Base Class: Ranger
The Sapper Ranger is a conclave for those who excel in the art of strategic control and battlefield manipulation. Rangers of the Sapper Conclave are cunning tacticians, able to turn any terrain into a labyrinth of hazards for their foes. The Sapper Ranger is perfect for those who enjoy outwitting their opponents and controlling the flow of battle with a mix of traps, strategy, and magic.
Sabotage Artist
Starting at 3rd level, your expertise with tools, mechanisms, and traps grants you a unique set of skills that make you a master saboteur and scout. You gain proficiency with Tinker's Tools. You can use Tinker's Tools in place of thieves' tools when disarming traps.
Additionally, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps and hidden doors.
Finally, you can use your trap save DC for determining the DC of ball bearings, caltrops, nets, and hunting traps. You can use ball bearings or caltrops in place of an attack.
Sapper Magic
You learn the mending cantrip if you don’t already know it.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Sapper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Sapper Spells
| RANGER LEVEL | SPELLS |
|---|---|
| 3rd | expeditious retreat, mending |
| 5th | knock |
| 9th | glyph of warding |
| 13th | resilient sphere |
| 17th | passwall |
Trapper's Craft
Starting at 3rd level, you have learned to create various traps to alert you from danger and to hinder or destroy your enemies.
Schematics. You start knowing three schematics from the "Schematic Options" section below. You learn one additional schematic when you reach certain ranger levels, at 7th, 11th, and 15th level. Whenever you gain a level in this class, you can replace one of the schematics you know with a new one. A level prerequisite refers to your level in this class.
Creating Traps. When you finish a long rest, by using your Tinker's Tools, you can create a number of traps equal to your proficiency bonus using schematics you know. You can have a maximum number of traps equal to your proficiency bonus. If you create a new trap while you have your maximum number of traps, the first one you have created is immediately destroyed. Each trap created this way must use a different schematic, limiting you to 1 trap of each kind. A trap you create is a tiny object with an AC of 18 and a number of hit points equal to 6 + twice your Ranger level. It is immune to poison damage and psychic damage, and all conditions. If the mending spell is cast on it, it regains 2d6 hit points. It is destroyed if it is reduced to 0 hit points. Unused traps are destroyed when you finish a long rest.
Using Traps. As an action, you can arm and deploy one of your traps on an unoccupied space within 5 feet of you, or you can disarm and retrieve one of your deployed traps within 5 feet of you. A deployed trap is hidden from sight, but a creature can use its action to make a Intelligence (Investigation) check against your Trap DC to find one of your trap’s locations. You and any number of creatures you designate when you deploy a trap always know it's location while it is deployed. All trap schematics have a Trigger Condition and an Effect. Once the Trigger Condition of a trap is met, the trap's Effect immediately takes place, unless otherwise stated. If you or a designated creature would trigger one or more of your traps, you can choose to have the trap not trigger instead. Once a trap has been triggered, its location is revealed and the trap is destroyed.
Saving Throws. Some of your traps require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Trap save DC = 8 + your proficiency bonus + your Wisdom modifier
*Your DM may create custom schematics or allow you to design new schematics for your Sapper Ranger. Talk with your DM about these possibilities.
Trap Schematics
Below are the trap schematics available to the Sapper Ranger.
Acid Trap
Trigger Condition: A creature comes within 5 feet of the trap.
Effect: Each creature within the 10 feet of trap must succeed on a Dexterity saving throw or be covered in acid for 1 minute or until they or another creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in acid takes 2d4 acid damage at the start of each of its turns.
This trap's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Alert Apparatus
Trigger Condition: A creature comes within 30 feet of the trap.
Effect: A loud ringing sound emanates from the trap, which can be heard 100 feet away. This sound awakens you and any designated creatures that can hear it. Creatures awoken this way are not considered surprised.
Bear Trap
Trigger Condition: A creature enters the trap's space.
Effect: The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. If the creature is large or smaller, that creature is grappled as well. A grappled creature can use it's action to make a Strength (Athletics) check against your trap DC, ending the effect on itself on a success.
This trap's damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Combustion Trap
Prerequisite: 11th level
Trigger Condition: A creature comes within 10 feet of the trap.
Effect: Each creature within 15 feet of the trap must make a Dexterity saving throw. On a failure, an affected creature takes 6d6 fire damage. On a success, a creature takes half as much damage. This fire spreads around corners, and ignites flammable objects within the area that aren't being worn or carried.
This trap's damage increases by 2d6 at 17th level (8d6).
Disorienting Trap
Prerequisite: 15th level
Trigger Condition: A creature comes within 10 feet of the trap.
Effect: Each creature within 15 feet of the trap must make a Constitution saving throw. On a failure, an affected creature takes 4d8 force damage and is stunned until the end of their next turn. On a success, a creature takes half as much damage and is not stunned.
This trap's damage increases by 1d8 at 17th level (5d8).
Frostbite Trap
Trigger Condition: A creature comes within 10 feet of the trap.
Effect: Each creature within 15 feet of the trap takes 1d6 cold damage and their speed is reduced by 10 feet until the end of their next turn.
This trap's damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Lightburst Trap
Prerequisite: 15th level
Trigger Condition: A creature comes within 15 feet of the trap.
Effect: Each creature within 20 feet of the trap must make a Constitution saving throw. On a failure, an affected creature takes 5d8 radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and is not blinded.
This trap's damage increases by 1d8 at 17th level (6d8).
Marking Trap
Trigger Condition: A creature enters the trap's space.
Effect: The trap explodes, spraying its surroundings with a glowing residue. Each creature and object within 10 feet of the trap must make a Dexterity saving throw. On a failure, an affected creature or object is marked by the trap for the next minute, shedding dim light in a 5-foot radius. Additionally, an affected creature or object cannot benefit from being invisible, and all attack rolls made against it are made with advantage. On a success, a creature or object suffers none of the trap's effects.
Neurotoxin Trap
Prerequisite: 11th level
Trigger Condition: A creature enters the trap's space.
Effect: A potent neurotoxin spews from the trap. The triggering creature must succeed on a Wisdom saving throw or become frightened for 1 minute, the neurotoxin manifesting the creature's deepest fears visible only to itself. At the end of the affected creature's turns, it can remake the saving throw, taking 2d10 psychic damage on a failure.
This trap's damage increases by 1d10 at 17th level (3d10).
Noxious Trap
Trigger Condition: A creature enters the trap's space.
Effect: Each creature within 5 feet of the trap must make a Constitution saving throw. On a failure, an affected creature takes 1d8 poison damage and is poisoned for 1 minute. On a success, a creature takes half as much damage and is not poisoned. A poisoned creature can remake the saving throw at the end of each of its turns, ending the effect on itself on a success.
This trap's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Obscurement Device
Trigger Condition: A creature comes within 10 feet of the trap.
Effect: The trap releases a thick cloud of fog in a 20-foot radius. The fog spreads around corners and the area is heavily obscured. The fog lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Oil Trap
Trigger Condition: A creature comes within 5 feet of the trap.
Effect: Slick oil covers the ground within 5 feet of the trap, coating the ground for 1 minute. This area is considered difficult terrain. When the oil appears, each creature within its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Sonic Blast Trap
Prerequisite: 7th level
Trigger Condition: A creature comes within 5 feet of the trap.
Effect: Each creature within 15 feet of the trap must make a Constitution saving throw. On a failure, an affected creature takes 2d8 thunder damage and is pushed back 15 feet horizontally away from the trap. On a success, a creature takes half as much damage and is not pushed.
This trap's damage increases by 1d8 at 11th level (3d8), and 17th level (4d8).
Thundershock Trap
Prerequisite: 7th level
Trigger Condition: A creature comes within 5 feet of the trap.
Effect: Each creature within 10 feet of the trap must make a Dexterity saving throw. On a failure, an affected creature takes 3d6 lightning damage and can't take reactions until the end of it's next turn. On a success, a creature takes half as much damage and suffers no additional effects.
This trap's damage increase by 1d6 at 11th level (4d6), and 17th level (5d6).
Sapper's Strike
Starting at 7th level, when you use your action to arm and deploy one of your traps, you can make one weapon attack as a bonus action.
Remote Trigger
Also at 7th level, you can, as a bonus action, trigger any of your deployed traps within 120 feet of you, whether it meets its trigger condition or not.
Trapshot
At 11th level, you have mastered the art of combining your marksmanship with your trapping skills. When you take the Attack action, you can forego one of your attacks and attach one of your unused traps to an arrow, crossbow bolt, or thrown weapon, creating a Trapped Weapon. A Trapped Weapon has a maximum range of 60 feet, regardless of the weapon’s normal range.
On a successful hit with a Trapped Weapon, the target suffers the standard effects of the attack. Additionally, the trap is triggered, with its effects emanating from the creature's space. The target has disadvantage on any saving throw made against the trap's effects.
If the Trapped Weapon attack misses, the trap is destroyed upon impact without triggering its effects.
Snare Savant
Starting at 15th level, when you roll initiative and aren't surprised, if you have no traps remaining, you can craft one trap using one of your known schematics as part of rolling initiative.
Additionally, you have advantage on saving throws made against your traps. If one of your traps would subject you to a 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.
Comments