Ranger
Base Class: Ranger

Specialize in traps; finding, making and disarming them.

Trapper Spells

Ranger Level Spell
3rd ensnaring strike
5th web
9th glyph of warding
13th banishment
17th wall of force

Trapper's Premonition

At 3rd level, you gain the ability to detect the presence of traps and structural inconsistencies. You have advantage on Wisdom(Perception) checks made to detect traps. A trap consists of anything that would inflict a sudden or unexpected effect you consider harmful or undesirable like a bear trap. You can also suss out weakness in structures such as an unstable ceiling, or a hidden sinkhole.

Poacher's Proficiencies

At 3rd level when you choose this subclass you can choose to gain proficiency in either Thieve's Tools, Tinker's Tools or a Poisoner's Kit. 

You may choose another of these proficiencies at 7th and 11th level.

Poisoner's Kit

You gain proficiency in Poisoner's Kit.

Thieve's Tools

You gain proficiency in Thieve's Tools.

Tinker's Tools

You gain proficiency in Tinker's Tools.

Slippery

At 7th level you become difficult to pin down. You have advantage against spell effects that reduce your speed or restrain you such as Hold Person and Slow. Additionally you ignore difficult terrain.

Canned Hunt

At 11th level when a creature fails its save against your spell you can make a weapon attack as a Bonus Action.

Inescapable Design

At 15th level when a creature frees itself from your spell or trap on their turn you can use your Reaction to force them to make the save again.

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