Base Class: Ranger
The game is a foot and the prey thinks they are hunting me but soon the tables will turn...
Click.
With a whirl and a slam the trap is sprung and I wander back at leisure to inspect my prize.
Laying the Foundations
At 3rd level, you gain the following abilities.
You gain advantage to detect traps. using wisdom (perception) check or wisdom (investigation) check.
You gain a number of trap points equal to your level plus your proficiency bonus.
Trap laying, some traps can be laid during combat but most require time (similar to ritual casting). They use your spell casting dc as some traps a reinforced by magic. Some traps require special conditions in order to set up.
Trap types.
Trap type:Cost(in trap points): combat/ritual/both : Casting time: effect
Snare: 1: Both: 1 action/1minute: Any creature that enters the space must make a strength check. On a fail Their speed is reduced to 0. they can repeat the saving throw at the start of their turns.
Pit: 2: Ritual: 5 minutes: for each minute spent you can dig a pit 5ft wide and 5 ft deep. In the bottom of your trap you can place spikes or water etc. When an enemy enters the space they take fall damage plus additional 3d6 damage of a type determined by your DM(based on what you lined the trap with). Creatures with a fly speed are immune to this trap and do not trigger unless grounded.
Tripwire: 1: both: 1 action/1 minute: Can be placed at a corridor up to 10ft across. Any creature enters the trap space must make a dexterity saving throw. on a fail they fall prone in a space adjacent to the wire.
Goo Trap: 1: Both: 1 bonus action/1 minute: Any creature who enters the space is covered in sticky goo, any attacks against the creature this turn have advantage and any attacks this creature makes this turn is at disadvantage.
Acid trap: 1: Both: 1 bonus action/1 minute: any creature entering the space takes 2d6 acid damage.
Poison Gas: 1: Both: 1 action/1 minute: any creature entering the space takes 2d6 Poison damage. They must make a constitution saving throw or be poisoned.
Catapult trap: 2: ritual: 5 minutes: Must be place within 10ft of a tree. A creature entering the space must make a dexterity check on a fail it is transferred to the tree and the creature is restrained. at the start of its next turn it can repeat the saving throw to break free.
Toxic Gas: 2: Both: 1 action/1 minute: any creature entering the space takes 1d8 Psychic damage. They must make a Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. This lasts For 1d10 turns.
Pin Spray: 2: Both: 1 action/2 minute: Any creature entering the space takes 4d6 Piercing damage, as it is sprayed with hundreds of small needles.
Slam trap: 3: ritual: 10 minutes: Must be near a tree or cliff side. A log or rock swings down and collides with a target entering the space it takes 4d12 bludgeoning damage.
Magical Traps.
At 7th level, you gain the ability to create magical traps.
All your traps now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Magic traps. listed below
Trap type:Cost(in trap points): combat/ritual/both : Casting time: effect
Explosive trap: 2 : ritual: 2 minutes: When a creature enters the space it explodes. all creatures in a 15ft radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Shocking trap: 2: both: 1 action/2 minutes: When a creature enters the space it takes 2d10 lightning damage and the target must make a constitution saving throw. on a fail it is stunned until the next turn.
Flashbang: 1: both: 1 action/1 minute: When a creature enters the space it takes 1d8 radiant and 1d8 thunder damage. the target must then make a constitution save, on a fail it is both blinded and deafened.
Thrust: 2: both: 1 action/2 minutes: When a creature enters the space it takes 4d6 Force damage. the target must then make an strength saving throw or be thrown back the way they came 40ft. if cast as a ritual you choose the direction(should be announce as trap set).
Freezeblast: 3: Both: 1 action/5 minutes: When a creature enters the space it takes 5d8 cold damage, the target must make a dexterity saving throw. On a fail the creature is frozen (restrained) at the start of the creatures turn it takes 1d8 cold damage and it can make a strength saving throw to break free.
Arcane trap: 3: ritual: 10 minutes: You can have another spell caster charge a spell into this trap, the spell is held inside for 12 hours. The caster expends a spell slot as normal. When a creature enters the space the trap is triggered.
Favored Trap
At 11th level, you gain the ability to create the following trap.
Bait trap: 4: Ritual : 5 minutes: The trap is filled with your 'favored enemies' favorite kind of food. When a creature of your 'favored enemy' type is within 80ft. They must use their movement to move toward the trap. Once the target enters the traps space they become restrained. On each of their Turns they can roll a strength saving throw to break free however their roll is minus 1d4.
All Trap Damage to your favored enemy does 1d10+your wisdom modifier more damage.
Careful stepper
At 15th level, when you roll initiative you may place 2, 1 point traps in the area of combat for free.
You passive perception is plus 5 for traps.
Comments