Ranger
Base Class: Ranger

Ranger :)

Level 3: Throw Trap

3 options

INCENDIARY: it's a mini fireball. proximity mine does 1d6 fire upon blast (15ft range) leaving fire on the ground for 2 turns dealing 1d4 to all creatures that enter/end their turn in the fire. 

NOXIOUS: Poison cloud. Once thrown creates a cloud of green gas that deals 1d4 to all creatures in it. All creatures affected by the gas must make a cons saving through or receive the blinded condition for 1 turn. Fire+Gas = BIG EXPLOSION

Steel: A big long bear trap. Invisible to all creatures without special sight. If a creature steps on it, make a dex save (DC12+Level) upon fail. lose all movement and take 2d8 damage. 

 

Level 3: Grenade making

You can carry up to 3 grenades. (You craft them for free it just takes an action).

Options are:

BLINDING: Its a flash bang cons save or blinded

Splinter: 1d4 and cons save or bleed

Concussive: Knocks back. A lot. If enemy hits wall it will take 1d8 force damage

Hologram: int save (DC16) or enemies get distracted by the hologram.

Healing: Blessed water so it heals all living creatures 1d8+2 (ONE PER LONG REST)

More at higher levels maybe

Colossus Slayer

Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Horde Breaker

Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde

Opportunity Attacks have Disadvantage against you.

Multiattack Defense

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Superior Hunter’s Prey

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

Level 15: Superior Hunter’s Defense

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.