Base Class: Ranger
Lay traps and use poisons to overcome your foes.
Level 3: Hunter’s Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. This doesn't take up spells known.
Level 3: Caltrops
As a bonus action you may throw caltrops onto a 5ft square area within 30ft of you, any creatures without a flight speed that move into the area take 1d6 piercing damage.
At 6th level they take 2d6+4 piercing damage.
At 15th level they take 3d8+4 poison damage.
The caltrops are destroyed after being stepped on.
Level 7: Ambush Tactics
As a reaction, anytime a creature moves into a zone with caltrops/bear trap or within 5ft of you, you may move up to your movement speed and make a melee attack against them that deals an additional 1d8 poison damage.
At 12th level it does an additional 2d8+4 poison damage instead.
Level 11: Bear Trapper
Instead of caltrops you may use bear traps, when a creature without a fly speed and isn't a swarm enters the same zone it deals 2d8+4 piercing damage and restrain large or smaller creatures.
At 12th level this does 4d8+4 piercing damage and can restrain huge creatures.
The bear traps are destroyed after being stepped on. To escape being restrained the creature must succeed a DC8+ your proficiency bonus+ your Dex modifier on an Athletics check.
Level 15: Net Trapper
Shoot a net from a crossbow at target creature, that creature makes a Dex saving throw of 10+ your Dex modifier, on a fail it becomes restrained. To escape being restrained the creature must succeed a DC 8+ your proficiency bonus+ your Dex modifier on an Athletics check. This can capture swarm creatures.
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