Base Class: Ranger
Ambushers have learned that the one most important rule of a good adventurer is to always watch where it steps. Resourceful inventors, they cultivate a talent for conceiving traps to ward the unwanted threats off their territories, keeping its inhabitants safe while not under their direct surveillance. The most skillful Ambushers know that their job has been done well when complications sort themselves out before they even need to unsheathe their swords or draw their bows.
Level 3: Ambusher's Craftsmanship
You design snares off of your hunts' spoils and nature's goods, afflicting the unwary with all flavours of effects.
Traps. You learn to create two types of trap of your choice, which are detailed under “Trap Options” below.
You gain one additional trap option of your choice when you reach Ranger levels 7, 11, and 15.
Arming and Triggering the Traps. As a Bonus Action, you can throw one of your traps at a point within 30 feet. You choose which type of trap it is before you throw it. The trap occupies a 5x5-foot Square on a flat surface and is triggered when a Small creature or larger enters or starts its turn in a 5-foot-radius Emanation around it. A creature that did not see you place the trap must succeed on a Wisdom (Perception) check against a DC to detect its presence. The trap lasts 24 hours before naturally breaking down or until it is triggered or disarmed with a Dexterity (Sleight of Hand) check against a DC. The DC to detect or disarm the trap equals 8 plus your Dexterity or Wisdom modifier (your choice) and Proficiency Bonus.
Saving Throws. If a trap requires a saving throw, the DC equals 8 plus your Dexterity or Wisdom modifier (your choice) and Proficiency Bonus.
You can create three traps when you finish a Long Rest. You can create an additional trap when you reach Ranger levels 7 and 15. You regain one of your expended uses when you finish a Short Rest, and you regain all of them when you finish a Long Rest. You must have a set of Tinker's Tools in your equipment to create traps or regain expended uses of them.
Trap Options
The options are presented here in alphabetical order.
Acidic Trap. A caustic concoction sears creatures in range. Each creature in a 5-foot-radius Emanation makes a Constitution saving throw, taking 1d6 Acid damage on a fail and has its Armor Class reduced by 1 for 1 minute. Each creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
The damage increases by 1d6 and the creature's Armor Class is further decreased by 1 when you reach Ranger levels 7 (2d6, -2 AC), 11 (3d6, -3 AC), and 15 (4d6, -4 AC).
Blinding Trap. A flash of light erupts from the trap. Each creature in a 15-foot-radius Emanation makes a Constitution saving throw, taking 1d6 Radiant damage on a fail and having the Blinded condition for 1 minute. Each creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
The damage increases by 1d6 when you reach Ranger levels 7 (2d6), 11 (3d6), and 15 (4d6).
Bursting Trap. Fragmented pieces of obsidian burst in all directions. Each creature in a 15-foot-radius Emanation makes a Dexterity saving throw, taking 2d6 Piercing damage on a fail or half as much damage on a success.
The damage increases by 2d6 when you reach Ranger levels 7 (4d6), 11 (6d6), and 15 (8d6).
Fearsome Trap. A cloud of pheromones confusing the senses raises from the trap. Each creature in a 5-foot-radius Emanation makes a Wisdom saving throw, taking 1d6 Psychic damage on a fail and has the Frightened condition for 1 minute. Each creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
The damage increases by 1d6 when you reach Ranger levels 7 (2d6), 11 (3d6), and 15 (4d6).
Freezing Trap. An ice-cold brine showers creatures in range. Each creature in a 5-foot-radius Emanation makes a Constitution saving throw, taking 1d6 Cold damage on a fail and has its Speed reduced by 10 feet for 1 minute. Each creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
The damage increases by 1d6 and the creature's Speed is decreased 5 feet further when you reach Ranger levels 7 (2d6, 15 feet), 11 (3d6, 20 feet), and 15 (4d6, 25 feet).
Incendiary Trap. A flammable oil douses creatures in range before being set ablaze. Each creature in a 5-foot-radius Emanation makes a Dexterity saving throw, taking 2d6 Fire damage on a fail and start Burning. A Burning creature takes 1d6 Fire damage at the start of each of its turns. A creature can extinguish fire on itself by giving itself the Prone condition and rolling on the ground as an action. The fire also goes out if it is doused, submerged, or suffocated.
The initial damage increases by 1d6 when you reach Ranger levels 7 (3d6), 11 (4d6), and 15 (5d6). The Burning damage increases by half the initial damage die, rounded up.
Noxious Trap. Small quills dipped in a virulent venom bristle from the trap. Each creature in a 5-foot-radius Emanation makes a Constitution saving throw, taking 2d6 Poison damage on a fail and have the Poisoned condition for 1 minute. A Poisoned creature takes 1d6 Poison damage at the start of each of its turns. Each creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
The initial damage increases by 1d6 when you reach Ranger levels 7 (3d6), 11 (4d6), and 15 (5d6). The Poisoned damage increases by half the initial damage die, rounded up.
Repelling Trap. Kinetic energy violently detonates from the trap. Each creature in a 5-foot-radius Emanation makes a Strength saving throw, taking 1d6 Bludgeoning damage on a fail and being pushed 15 feet directly away from the trap.
The damage increases by 1d6 and the creature is pushed 5 feet further when you reach Ranger levels 7 (2d6, 20 feet), 11 (3d6, 25 feet), and 15 (4d6, 30 feet).
Restraining Trap. The creature's lower body is entangled in vines, impeding its mobility. A random creature in a 5-foot-radius Emanation makes a Dexterity saving throw, having the Restrained condition for 1 minute on a fail. The creature can repeat the saving throw at Disadvantage at the end of each of its turns, ending the effect early on a success. Alternatively, another creature who can reach it can make a Dexterity (Sleight of Hand) check against your Trap Variant's save DC, ending the condition early on a success. If the Restrained creature fails three successive saves, it remains Restrained for the full duration of the condition.
The condition lasts longer when you reach Ranger levels 7 (10 minutes), 11 (1 hour), and 15 (8 hours).
Viscous Trap. Projections of thick tree sap makes the surrounding area difficult to move through. The ground in a 15-foot-radius Sphere becomes Difficult Terrain for 1 minute.
The radius increases by 5 feet when you reach Ranger levels 7 (20-foot), 11 (25-foot), and 15 (30-foot).
Level 3: Ambusher's Lore
You are skillful enough in the snaring arts to recognize others' traps and the methods to disarm them, granting you the following benefits.
Huntsman's Tools. You gain a set of Thieve's Tools and Tinker's Tools, and have proficiency with them, as well as the Sleight of Hand skill.
Eye for Traps. You gain Advantage on your Search actions made to detect the presence of mechanical traps.
Level 7: Ambusher's Strike
You know how to corner your prey the instant they fall for your traps. If a creature you can see within 60 feet of you triggers one of your traps, you can use a Reaction to make an attack with a weapon or an Unarmed Strike against that creature.
Level 11: Ambusher's Cunning
Your traps are nigh impossible to evade if they aren't detected prior. Creatures have Disadvantage on their saving throws against your traps if they fail their Wisdom (Perception) check to detect them or if the traps are triggered while you are under the Invisible condition.
Level 15: Ambush Mastery
You have sufficient experience with your snares to craft multiple on the fly and deploy entire rows of them in one fell swoop. You gain the following benefits.
Astute Crafter. You regain two expended uses of your traps as part of a Short Rest instead of one.
Trap Volley. You can throw up to three traps at once as part of a Bonus Action, each targeting different locations within range. You can choose a different type of trap for each.
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