an enemy, you can mark the target such that for 1 minute they gain no benefit from being unseen and all attacks on that creature ignore all but total cover and have advantage. Once you use this feature you must finish a short or long rest to regain use of it.
Encounter Journal is just complicated. Keeping track of when your Favored Enemy applies can be a pain, not just for the player, but also the DM, and slow down play, especially among humanoids.
Thirst for Knowledge is redundant with just getting new / more Favored Enemies. Not to mention its very DM dependent on when you can make a History check to learn anything worthwhile.
Mind Trap gives more skills, and Experitse immediately, which feels awkward. You go from 0 to 100. And again a bit strange given that Ranger doesn't use Expertise - Favored Enemy and Natural Terrain bonuses replace it. Why is it not tied into those mechanics?
Adding proficency and rolling twice on initiative is a bit too much, especially on top of mind trap at the same level. That's a lot for a single level benefit. Now, you're pushing it on top of something that gives better than a rogue's or bard's Expertise levels.
Coordinated Strike is a bit much. Compared to Commander's Strike, which requires giving up an attack, use a bonus action, spending a resource to allow it.
Master tracker needs to say "short or long rest" - as worded, you wouldn't get the ability back after a long rest, and I don't think that's intended.
None of the abilities provided actually deal with traps of any kind. Why is this called a trapper class?
Please see the above revision, I think it address' all of your points and thank you for the response.
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Version 1 below, updated below...
Trappers are often found leading groups of adventures, be it through a dark dungeon or a sunny sea-side port town. They have an insatiable thirst for knowledge and never stop learning. Their constant study of their encounters, both combat and social, make them deadly adversaries on the battlefield and cunning opponents in negotiations.
Trapper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trapper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Any spell with an * allows you to designate a number of creatures equal to your Wisdom modifier (minimum of one) that are unaffected by the spell and does not require concentration.
Trapper Spells
conjure barrage*
insect plague*
Encounter Journal
Trappers meticulously document every encounter they have, both social and combat. They place a value on this information and encode it by writing in a mix of all languages they know when recording information. You have a journal that you use to document all of your encounters This documentation allows you to expand you ranger abilities in the following ways:
- Tiny or larger, 10
- Medium or larger, 8
- Large or larger, 6
- Huge or larger, 2
Thirst for Knowledge
At 3rd level, you gain proficiency in History. If you are already proficient in History you gain expertise in this skill. You also learn two languages of your choice and learn one additional language for every Ranger lever after 3.
Mind Trap
By 7th level, your prowess in interacting with people is such that you can mentally trap people. You gain proficiency in your choice of two of the following skills: Insight, Persuasion, Intimidation, Deception, andPerformance. You have expertise in the chosen skills.
Reconnoiter
Your ability to anticipate the outbreak of combat is unparalleled. Combined with your leadership skills you ensure that your party has the best chance to act first in combat. You always add your proficiency bonus to your initiative rolls. The lower of your two initiative rolls (including modifiers) can replace any allies initiative roll if it is lower, you can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Coordinated Strike
At 11th level, you learn to attack as a unit. Once on each of your turns when you make a weapon attack, you can call on an ally to attack the same target. The ally has advantage on that attack roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Master Tracker
Starting at 15th level, upon a successful hit on an enemy, you can mark the target such that for 1 minute they gain no benefit from being unseen and all attacks on that creature ignore all but total cover and have advantage. Once you use this feature you must finish a short rest to regain use of it.
Please let me know what you think...
Encounter Notebook's second ability feels very complicated and I'm not sure about the intended use.
Reconnoiter doesn't have a level and says "use the lower of your initiative rolls" but you never say that you should roll initiative twice.
I don't think Coordinated Strike needs to be limited use as long as the ally must use its reaction.
Mind Trap and Thirst for Knowledge in the same subclass feels like too many extra proficiencies.
In general, the flavor's there and the mechanics are well thought out.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Encounter Journal is just complicated. Keeping track of when your Favored Enemy applies can be a pain, not just for the player, but also the DM, and slow down play, especially among humanoids.
Thirst for Knowledge is redundant with just getting new / more Favored Enemies. Not to mention its very DM dependent on when you can make a History check to learn anything worthwhile.
Mind Trap gives more skills, and Experitse immediately, which feels awkward. You go from 0 to 100. And again a bit strange given that Ranger doesn't use Expertise - Favored Enemy and Natural Terrain bonuses replace it. Why is it not tied into those mechanics?
Adding proficency and rolling twice on initiative is a bit too much, especially on top of mind trap at the same level. That's a lot for a single level benefit. Now, you're pushing it on top of something that gives better than a rogue's or bard's Expertise levels.
Coordinated Strike is a bit much. Compared to Commander's Strike, which requires giving up an attack, use a bonus action, spending a resource to allow it.
Master tracker needs to say "short or long rest" - as worded, you wouldn't get the ability back after a long rest, and I don't think that's intended.
None of the abilities provided actually deal with traps of any kind. Why is this called a trapper class?
Yeah, the Journal is a work in progress for sure.
Reconnoter is a level 9 ability, I will adjust that. This is built on the revised ranger, I will see about a base ranger version after I snooth this one out, revised rangers get advantage on initiative.
I limited it because it seemed to strong to do all the time, but adding that they use their reaction would be good.
I can see dropping the history proficiency and renaming Thirst given mind trap.
Thanks
Tacticians are often found leading groups of adventures, be it through a dark dungeon or a sunny sea-side port town. They are charismatic and enjoy the company of groups more so than being alone. They have an insatiable thirst for knowledge and never stop learning. They document and study their encounters, both combat and social, which makes them deadly adversaries on the battlefield and cunning opponents in negotiations.
Tactician Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tactician Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Any spell with an * allows you to designate a number of creatures equal to your Wisdom modifier (minimum of one) that are unaffected by the spell and does not require concentration.
Tactician Spells
conjure barrage*
insect plague*
Encounter Journal
Tacticians meticulously document every encounter they have, both social and combat. They place a value on this information and encode it by writing in a mix of all languages they know when recording information. You have a journal that you use to document all of your encounters This documentation allows you to expand you ranger abilities in the following ways:
Social Savant
At 3rd level your prowess in interacting with people is such that you can negotiate almost any situation. You gain proficiency in your choice of two of the following skills: Insight, Persuasion, Intimidation, Deception, and Performance. You have expertise in the chosen skills. You also learn two languages of your choice and you learn one additional language every Ranger lever after 3.
Reconnoiter
By 7th level, your ability to anticipate the outbreak of combat is unparalleled. With your guidance you ensure that your party has the best chance to act first in combat. Once a day you can add your proficiency bonus to your initiative rolls. Additionally, using your advantage on initiative, you can always replace the lower of your two initiative rolls (including modifiers) for any allies initiative roll that is lower.
Call for Aid
At 11th level, you learn to attack as a unit. Once on each of your turns when you make a weapon attack, you can call on an ally to attack the same target. The ally has advantage on that attack roll, but must use their reaction to make the attack.
No Escape
Starting at 15th level, upon a successful hit on an enemy, you can mark the target such that for 1 minute they gain no benefit from being unseen and all attacks on that creature ignore all but total cover and have advantage. Once you use this feature you must finish a short or long rest to regain use of it.
Please see the above revision, I think it address' all of your points and thank you for the response.