Base Class: Ranger
To be a successful Trapper requires insight, preparation and a dollop of cowardice, for only a cowardly being would put so much effort into making sure their foe is too crippled to even fight back. You are adept at crippling your foe and taking advantage of every opening you can, learning to make the best use of your traps and magic to hamstring your prey however you can.
Trapper Magic
Trapper Spells
RANGER LEVEL | SPELL |
---|---|
3rd | grease |
5th | hold person |
9th | counterspell |
13th | compulsion |
17th | mislead |
Lie in Wait
At 3rd level, you pride yourself on not being noticed. You gain expertise in the stealth if you do not already have it. Additionally when called on to make a Dexterity(stealth) ability check whilst in your favored terrain you make the roll with advantage.
Kill'em while they're down
At 3rd level, you have no problem with taking advantage of a downed or trapped foe. When making a ranged attack against a target that is prone you no longer suffer disadvantage on the roll. Additionally when you make a weapon attack against a target that is prone or restrained that attack is a critical hit on a roll of 19 or 20 on the d20.
Magical Trapper
Starting at 7th level, you've learned to infuse your cruel creations with magical energy improving their effectiveness and damage. Whenever an enemy would need to make a saving throw to avoid damage or the the effect of one of your set traps the DC is equal to your spell DC, also any damage dealt is treated as being magical and is increased by an amount equal to your Ranger level.
Cowards Awareness
At 11th level you've learned how to pick out out even the most well hidden traps. You learn the find traps spell and can cast it at will without expending spell slots, this also does not count against your number of spells known. When you cast this spell you also learn the exact location, nature and trigger of every trap in range, your own experience giving you great insight. You can cast find traps in this manner a number of times equal to your Wisdom modifier (Min 1). You regain all uses of this feature when you finish a long rest.
Trappers Secret
At 15th level, you have finally uncovered the ultimate secret to avoiding harm, BE SOMEWHERE ELSE! You can take a bonus action on each of your turns in combat to take the Disengage or Hide action. Additionally when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Previous Versions
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3/19/2019 4:58:15 PM
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3/19/2019 5:09:45 PM
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