Base Class: Ranger
Your aim is to protect the natural ecosystems, at any cost. Utilizing any tools at your disposal, including the remains of your fallen foes, you learn to craft magical traps, cloaks of transformation, and eventually even magical charms you face enemies of nature if not head on, then still with the full wrath of a natural disaster.
A fusion of artificer and druid elements, flavoured in a way that still feels true to the ideal of the ranger, this subclass allows for both stealthy ambush and tanky buff-support playstyles.
Nature's Snares
Starting at Level 3, you can take 1 hour or a short rest to prepare a trap made out of the remains of a medium (or two small or 8 tiny) sized beast you have killed or dealt damage to (e.g. bones, teeth, sinew). It lasts 8 hours and is magically hidden/disguised. This trap can take one of the following shapes:
Improved Hunting Trap: This trap resembles a maw of sharp bones and teeth. You set it with your action. When you do, you can designate creatures that won't set off the trap. Any other creature that moves onto the trap's space must make a Dexterity saving throw against your spell save DC or take 1d6 piercing damage and become restrained. A creature can use its action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage to the trapped creature. You can use an action to return it to its active state when it is empty and you are within 5ft.
Magic Tripwire: You can set a trip wire resembling impossibly sharp sinew that spans up to 15ft in a straight line. An alarm alerts you whenever a creature sets off the trap. When you set it, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. Any other creature that crosses the wire must make a Dexterity saving throw against your spell save DC or take 1d4 slashing damage and fall prone. If a creature attempts to disarm this trap, it must make a Stealth check against your spell save DC or set off the alarm.
Using the remains of a large (or two medium or 6 small) beasts you have killed or dealt damage to, you can make one of the following traps that last 8 hours:
Net Trap: You lay out a net fashioned from animal parts that covers a 10ft square. When you do, you can designate creatures that won't set off the trap. Any other creature of medium or small size that moves onto the trap's space must make a Dexterity saving throw against your spell save DC or become captured. The trap magically ascends 15ft or as high as the environment allows and stays floating until disarmed or destroyed. A captured creature can't use its movement and can only take actions and bonus actions that don't require large arm movements (e.g. spellcasting, commanding a companion, etc). Ranged attacks against a captured creature have advantage. The captured creature can free itself by making a weapon or spell attack that deals slashing or fire damage (the net is immune to any other damage type and has 4 hit points), succeeding on a Slight of Hand check against your spell save DC, transforming into a tiny or incorporeal creature, or using magic that teleports or turns the creature incorporeal. Other creatures using melee attacks to free the trapped creature from below have disadvantage on their attacks.
Deadfall Trap: Using a contraption of sinew, bone and other animal remains, you hoist up a small boulder that becomes magically affixed 15ft above the ground, or as high as the environment allows. When you do so you can designate creatures that will not set off the trap. Any other creature that passes beneath the trap need to make a Dexterity saving throw against your spell save DC or take 2d8 bludgeoning damage, or half as much on a successful save. Afterwards the boulder counts as half cover.
Your traps will improve at 7th Level, and again at 11th Level
Cloaks of Bestial Transformation
Starting at 3rd Level, you can use a long rest or 4 hours of downtime to sew a cloak out of the pelt or hide of a beast you have killed or dealt damage to, as long as it doesn't have a swimming or flying speed. When you do so, you imbue it with the magic of nature, allowing a creature the same size or smaller than the beast the cape is made from to transform into that beast as a bonus action for up to half your ranger level (rounded down) while wearing the cloak. These cloaks do not require attunement.
While the creature is transformed, the following rules apply:
- The creature's game statistics are replaced by the statistics of the beast, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the creature. If the beast has the same proficiency as the creature and the bonus in the beasts stat block is higher than, the creature uses the beast’s bonus instead of its own. If the beast has any legendary or lair actions, they can’t be used.
- When the creature transforms, it assumes the beast’s hit points and Hit Dice. When the creature reverts to its normal form, it returns to the number of hit points it had before it transformed. However, if it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
- The creature can’t cast spells, and its ability to speak or take any action that requires hands is limited to the capabilities of the beast form. Transforming doesn’t break its concentration on a spell it has already cast, however, or prevent it from taking actions that are part of a spell, such as call lightning, that were already cast.
- The creature retains the benefit of any features from class, race, or other source and can use them if the new form is physically capable of doing so. However, it can’t use any of its special senses, such as darkvision, unless the new form also has that sense.
- The creature chooses whether its equipment falls to the ground in its space, merges into its new form, or is worn by the beast form. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the beast’s shape and size. The equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the creature leaves the form.
Any damage the creature takes while transformed carries over to the cloak (represented as wear and tear or cuts) and later transformations unless you mend the cloak using a short rest or an hour of downtime.
You can use the hide of 4 small or 8 tiny beasts to sew a cloak that fits a medium creature and 4 medium or 8 small creatures to sew a cloak that fits a large creature (the beast retains its previous size class regardless of the size of the cloak).
Beginning at Level 7 you can make cloaks from creatures that have a swimming or flying speed.
Cloaks of Partial Transformation
Starting at 7th Level, your evolved connection to nature's magic allows you to improve the cloaks you sew: they can now additionally transform their wearer into a hybrid form between the beast's form and the creature's original form. When doing so the rules are the same as with a full transformation except the creature retains any spellcasting abilities it had previously, it can choose to continue to wear its equipment, and any damage immunities it would gain from its new form are reduced to resistances.
Additionally the following rules apply:
- If the beast used to create the cloak was capable of spell casting and the wearer is already a spellcaster, the spells the beast was able to cast are temporarily added to the wearer's spell list and can be cast using their spell slots for the duration of the transformation
- Bestial attacks that utilize an appendage that is also holding a weapon (e.g. talons, claws, etc) can't be used unless that weapon is unequipped
- The wearer will always have at least as many arms and legs as they originally had. It is at the players' and GM's discretion if and how additional appendages appear (e.g. an eagle hybrid might gain a pair of wings in addition to their arms, or the arms might grow feathers and change to be more wing-like; a spider hybrid might gain another pair of arms and legs each, or two pairs of legs; etc)
Improved Trap Crafting
Starting at 7th level, your deepened connection to nature allows you to imbue your traps with more magical power, improving their capabilities. You double your proficiency bonus to your spell save DC (8 + 2x proficiency bonus + Wisdom modifier) against creatures that make checks or saving throws relating to your traps. You also add your Wisdom modifier and proficiency bonus to any damage your traps deal. Additionally, each trap type gains the following individual improvement:
Improved Hunting Trap: The trap is now magically infused with poisonous energies afflicting creatures with sluggishness and weakness, causing restrained creatures to automatically fail Dexterity as well as either Constitution or Strength saving throws (chosen on initial deployment).
Magic Tripwire: The sinews making up the wire of this trap seem to gain a mind of their own, entangling creatures on failed saving throws. The affected creature becomes restrained on the ground until the trap is destroyed. The trap now also deals 1d4 + your proficiency bonus + your Wisdom modifier at the beginning of every turn the creature starts entangled, as the wire pulls tighter around the creature's leg.
Net Trap: The magic infusing the net also toughens it, increasing the net's hit points to 8 and becoming resistant to non-magical damage.
Deadfall Trap: Your contraption becomes more refined, now launching the boulder instead of just letting it drop. The trap's damage increases to 3d8 + your proficiency bonus + your Wisdom modifier
Arcane Trophy
At 7th Level, you learn how to fashion trophies, trinkets and equipment from bestial remains. Using a representative part (e.g. a paw, an eye, an ear or a tooth) of a beast you have killed or dealt damage to, you can create a magical item requiring attunement that uses one of the following parts of the beast's stat block:
- A single ability score: You can take a single ability score and crystalize it into a part of the animal. Attuning to this item replaces your ability score with that of the beast
- A single trait: You crystalize one of the beast's senses or special traits into a representative part of the animal. Attuning to this item gives you that sense or trait (e.g. a spider eye gives 30ft Darkvision, a cat's nose gives advantage on Wisdom (Perception) checks that rely on smell, etc.)
- A single action: You magically fashion one of the beast's appendages into a piece of equipment imbued with the power of one of it's actions (e.g. a scorpion's stinger gives the Sting attack action)
Traits that would change the character's size (e.g. Swarm) are exempt from this feature, as well as Multiattack actions referencing attack actions the attuned creature cannot perform.
If the beast is capable of spell casting, the item grants at will spells as always prepared spells that still require an appropriate spell slot to cast, and x times/day spells as once per day casts.
Superior Trap Crafting
From 11th Level onwards, your traps have reached their full potential. Your trap variants gain the following individual improvements:
Improved Hunting Trap: The poisonous magic imbuing this trap has evolved. Restrained targets now instantly fail Dexterity, Strength and Constitution saving throws. The trap's initial damage increases to 2d8 + your proficiency bonus + your wisdom modifier. Damage from failed Strength checks to free the restrained creature increases to 1d6 + your proficiency bonus + your wisdom modifier. Attacks from within 5ft of the restrained creature that hit always cause critical hits.
Magical Tripwire: Even after the restrained creature is freed from the wire, the deep cut weakens the creature's leg, halving its movement speed. The creature is also slowly bleeding out, taking 1d6 damage at the beginning of its turn for 5 turns or until healed.
Net Trap: The magical potency of the net increases, producing an area of silence within its confines until it is disarmed or destroyed.
Deadfall Trap: The force with which the boulder is launched is even stronger now, dealing 4d8 + your proficiency bonus + your wisdom modifier and exploding on impact, dealing another 2d6 piercing damage to any creature within 5ft of the trap's square as stony shrapnel fills the air.
Deranged Hunt
In your striving to protect nature's ecosystems ever better, you widen the targets of your hunt. Your Cloaks of Transformation and Arcane Trophies features now apply to any creature leaving behind corporeal remains.
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