Ranger
Base Class: Ranger

The trapper is a subclass based around using the environment to your advantage, made to use their arcane traps to fight 

Arcane traps

you create arcane traps. You and create glyphs on solid objects or surfaces that can have spells stored on them. You decide what triggers the glyph before you put it down. Putting a glyph down costs an action and you can put a spell in them, not a cantrip. You can only put in a spell you currently have and it will still cost a spell slot of that spells level. If you imbue something with spells that have the touch range then the only way they will work is if they actually touch the target or else it does nothing. the glyph is only visible when you choose so.

after image

as an action, you create copies of yourself that can move, talk, and even smell like you. you command them and they will do as you say. They cannot interact with anything, so much so that they can even walk through objects. You can only command them when in eyeshot otherwise they will just stand there or do as instructed if they were given a command before. you can have multiple copies out at a time but only make one a turn, they disappear after 10 minutes

you can do so equal to you proficiency modifier until you need to take a long rest

marked

Anyone hit by one of your glyph spells is now marked by you, everyone gains advantage on attacks against them until your next turn. You must state which trap is marked before you set it. you can do this once a long rest

reel in

on a hit of a ranged weapon you can create a 10 ft magic rope that links between the target and an object or person of your choice within 10ft as a bonus action. You declare using this after the attack roll. The rope is intangible and nothing can interact with it. As a bonus action your next turn you can make that rope pull the creature 10ft in the direction of the object it is tethered to. the creature cannot be further than ten feet away from the object no matter what. the rope disappears on if they pass a wisdom saving throw on their turn

you can use this ability equal to your proficiency bonus and regain all uses after a long rest

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