Ranger
Base Class: Ranger

To immobilize, weaken, or cripple a foe before closing in for the finishing blow - this is the mantra of the Trapper. Trappers prefer not to leave their hunts and battles up to fate and aim to stack the cards in their favor through innovation and cunning. Though no less heroic or skilled as other marksmen, some may view the Trapper as cowardly. However, naysayers be damned, their success is difficult to argue with...

Tools of the Trade

Your expertise as a Trapper grants you the knowledge and skill to pin down and finish those who'd oppose you. 

At 3rd level, you gain proficiency with Tinker's Tools and Nets.

In addition, when you roll to attack a creature that is restrained, paralyzed, grappled, petrified,  or stunned, you do so with advantage, regardless if there are multiple situations affecting a roll with advantage or disadvantage. This includes situations where the Tools of the Trade class feature would grant you advantage while one or more aspects inflict disadvantage on your attack roll. 

Construct Traps

Using your knowledge you create traps that help you take down even the most exotic of prey. 

During a long rest, you may create a number of traps equal to your Wisdom modifier + 1 (with a minimum number of traps no lower than 3). You may not carry more than 6 traps at any given time. It costs 3GP to create a trap. Your Dungeon Master may require you to procure additional material to create your traps. 

You may set or disarm your traps as an action. If your trap is not triggered, you may disarm it and use it again at a later time. During a long rest, if you have leftover traps, you may re-tool them to a different trap variant if you wish or store them for later use.

Be aware that creatures with high intelligence or perception may be able to detect and avoid traps. 

For traps that require creatures to make saves, they must save against your Spell save DC to succeed. Matching rolls succeed.

Creatures that discover your trap without triggering it may attempt to disarm them; making either a Wisdom or Intelligence saving throw against your Spell save DC. Matching rolls succeed. Failed saving throws made in an attempt to disarm your traps will cause them to trigger.

Trap Variants:

Owlbear Trap: 

The Owlbear Trap is a sinister looking trap with large metal teeth that snap shut when triggered.

  • Creatures that fail a Strength saving throw are restrained. Each turn, the creature may repeat the strength saving throw to attempt to escape from the trap.
  • Creature takes 2d6 piercing damage for each failed Strength saving throw made to initially repel or escape the trap.
  • Creatures that step on, touch, or otherwise interact with the trap will trigger it.
  • This trap can be lobbed up to 25ft. If the trap is lobbed at enemy, treat the roll to hit as if you were rolling to attack with a Net. Should the attack land, the trap is triggered.

Spell Storing Trap:

An arcane invention that allows you to store a spell that is cast once the trap is triggered. 

  • Chose a spell from your spell list to infuse into the Spell Storing Trap. When you create this trap, you must expend a spell slot of the same level as the spell you are placing in the trap. 
  • When engaged, the Stored Spell is released, and its effects occur at that location as if you had cast the spell yourself. 
  • This trap can be configured as a simple tripwire,  or rigged to engage when a door, window, hatch, or other type of port is opened. When the wire is tripped, the trap will trigger.
  • The Stored Spell inside the trap does not expire.

Offensive Traps

As you improve at your craft you learn how to turn your traps into a tool for devastating offense rather than pure defense. 

When you Construct Traps during a long rest, you may use a trap slot to instead create an Offensive Trap. You may only carry one of these devices at a time. The Offensive Trap requires twice the amount of resources your standard traps require to fashion (6 gold by default, plus materials at your Dungeon Master's discretion). 

Offensive Trap Variants:

Concertina Bomb

A tightly coiled bomb of barbed wire that explodes and uncoils violently when engaged, ensnaring all nearby creatures and rending flesh. 

  • Upon triggering, a 20 square foot area around the device's center is suddenly and violently ensnared in barbed wire. The force of the blast can shatter windows and knock down small plants/trees but does not penetrate thicker structures. All creatures within the initial blast radius must make a DEX saving throw against your Spell Save DC to escape the blast.
  • Creatures who start their turn in the affected area, or who are in the affected area when the Concertina Bomb uncoils take 5d8 piercing damage.
  • A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on from the concertina on a success. Dealing 50 slashing and/or bludgeoning damage to the concertina (AC 13) also frees the creature ending the effect and destroying the concertina wire.
  • Creatures that step on, touch, or otherwise interact with the device will trigger it.
  • As an action, this device can be lobbed up to 25ft. If the device is lobbed at enemy, treat the roll to hit as if you were rolling to attack with a Net. 

Basilisk's Delight

A sinister contraption infused with the essence of a basilisk, erupting on detonation and petrifying those caught in its gaze.

  • Upon engaging, the device erupts with a bright green flash. All creatures in the 20 square foot area that are looking in the direction of the Basilisk's Delight when it goes off must make a Constitution saving throw against your spell save DC. Creatures that fail take 7d6 necrotic damage and are Petrified until the ranger's next turn. Creatures who succeed take half as much damage and resist the device's Petrifying effect. 
  • Creatures that are reduced to 0 hit points by Basilisk's Delight's damage remain petrified in stone. 
  • Creatures that step on, touch, or otherwise interact with the device will trigger it.
  • As an action, this device can be lobbed up to 25ft. If the device is lobbed at enemy, treat the roll to hit as if you were rolling to attack with a Net. 

Scent of Blood

As you draw closer to the end of your hunt, the promise of victory invigorates you. 

  • When a creature triggers, is affected by, or enters an area affected by one of your traps, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.
  • Anytime a creature is affected by one of your traps, you gain 1d12 + your Wisdom modifier in hit points. You may only receive hit points this way once per round of combat.
  • When attacking a creature that is  restrained, paralyzed, grappled, petrified,  or stunned, you score a critical hit on a 19 and a 20. In addition, if you chose to attack a creature who was freed from a trap on their previous turn, for your first attack against them, you may treat that creature as though they are still  restrained, paralyzed, grappled, petrified,  or stunned, as to receive the benefits granted by Tools of the Trade and Scent of Blood class features.

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