Ranger
Base Class: Ranger

Living in the outdoors has taught many Rangers the value of traps in hunting prey. Some of them become Illaqueators, who look to master the placement of traps and manipulations of the environment to weaken their quarry before they strike. Dangerous individuals, their tactics often revolve around retreating into the wilderness where they remain until something enters their domain and takes the wrong step.

Though many of these Rangers live purely off of the land and attempt to separate themselves from magic, they find it hard to deny its usefulness and adapted their trap-setting to involve the use of key spells. Usage of magic like this is still contentious in the conclave, with some Illaqueators believing that using these spells is spoiling the hunt with unnatural trickery. 

The Illaqueators normally keep to themselves, remaining secluded in the wilderness where trapping is crucial to survival. Not just for capturing prey, but for keeping other unwanted predators out of their territory. However, some do find themselves taking on freelance work using their skills to establish perimeters for an adventuring party or armies. 

 

Trapper's Weave

Starting at 3rd level, you learn additional spells when you reach certain levels in this subclass, as shown in the Illaqueator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Illaqueator Spells
Ranger Level Spells
3 Silent Image
5 Phantasmal Force
9 Glyph of Warding
13 Fabricate
17 Mislead

 

Additionally, when a target marked by your Hunter’s Mark becomes caught within one of your traps, they take an additional 1d6 force damage while the target remains trapped.

Level 3: Trapping Rucksack

Part of being a trapper is always keeping yourself ready for an ambush, so you always keep traps at the ready because every moment is crucial when hunting dangerous prey. You carry a Trapper's Rucksack with you at all times that houses your prebuilt traps. During a Short Rest or Long Rest you can craft a number of traps to keep in your Trapper's Rucksack. The time needed to craft these traps is based on the complexity of the trap and the Snarecraft Techniques used in it's making as designated by the DM. 

Traps can be of many different sorts (DM's Discretion), and the Snare spell can be pre-crafted and placed into your rucksack. 

Building these traps is based on Intelligence and any tools that may be needed in their crafting (unless specified otherwise by the DM). Your proficiency bonus can also be added if you are proficient in the toolset being used. 

Traps are placed in combat using Bonus Actions and are triggered, if necessary, by reactions. 

As your experience as a trapper increases, so does the size of your rucksack, allowing you to carry more traps. At level 3, you have enough space for 5 traps in your Trapper's Rucksack; this number increases to 6 traps at level 7, 8 traps at level 11, and 10 traps at level 15.

Level 3: Snarecraft Techniques

Traps have been one of the most important tools in your arsenal during any hunt, so making the most out of them to wear down prey is pivotal: you gain two Snarecraft Techniques of your choice from the "Snarecraft Techniques" listed later in this feature's description. You can use the chosen options to modify your traps in different ways to fit the need for any hunt. To use one of these techniques, you must spend the number of Trapper Points that it costs. 

You can only use one Snarecraft Technique on a trap during its building, unless one of the Techniques note otherwise. 

Your Trapper Point count is 3 at Illaqueator Level 3 and continues to increase as you level this subclass

Whenever you gain a level in this subclass, you can replace one of your Snarecraft Techniques with one you don’t know. You gain two more techniques at Trapper level 7 and two more at Trapper level 15.

Trapper Points Table

ILLAQUEATOR LEVEL

TRAPPER POINTS

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

10

11

11

12

12

13

13

14

14

15

15

16

16

17

17

18

18

19

19

20

20

 

Snarecraft Techniques: 
The following options are available to your Snarecraft Technique list. The options are presented in alphabetical order.

Bolstered Entrapment
Cost: 2 Trapper Points

When you create a trap, you want to ensure that whatever triggers it will have its fight removed one way or another. Any creature that triggers a trap that intends to restrain it, and is caught within it, makes their subsequent saving throws at disadvantage. A damaging trap adds an extra dice of damage that increases by 1 more die at level 7, another at level 11, and a third at level 15.

You can apply Bolstered Entrapment if you've already applied a different Snarecraft Technique to a trap during its creation. 

Camouflaged Contraption
Cost: 1 Trapper Point

When you create a trap, use elements of the surrounding environment to alter your trap's appearance, rending it nearly undetectable. Any creature attempting to detect or disarm the trap has disadvantage on its Perception or Investigation check

You can apply Camouflaged Contraption if you've already applied a different Snarecraft Technique to a trap during its creation. 

Dead Man's Switch
Cost: 1 Trapper Point

When you create a trap, you also create a device which is used to trigger the trap. Once triggered, the trap cannot be stopped by any means other than its deactivation by the device-holder, or by a complete destroying of the trap.

If the holder of the Dead Man's Switch trigger becomes incapacitated or face any similar condition that would affect the trigger, or if the device itself is destroyed, the trap then enters and remains in its active or deactivated state (determined by the trapper's intention with the trap).

You can apply a Dead Man' Switch if you've already applied a different Snarecraft Technique to a trap during its creation.

Dehiscence Cut:
Cost: 3 Trapper Points

When you create a damaging trap, you craft the it in such a way as to prevent the target from receiving any aid. Creatures damaged by the trap have wounds inflicted that cannot be healed shut for 1 minute. If someone attempts to heal a creature affected by Dehiscence Cut, they instead take that much healing as damage. In order to heal this condition before the 1 minute duration, they first need to be cured by different means. 

Fastened Primers
Cost: 1 Trapper Point

When you create two traps, you can bind them together, causing them both to trigger if one of the primers becomes activated. These two traps are considered separate traps while within your Trapping Rucksack and are both taken out when placed.

These traps can be placed on the same space or can be spaced as long as there is enough material to keep the traps connected.

Hang-Fire Deployment
Cost: 1 Trapper Point

When you create a trap, you place a safeguard in the trigger mechanism, allowing the first potential victim to pass through. When a trap with this Snarecraft Technique is placed and does not require a reactionary trigger by the trapper, the first creature to walk through it will cause the trap to trigger. The next creature to walk through the traps area will trigger it, causing the effects to happen as normal.

You can apply Hang-Fire Deployment if you've already applied a different Snarecraft Technique to a trap during its creation. 

Heedful Craftsmanship
Cost: 1 Trapper Point

When you create a trap, you use your trap-crafting expertise to protect some creatures caught within it. When the trap is triggered you can choose a number of creatures equal to your intelligence modifier (minimum of one creature) and those creatures automatically succeeds on its saving throw against the trap and is not caught within it, negating any damage that the trap would have caused them.

Larrupt Hazard:
Cost: 3 Trapper Points

Used to create a trap at a breakneck pace. While in combat, you can use this Snarecraft Technique to quickly craft a trap with your action as long as it would take no longer than 10 minutes to craft. It can be placed with your bonus action on the same turn.

Sure-Fire Subterfuge
Cost: 2 Trapper Points

When you create a trap, you spend extra time honing the deployment systems to near perfection. When a creature triggers your trap, you can choose to automatically roll the trap’s damage as the maximum possible outcome, instead of rolling. Additionally, if the trap has caused a saving throw, it becomes automatic failure for any creature that has to make it.

Timed-Trigger Mechanism
Cost: 1 Trapper Point

When you create a trap, you can place a timer on that trap that you set for any given amount of time (can be set at any time after its trap's creation). Once the timer reaches its end, the trap will deploy.

You can apply a Timed-Trigger mechanism if you've already applied a different Snarecraft Technique to a trap during its creation. 

Bolstered Entrapment

Cost: 2 Trapper Points

When you create a trap, you want to ensure that whatever triggers it will have its fight removed one way or another. Any creature that triggers a trap that intends to restrain it, and is caught within it, makes their subsequent saving throws at disadvantage. A damaging trap adds an extra dice of damage that increases by 1 more die at level 7, another at level 11, and a third at level 15.

You can apply Bolstered Entrapment if you've already applied a different Snarecraft Technique to a trap during its creation. 

Camouflaged Contraption

Cost: 1 Trapper Point

When you create a trap, you use your trap-crafting expertise to protect some creatures caught within it. Using a Trapper Point during its crafting, when the trap is triggered you can choose a number of creatures equal to your intelligence modifier (minimum of one creature) and those creatures automatically succeeds on its saving throw against the trap and is not caught within it, negating any damage that the trap would have caused them.

Dead Man's Switch

Cost: 1 Trapper Point

When you create a trap, you also create a device which is used to trigger the trap. Once triggered, the trap cannot be stopped by any means other than its deactivation by the device-holder, or by a complete destroying of the trap.

If the holder of the Dead Man's Switch trigger becomes incapacitated or face any similar condition that would affect the trigger, or if the device itself is destroyed, the trap then enters and remains in its active or deactivated state (determined by the trapper's intention with the trap).

You can apply a Dead Man' Switch if you've already applied a different Snarecraft Technique to a trap during its creation.

Dehiscence Cut

Cost: 3 Trapper Points

When you create a damaging trap, you craft the it in such a way as to prevent the target from receiving any aid. Creatures damaged by the trap have wounds inflicted that cannot be healed shut for 1 minute. If someone attempts to heal a creature affected by Dehiscence Cut, they instead take that much healing as damage. In order to heal this condition before the 1 minute duration, they first need to be cured by different means. 

Fastened Primers

Cost: 1 Trapper Point

When you create two traps, you can bind them together, causing them both to trigger if one of the primers becomes activated. These two traps are considered separate traps while within your Trapping Rucksack and are both taken out when placed.

These traps can be placed on the same space or can be spaced as long as there is enough material to keep the traps connected.

Hang-Fire Deployment

Cost: 1 Trapper Point

When you create a trap, you place a safeguard in the trigger mechanism, allowing the first potential victim to pass through. When a trap with this Snarecraft Technique is placed and does not require a reactionary trigger by the trapper, the first creature to walk through it will cause the trap to trigger. The next creature to walk through the traps area will trigger it, causing the effects to happen as normal.

You can apply Hang-Fire Deployment if you've already applied a different Snarecraft Technique to a trap during its creation. 

Heedful Craftsmanship

Cost: 1 Trapper Point

When you create a trap, you use your trap-crafting expertise to protect some creatures caught within it. Using a Trapper Point during its crafting, when the trap is triggered you can choose a number of creatures equal to your intelligence modifier (minimum of one creature) and those creatures automatically succeeds on its saving throw against the trap and is not caught within it, negating any damage that the trap would have caused them.

Larrupt Hazard

Cost: 3 Trapper Points

Used to create a trap at a breakneck pace. While in combat, you can use this Snarecraft Technique to quickly craft a trap with your action as long as it would take no longer than 10 minutes to craft. It can be placed with your bonus action on the same turn.

Sure-Fire Subterfuge

Cost: 2 Trapper Points

When you create a trap, you spend extra time honing the deployment systems to near perfection. When a creature triggers your trap, you can choose to automatically roll the trap’s damage as the maximum possible outcome, instead of rolling. Additionally, the trap’s saving throw becomes automatic failure for any creature that attempts to avoid it.

Timed-Trigger Mechanism

Cost: 1 Trapper Point

When you create a trap, you can place a timer on that trap that you set for any given amount of time (can be set at any time after its trap's creation). Once the timer reaches its end, the trap will deploy.

You can apply a Timed-Trigger mechanism if you've already applied a different Snarecraft Technique to a trap during its creation. 

Level 7: Predator of Patience

Patience is often considered a virtue, and that truth is ever present in the field of trapping. You have perfected your ability to keep yourself hidden while waiting for your perfect moment to engage your prey, which you seize equally as well. You gain the following benefits:

Lying in Wait

You know how keep patient and let your prey walk themselves into their demise. By manipulating the environment to give you the upper hand, you can blend in with it easily, allowing you to wait for that blissful moment. When within 30 feet of an untriggered trap, you gain Advantage on stealth rolls to remain hidden from your prey.

Virtuous Reward

You gain the ability to sense when the perfect time to strike is at hand. While within 30 feet of a trap, when a creature triggers one of those traps within that range, you can use a reaction to make either move toward the trap, using your movement speed, or make a weapon attack. 

The movement variation of Virtuous Reward does not provoke opportunity attacks.

Lying in Wait

You know how keep patient and let your prey walk themselves into their demise. Using the environment to your advantage, you can blend in with it easily, allowing you to wait for that blissful moment. When within 30 feet of an untriggered trap, you gain advantage on stealth rolls to remain hidden from your prey.

Virtuous Reward

You gain the ability to sense when the perfect time to strike is at hand. If you remain hidden within 30 feet of a trap, when a creature triggers one of those traps within that range, you can use a reaction to make either move toward the trap, using your movement speed, or make a weapon attack. 

Level 11: Unveiling Entrapment

Your trap-crafting ability excels in wearing down your potential prey and revealing their weaknesses. Whenever a creature fails a saving throw against one of your traps, they become vulnerable to the damage type done by the trap unless they have resistance or immunity. Additionally, any other vulnerabilities the creature has are revealed to you.

On a successful save the vulnerabilities of the creature are known to you.

Bossloper's Country

Nobody knows how to work an environment like the one who rigged it. Once per Long Rest use an action to designate an area of 100 feet as your trapping grounds. While in this area, any traps that you set are considered invisible until triggered, last until you move the trapping grounds, and do double damage. A creature can see the traps if it has a special ability that allows it to see through invisibility. 

Additionally, you gain the following benefits:

Bushwhack:

While standing within 10 feet of a trap, if a creature hits you with a melee attack roll, you can use your reaction to manuever them into the trap and cause it to trigger. Afterward, you can move up to half of your movement speed without provoking opportunity attacks. 

Multiple Triggers:

If a creature steps into one of your traps while you are within 50 feet of it, you can use your reaction to trigger that trap and any other trap with a creature that is within reach of one of the traps. All of these traps deploy simultaneously, regardless of initiative or turn order.

 

 

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