Base Class: Ranger
The Trapper Ranger prides itself on being in-command of the battlefield. It uses its Trapper Book to place pre-designed traps that weaken, ensnare, and displace enemies. When in chaotic situations, they rely on impromptu traps and an array of smaller tools to help them avoid danger.
Bob and Weave
Starting at 3rd level, you can use your bonus action to take the dash, disengage and hide action a number of times equal to your proficiency bonus.
Trapper's Creativity
When you unlock this feature at 3rd level, you get the ability to create your own traps to suit the environment. These traps can range from a pit with spikes, trip wire and a crossbow, and more: as many as you can imagine. Depending on the complexity of the trap, you may be required to make a Wisdom or Intelligence (Survival) check. Your traps, if they deal damage, deal damage equal to your trap damage and whatever additional damage your DM feels should be applied (if your trap fires a crossbow bolt aimed at head height, if your target falls into a pit of javelins/acid etc.) In order to detect your traps, a creature needs to make an Wisdom(Perception) or an Intelligence(Investigation) against your Trap DC. (SEE HOMEMADE TRAP EXAMPLE LIST)
Static traps: cost 1 spell slot and are sourced in your trappers book, building time and require no checks.
Dynamic traps: Used like melee attacks
Homemade traps: Not held in trapper book and requires checks to create, no spell slot.
Dynamic Traps:
Net Mastery: Your range with a net increases to 15/30 feet. Your net gains a bonus AC equal to your proficiency and a bonus to HP equal to your ranger level. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing (5 + Ranger level) slashing damage to the net (AC 10 + Proficiency Bonus) also frees the creature without harming it, ending the effect and destroying the net. You ignore any limitations to the number of net attacks you can make.
Caltrops: You can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Until the creature regains at least 1 HP the creature has its speed reduced by 10 feet. A creature moving through the area at half-speed does not need to make the saving throw.
Ball Bearings: You can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Hunting Trap: When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Bola: You can swing a set of chain bola at a target who must make a DC 13 Dexterity saving throw. On a failed save the target falls prone and has its speed reduced to 0.
Explosive Mines: You have access to 10 explosive mines that can be remotely activated from up to 50 feet away. Upon detonation, any creature within a 5-foot radius makes a Constitution Saving throw. On a failed save the creature takes 2d8 fire damage. These mines can be strung together using trip wires and detonated at the same time. The 10 charges are replenished at the end of a long rest. The damage done by these mines increases by 1d8 at levels 7, 11, and 15.
Quick Hands
At 7th level, Dynamic Traps can now be used as a Bonus Action
Trapped Weapon
When you finish a short or long rest, you can augment one weapon or up to twenty pieces of ammunition that you are holding with a concealed, magical augmentation. You decide whether the augmentation deals acid, cold, fire, or lightning damage. The augmentation lasts until you finish a short or long rest. Once per turn, when you hit a target with a weapon attack using the augmented weapon or ammunition, you can activate the concealed augment (no action required). The target of your attack takes 1d8 extra damage of the associated type.
Trapper's Mind
You gain proficiency on any role associated with searching for, understanding, or disarming a trap.
Hidden Traps
At 11th level, you learn to camouflage your traps better. You can use your action or bonus action to hide a trap, either by using magic or the environment. A hidden trap is harder to find: a creature has disadvantage on spotting any hidden traps.
Crowd Control
Traps (including nets) that target 1 or 2 enemies now target an additional enemy within 5 feet. Traps that cover an area have the number doubled.
Magical Craftsman
Can use magical and alchemical understanding to incorporate new qualities to your traps. These effects add additional damages and/or effects to your traps. (SEE MAGICAL TRAP FEATURE LIST)
Salt in the Wound
When you unlock this ability at 15th level, you can strike more effectively against your poor, defenseless trapped creature. Any attack you make against a target whose movement is restricted is automatically a critical hit.
Homemade Trap List
Snare: Any trap that ensnares a target must pass a strength check or have their speed reduced to 0. Repeat at the end of every turn.
Pit: You can dig up to a 5*5 feet hole in 5 minutes. 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: A tripwire can be set across a 10ft space. It can be used to trip the target or release a trap. A failed dexterity save leaves the target prone. A failed intelligence save triggers the desired trap.
Goo: A thick goo can be placed in or on a surface or trap. If an enemy enters the area they are covered with a sticky substance. Any attacks against the enemy have advantage and any attacks made by the enemy has disadvantage.
Acid: A trap using acid/acid spray deals 2d6 acid damage.
Poison gas: A trap releasing poison gas deals 2d6 poison damage.
Grease: A thin layer of grease can be spread onto surfaces or enemies. The grease is flammable. Any surface covered in grease is difficult terrain.
Trapper's Book
Level 1:
Old Reliable: Connecting to either a hidden tripwire or 5*5 pressure plate, you can choose between shooting arrows, slashing blades, or swinging clubs. On a failed constitution saving throw, anyone in the range of the trap takes 2d10 piercing, slashing, or bludgeoning damage and stops moving. On a successful save the damage is halved and has no effect on their movement.
Flash-Bang: Connecting to hidden tripwire, pressure plate, or detonation device, a loud bang and flash of white light shoots out from the trap in a 10-foot radius circle. All creatures within this radius must make a dexterity saving throw. On a failed save they take the stunned condition and are blinded until the end of their next turn. If the creature is within a 5-foot radius, they also take 1d8 thunder damage on a failed save, half if successful.
Shattering Blast: An explosive device is equipped at a point, upon detonation a shockwave is sent out in a 20-foot radius from the point. Each creature must make a Constitution saving throw, on a failed save the creature takes 3d6 thunder damage. When used at higher levels damage increases by 1d6 each level. Nonmagical objects that aren’t being worn or carried also take damage inside the shockwave.
Net Trap: A net mechanism is affixed to any surface. Once activated, up to 2 creatures in a 10*10 square must make a dexterity saving throw or be trapped in a net.
Snare: A 5-foot-radius circle of rope is hidden on the ground. Once the trap is stepped in by a small, medium, or large creature steps into the rope they must succeed on a dexterity saving throw or be hoisted in the air three feet above the ground. A restrained creature can make a dexterity saving throw at the end of each of its turns to release themselves from the trap. Alternatively, the trap has an AC of 11 and 2 HP.
Explosive Blast: An explosive device is equipped at a point, upon detonation a fiery blast is sent out in a 20-foot radius from the point. Each creature must make a Dexterity saving throw, on a failed save the creature takes 4d6 fire damage. When used at higher levels damage increases by 1d6 each level.
Level 2:
Flame Jet: Upon detonation, a 30-feet long, 5-feet wide column shoots from the trap in one burst. The trap will detonate every time a creature affects the detonator it is connected to. Any creature in this line must make a dexterity saving throw. On a failed save the creature takes 1d10 damage and receives the burning condition for 3 rounds. On a successful save, damage is halved and there is no burning condition. At higher levels the damage increases by 1d10 per level.
Shock Trap: Any creature within a 5-foot radius of the trap must make a constitution saving throw. On a failed save the creature takes 3d10 lightning damage and is paralyzed for 2 rounds. The creature can redo the saving throw at the end of each of its turns to end the condition. At higher levels the damage increases by 2d10 per level.
Burrow: Dig up to 10*10 covered trench, camouflaged to fit your surroundings. This acts as full coverage to anybody inside the trench. The camouflage has an AC of 11 and 5 HP. Once destroyed the trench becomes half coverage.
Smoke Cloud: A stream of smoke fills a 20-foot-radius for up to 1 hour. Using a spell slot above 2 increases the radius by 20 feet for each level.
Searing Gel: You spread up to 25 feet of a black gel onto any surface. The gel then sears into the surface, burning through wood, steel, or any other surface weaker than stone.
Level 3:
Barrage: A cluster of arrows is fixed towards a predetermined point. Once detonated it releases arrows in a 60 foot cone. Each creature in the cone must make a dexterity saving throw. On a failed save it takes 3d8 piercing damage, half on a successful save.
Bunker: A 20*20 feet square of camouflaged trench is dug into the ground. The bunker acts as full coverage and requires an Investigation check to be seen. The bunker has an AC of 15 and 20 HP. Once destroyed, the bunker becomes half coverage.
Hot Pack: You create a handheld device that can hold one charge. Once attached to an object, it acts as Heat Metal. At higher levels, the pack can be used for one additional charge per level.
Level 4:
Grasping Net: A net is affixed to a surface with a mechanism. The net can be shot up to 30 feet in a straight line. The creature targeted must make a dexterity saving throw or be trapped by the net and be pulled up to 30 feet to the surface that the trap is affixed to.
Volley: A cluster of arrows is fixed towards a predetermined point. Once detonated it releases a volley of arrows into the air. Each creature inside a 40-foot-radius, 20-foot-high cylinder must make a dexterity saving throw. A creature takes 8d8 piercing damage on a failed save or half on successful save.
Level 5:
Concussive Blast: Once detonated aloud bang and flash of white light shoots out from the trap in a 20-foot radius circle. All creatures within this radius must make a dexterity saving throw. On a failed save they take the stunned condition and are blinded and deafened for three turns. On a failed save they take 12d6 force damage and are pushed back 10 feet and are prone.
Sickening Gas: Dim, greenish light spreads within a 30-foot-radius sphere centered on a point. The gas spreads around corners. When a creature moves into the gas’ area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 poison damage, and it suffers one level of exhaustion.
Comments