Base Class: Fighter
Trappers are fighters that don't mind an uneven match, they actually prefer it (in their favor!). From primitive wild hunters to upstanding men of the law, trappers come in all shapes, sizes, and backgrounds, but there is one thing they all have in common, the desire to have the upper hand in any encounter. Given enough planning and materials, trappers are able to rig up contraptions to catch their enemies in multiple fashions, and when time is not on their side, out comes the nets! Their proficiency with nets and contraptions of all sorts makes them formidable battleground controllers.
Crafty Ambusher
You know how to craft heavy nets and heavy traps, a staple for any good trapper! You are able to create and carry a maximum of 2 heavy nets and 3 heavy traps. You are able to craft either 1 heavy net, or 2 heavy traps per short or long rest. Alternatively you may craft 1 net or 2 hunting traps per short or long rest. You can only craft with this ability if you have a set of tinkerer's tools on your person.
The stats for heavy nets and heavy traps are as follows:
- Heavy Net: A Huge or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are gargantuan or larger. A creature can use its action to make a strength check of (8 + Proficiency Bonus + Dexterity Modifier), freeing itself or another creature within its reach on a success. Dealing (5 + Proficiency Bonus + Dexterity Modifier) slashing damage to the net (AC 10 + Proficiency Bonus) also frees the creature without harming it, Ending the Effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a heavy net, you can make only one Attack regardless of the number of attacks you can normally make. Range: 5/15. Weight: 10.
- Heavy Trap: When you use your action to set it, this trap forms a heavy duty saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a saving throw (12 + Proficiency Bonus) or take (1d4 + Proficiency Bonus) piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a strength check (12 + Proficiency Bonus), freeing itself or another creature within its reach on a success. Each failed check deals damage equal to your proficiency bonus in piercing damage to the trapped creature. Weight: 30.
You gain proficiency in tinkerer's tools.
Trapping Mastery
Beginning when you choose this archetype at 3rd level, nets and heavy nets have a effective range of 10/20. In addition you can arm traps (such as hunting traps and heavy traps) as a bonus action. Nets, heavy nets, hunting traps, heavy traps, and ropes weigh half as much for you.
Lie in Wait
At 7th level, you can prepare an 60-foot radius area for combat. If you spend at least 1 minute using all your turns to prepare the area, you and any number of creatures of your choice gain the following advantages while within the area of effect:
- You gain 1d6 temporary hit points at the beginning of each of your turns.
- Each weapon attack you hit at a creature you are successfully hiding from deals an extra 1d4 damage.
- You have advantage on rolls made for initiative.
- You can hide using a bonus action.
The effects in this area last for 1 hour or until you use an action to dispel the effects.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Vulnerable Target
At 10th level, when you hit a creature with a critical hit, you can choose one ability to weaken, the creature has disadvantage on saving throws and skill checks of that ability until the end of your next turn.
Concealed Confusion
Starting at 15th level, when you hide against a creature that is currently restrained of stuck in a trap, you have advantage on stealth rolls to hide from that creature. In addition, you can now use your bonus action to take the hide action.
Elemental Imbuement
At 18th level, you gain the ability to imbue your heavy traps with elemental powers. When you arm a heavy trap, you can pick one damage type of the following: acid, cold, fire, lightning, poison, and thunder. All the damage given by the heavy trap is converted into the damage type you chose when you armed the trap. After you disarm a heavy trap, the imbuement ends and you may pick a different damage type when you re-arm it next.
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