Ranger
Base Class: Ranger

[Work In Progress]

Emulating the Trapper archetype means understanding the importance of controlling your surroundings and always having a plan.  As you walk the Trappers path, you learn how to cast specialised trap spells and craft utilitarian grenades that allow you to corner your enemies and block off potential ambushes whilst giving yourself and your group more options in combat. A Trapper can outwit even the most dangerous foes by setting hidden traps, impeding their enemies' movements, and using their environment to create chaos.

Level 3: Trap Casting

With experience tinkering with all sorts of tools, you know how to make the prepare the right traps for the right situations. You gain the ability to cast 3 spells: Snare Trap, Noxious Trap and Incendiary Trap. All traps can be thrown up to 20ft and will be armed immediately upon landing. 

Snare Trap: A bear trap, restrains those unfortunate to step on it for 3 rounds and deals high pierce damage. Perfect for keeping targets in place to devastate them with your weaponry. 

Noxious Trap: Upon activation, this trap will your foes to become Blinded and Poisoned. Additionally, the gas may explode upon touching fire, dealing extremely high fire damage in a large area, adding a layer to your combat options and bringing a little chaos to the battlefield. 

Incendiary Trap: Releases an instant fiery explosion upon activation, dealing fire damage in a large area. Additionally, the explosion leaves fire on all surfaces it touches for 3 rounds blocking off potential ambushes in a wide area. 

These three trap spells gain more power when you cast them at higher levels.

Level 3: Utilitary Grenade Crafting

You know that traps can't just work on their own, so you found ways to push your enemies towards them and help others in controlling the battlefield. You gain the ability to prepare Grenade Slots and learn a Utilitary Grenade of your choice. You can prepare Grenade Slots mid-combat by using a Bonus Action, or by spending 1 minute outside of combat. A Grenade Slot is expended once a Utilitary Grenade has been used. 

At level 6 and 9, you gain an additional Grenade Slot and learn another grenade. 

Gravity Grenade

Expend a grenade slot and use a Bonus Action to throw the Gravity Grenade within 40ft of the user. Upon touching any surface, the grenade instantly activates, all creatures within a 20ft. sphere of the grenade must roll a Strength check (DC12+ Proficiency Bonus), upon fail, the creature will be pulled towards the grenade. 

Impact Grenade

Expend a grenade slot and use a Bonus Action to throw the impact grenade within 40ft of the user. Upon touching any surface, the grenade instantly explodes within a 5ft. sphere: all creatures affected by the explosion must roll a Strength check (DC12+ Proficiency Bonus), upon fail; deal 1d4 force damage to the creature and push the creature 20ft away from the grenade. 

Net Grenade

Expend a grenade slot and use a bonus action to throw the Net Grenade within 40ft of the user. Upon touching any surface, the grenade releases a net that latches onto the surface it hits. The net covers a 10ft square and be climbed, ranged attacks and melee attacks can be used whilst holding onto the net. Additionally, if a creature is within the area of the net when the grenade activates, roll a Dexterity saving throw (DC8 + Proficiency Bonus), upon failure they will become restrained for 1 turn. 

Level 7: Trapper's Delight

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.

Endless Toys

When a creature triggers one of your traps - wether it be one of the three trap spells given by Trap Casting or by any other creative means, you gain one stack of Delight for 3 rounds. Each stack of Delight gives you an additional 10ft. speed and adds an additional 1ft. to your jump height. You can only have 3 stacks of Delight at a time. Upon reaching maximum Delight, you can consume all 3 stacks to instantly prepare 3 grenades in the middle of combat. 

Release of Excitement

When a creature triggers one of your traps - wether it be one of the three trap spells given by Trap Casting or by any other creative means, you gain one stack of Delight for 3 rounds. Each stack of Delight gives you an additional 10ft. speed and adds an additional 1ft. to your jump height. You can only have 3 stacks of Delight at a time. Upon reaching maximum Delight, you can consume all 3 stacks to triple the damage of your next attack.

Level 11: Trapper's Prey

If a creature you cast Hunter's Markon activates one of your traps, all attacks on the creature deal an additional 1d6 damage, not just your attacks. The creature will become Frightened - unless the creature is immune - until you or a party member attacks it.

Level 15: Trapper's Anticipation

Each stack of Trapper's Delight gives you an additional xyz. [Work In Progress]

Trapper Image

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