Ranger
Base Class: Ranger

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Level 3: Restraining Nets (3)

At 3rd level, you gain the ability to create net traps to capture enemies. You start out having 3 expendable net traps made out of rope and vine, you gain more nets at higher lvls. Each net has 10 HP and an AC of 11. As a bonus action, you can throw a net at a target of up to Huge size within a 10ft range. The target must make a Dexterity saving throw with a DC equal to 10 + Dex save, or become restrained, but if it is Huge then its movement is halved and it does not get restrained. On the target's turn it may spend its action to make a Strength check with the same DC to break out of the net. Creatures up to and equal to the Small size instead make a Dex save to break out and have advantage. If the target has a bladed weapon (e.g, has a weapon that deals salshing dmg(natural weapons do not count)) they then may spend their entire movement to automatically break out of the net and end the restrained condition. You regain all expended nets upon taking a long rest.

Level 3: Ant Tactics

At 3rd lvl you are an expert in using your environment to outsmart those larger than you. You gain a +2 bonus to your AC and Dex saves whenever you are within melee range with an enemy that is 2 or more sizes bigger than you. You also get advantage on attack rolls against a target that is cornered, they are considered cornered if they are within 10ft of you or an ally and cannot currently back away from you or said ally, or if they have to move towards a Beartrap (gained at later lvls) that is within 15ft of them to do so. Additionally, You may add your proficiency bonus to Slight of hand rolls, if you already have proficiency in this skill then you may roll Slight of Hand with expertise.

Primal Trapper Magic

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

Trapper Spells Table; 

lvl 3; Ensnaring Strike

lvl 5; Find Traps

lvl 9; Nondetection

lvl 13; Dominate Beast

lvl 19; Wrath of Nature

Level 7: Spiked Beartraps (2)

At 7th level, you gain the ability to create beartraps that you can set on the battlefield. You start out having 2 expendable makeshift beartraps that you can place on on the ground in front of you. Each beartrap has 15 HP and an AC of 11. As a bonus action, you can expend one beartrap to set it anywhere within 5ft of you. If there is a target within eyesight that you do not wish to notice the trap, roll a Slight of Hand (Dex) check, if you roll equal or higher than the targets passive perception they do not notice.

Anything that moves on, over, or within a 10ft radius of the trap whilst traveling on the ground must make a Dexterity saving throw with a DC equal to 10 + Dex save, or activate the trap, dealing 3d8 piercing dmg and become restrained. Huge targets and bigger ignore the restrained condition, but Huge targets' movement is halved until the beartrap is removed (targets bigger than Huge do not lose movement). A target may spend an action to remove the beartrap on its turn. Any expended beartraps are regained upon taking a long rest.

Level 7: Hunter's Catch

At 7th lvl you gain the ability to pursue large prey without relent, once you sink your teeth in it you will not let go. Upon making a melee weapon attack against a creature at least 2 sizes bigger than you, you may spend a bonus action to sink you your blade into the target or grab onto their body. Until you next use you movement, whenever the target uses its movement you will move with it, occupying the same space on the battlefield. If you are hit by an attack at any time you will be knocked off of the target and be placed next to it on the battlefield. After you've attached yourself to a target, all of your attack rolls against said target have advantage and you may attack it twice in one turn instead of moving.

Restraining Nets (4)

You gain +1 additional Restraining Net that replenishes each long rest.

Level 11: Shocking Nets (5)

At 11th lvl, your Restraining Nets ability is replaced by Shocking Nets. You now have 5 expendable shocking net traps, you gain more nets at higher lvls. Each net has 25 HP and an AC of 11. As a bonus action, you can throw a net at a target of up to Huge size within a 10ft range. The target must make a Dexterity saving throw with a DC equal to 10 + Des save, or take 3d12 lightning dmg and become restrained, but if it is Huge then its movement is halved and it does not get restrained. For every turn it spends not successfully breaking out of the net they take an extra 1d12 lightning dmg. On the target's turn it may spend its action to make a Strength check with the same DC to break out of the net. Creatures up to and equal to the Small size instead make a Dex save to break out and have advantage. If the target has a bladed weapon (e.g, has a weapon that deals salshing dmg (natural weapons do not count)) they then may spend their entire movement to automatically break out of the net and end the restrained condition. You regain all expended nets upon taking a long rest.

Level 11: Spiked Beartraps (4)

You gain +2 additional Spiked Beartraps that replenishes each long rest.

Level 15: Poison Barbed Traps (6)

At 15th level, your Spiked Beartraps ability is replaced by Poison Barbed Traps. You have 6 poison-coated beartraps that you can place on on the ground in front of you. Each net has 30 HP and an AC of 11. As a bonus action, you can expend one beartrap to set it anywhere within 5ft of you. If there is a target within eyesight that you do not wish to notice the trap, roll a Slight of Hand (Dex) check, if you roll equal or higher than the targets passive perception they do not notice.

Anything that moves on, over, or within a 10ft radius of the trap whilst traveling on the ground must make a Dexterity saving throw with a DC equal to 10 +Dex save, or activate the trap, dealing 4d12 piercing dmg and become poisoned and restrained, they are no longer restrained once they have broken out of the trap but they are still poisoned for another 3 rounds. For every turn the target spends not successfully breaking out of the trap it takes an extra 4d8 poison dmg. Huge targets can now be restrained as normal but Gargantuan targets and bigger ignore the restrained condition (targets bigger than Huge do not lose movement). A target may spend an action to remove the beartrap on its turn. Any expended beartraps are regained upon taking a long rest.

Level 15: Shocking Nets (7)

You gain +2 additional Shocking Nets that replenishes each long rest.

At 15th lvl, your Shocking Nets can now restrain up to Huge targets like normal.

Apex Predator

At 15th lvl, you have mastered your art of defeating colossal megafauna. You can now add your proficiency bonus to attack rolls against Beasts, Humanoids, or Monstrosities that are at least Huge in size. You also cannot be frightened by an enemy that matches this description.

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