Base Class: Ranger
Many Survivalists are considered outcasts who live on the edges of society but are actually dedicated trackers of their prey. Inventive and possessed of an uncanny ability to build brilliant traps, bombs and grenades, Survivalists consider anything useful fair game in a fight.
Grenadier
At 3rd level, you gain expertise with Tinker's tools, whenever you make a tinkering check to make a trap and succeed you make one more additional trap and can choose to either make traps or one of the following grenades. You must make a Dexterity check (DC is 12 + your proficiency bonus) to throw grenades at your intended target.
Pheromone Grenade
When you make a grenade you can choose to make a Pheromone grenade. This grenade bursts when thrown covering all creatures within 10 feet with a thick layer of poisonous dust, the targets must make a Constitution saving throw (DC 8+ you're Intelligence modifier). On a failed save the target has disadvantage on all ability checks and attack rolls for the next minute. On a successful save nothing happens.
Shrapnel Grenade
When you make a grenade you can choose to make a Shrapnel Grenade. This grenade bursts on impact and all creatures within 10 feet must make a Dexterity saving throw (DC 8+ you're Intelligence modifier). On a failed save the targets take 2d8 piercing damage and half as much again at the start of their next turn. On a successful save half damage and no damage at the start of their next turn.
Wildfire Grenade
Your ingenuity has allowed you to craft a Wildfire grenade. This explodes on contact when thrown dealing 2d6 fire damage to all creatures within 10 feet. Creatures must make a Dexterity saving throw (DC 8+ you're Intelligence modifier), on a failed save full damage. On a successful save half damage.
Superior Tracker
At 7th level, you gain advantage on Wisdom(Survival) checks to track a specified target.
You also gain one of the following features of your choice.
Delayed Timer
Instead of exploding or bursting on impact you're grenades go off at the start of you're next turn.
Pitchers Arm
You have advantage on Dexterity check to throw a grenade per turn.
Smoke Grenade
Opportunity attacks against you are made with disadvantage.
Trappers Tactics
At 11th level, the DC for all of you're grenades increases to 12+ you're Intelligence modifier.You also gain one of the following features of your choice.
Careful Placement
All creatures have disadvantage on Intelligence(Investigation) checks to find you're traps.
Improved Traps
All of you're traps are laced with a special poison, that cause any creature that sets them off to suffer a 1d4 penalty to all ability checks, saving throws and attack rolls for the next thirty seconds.
At Home in the Wilds
At 15th level, if you spend at least thirty minutes setting up camp it is considered invisible from the outside and only creatures that you show it to can find it. You also gain one of the following features of your choice.
Bag of Tricks
When an attacker that is within 5 feet of you, that you can see misses you with a melee attack, you may use you're reaction to drop a smoke grenade at their feet (causing the attacker to not be able to take reactions untill the start of their next turn), you may move upto half you're movement speed.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.
Volatile Reaction
All of you're traps and grenades that deal damage now deal an additional 2d6 of the damage type dealt.
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