Ranger
Base Class: Ranger

Master Trapper moves like a living shadow, his unparalleled mastery of trapping elevating him to the status of legend among beasts and mortals alike.

You specialize in crafting and placing traps. From trip wire to snares to weaponizing small snakes and wasps your enemies will never be sure of their footing.  

Level 3: Trap's of your Trade

You have mastered the art of creating magical traps.

You learn four traps: Suspension Trap, Snake Trap, Tension Spike Trap, and Hornet Trap.

You can prepare a number of traps equal to your Wisdom modifier plus 1 during a Long Rest or during 1 hour of uninterrupted downtime. You must have the appropriate materials available to prepare a trap.

A prepared trap remains available until you finish a Long Rest or use it.

Placing a Trap

You can place a prepared trap as a Magic action on a solid surface within 20 feet of yourself.

A trap remains active for 8 hours or until triggered.

A creature that can see you place a trap knows its location. Otherwise, a creature must succeed on an Intelligence (Investigation) check against your Spell Save DC to detect it.

You and your allies can move through your traps safely if they know their locations.

Quick Deployment

Once per Short Rest, you can deploy one prepared trap without using an action, placing it in an unoccupied space within 20 feet of yourself.

Suspension Trap-You create a magical snare in a 5-foot-radius area.

When a creature enters the area for the first time on a turn, it must succeed on a Strength saving throw against your Spell Save DC or become Restrained and be lifted 5 feet off the ground.

A creature Restrained by this trap can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At 7th level: The radius becomes 10 feet, and the trap can affect up to three Medium or smaller creatures or one Large creature.

At 11th level: The radius becomes 20 feet, and the trap can affect up to three Large creatures or one Huge creature.

Snake Trap-The trap contains four magically enhanced poisonous snakes.

When a creature enters the area for the first time on a turn. When triggered, the snakes attack creatures of your choice within 15 feet of the trap. Roll a d4 for each creature targeted.

d4 Effect
1–2 Venom: 2d6 Poison damage.
3 Blinding Venom: Constitution save or Blinded until the end of its next turn.
4 Paralyzing Venom: Constitution save or Incapacitated until the end of its next turn.

The trap's damage increases by 1d6 at 7th level, 2d6 at 11th level, and 3d6 at 15th level.

Tension Spike Trap- You create a magical tripwire facing in a direction of your choice.

When a creature enters the trap's trigger area(When they enter 5ft In front of the trigger direction), the trap releases a line of magical spikes.

Each creature in a 15-foot-long, 5-foot-wide line must make a Dexterity saving throw against your Spell Save DC, taking 3d10 Piercing damage on a failed save, or half as much damage on a successful one.

The damage increases by 1d10 at 7th, 11th, and 15th level.

Hornet Trap- You place a trap containing a magically enhanced hornet nest.

When a creature enters the area for the first time on a turn. When triggered, the hornets swarm creatures of your choice within 30 feet of the trap.

A creature in the swarm's area must make a Dexterity saving throw against your Spell Save DC.

On a failed save, it takes 2d4 Piercing damage and becomes Swarmed until it leaves the area.

While Swarmed:

  • The creature takes the trap's damage again at the start of each of its turns.
  • It has Disadvantage on Constitution saving throws made to maintain Concentration.
  • Its Speed is reduced by 10 feet.

The swarm disperses when the creature moves 60 feet away from the trap, remains underwater for 1 round, or takes Fire or Cold damage.

The damage increases by 1d4 at 7th, 11th, and 15th level. When you place the Hornet Trap, you can designate a number of creatures up to your Wisdom modifier, including yourself, as protected by the queen's pheromones. Protected creatures are ignored by the hornet swarm.

Level 3: Net Master

Your mastery of snares and restraints extends to mundane trapping tools.

You gain the following benefits:

  • You can use a Bonus Action to make an attack with a Net or deploy Caltrops.
  • Your normal range with a Net increases to 25 feet, and its long range becomes 35 feet.
  • You can deploy Caltrops within 15 feet.
  • When a creature provokes an Opportunity Attack from you, you can use a Net or deploy Caltrops instead of making the Opportunity Attack. You can trigger opportunity attacks when using nets or caltrops at a range of 15ft. 
  • You can't become Restrained by a Net or Rope.

Level 7: Tappers Knowledge

Your experience hunting dangerous creatures has taught you to recognize their weaknesses.

You gain Expertise in Survival.

When you harvest a creature, you can study its anatomy. If you roll a 20 or higher on the Survival check made to harvest it, you learn one of its vulnerabilities.

You can retain the weaknesses of a number of creature types equal to your Wisdom Modifier.

Whenever you attack a creature whose weaknesses you have studied, you have Advantage on the attack roll against them.

Once you study a new creature beyond your maximum, you forget the oldest creature's weaknesses.

Level 7: Decoy

You have learned to use your traps as magical anchors. and you have learned how to drawn in your prey.

When a creature moves within 5 feet of you, you can use your Reaction to teleport to an unoccupied space within 5 feet of one of your active traps that you can see switching places with one of your placed traps within 30ft of you causing it to activate. 

You can use this feature once per Short or Long Rest.

At 11th level, you can use it once per combat.

At 18th level, you can use it whenever you have an active trap within 30 feet and your Reaction is available.

Level 11: Master Trapper

Your mastery of traps reaches its peak.

  • Your trap placement range increases to 40 feet.
  • Creatures have Disadvantage on Investigation checks made to detect your traps.
  • You can now prepare a number of traps equal to your double your wisdom modifier +1.

Surprise Trap-You have realized your party members are similar to snakes(dangerous) and hornets(irritating). Why can you make them into a trap...

When you aren't in combat, you can spend 1 minute preparing up to five willing creatures as living decoys.

Each creature must remain motionless and within the area you designate.

Until a creature moves, speaks, attacks, or otherwise reveals itself, it is Hidden.

A creature searching the area must succeed on an Investigation check against your Spell Save DC to notice the disguised creature.

When a hidden creature makes an attack to begin combat, it deals an additional 2d6 damage on the attack or gives single target of a spells disadvantage on it save.

Your hidden allies count as active traps for the purposes of your Decoy feature.

Level 15: From Scales to Mail

Your knowledge of the once living materials used in your magical items makes your more at home in your equipment.

Your mastery of monster anatomy extends to the equipment you create from your kills.

You gain one additional Attunement slot.

The item placed in this slot must be made primarily from the hide, leather, carapace, bone, scales, or other physical remains of a creature.

If you personally harvested the creature from which the item was made, you gain a +1 bonus to AC or a +1 bonus to damage while attuned to it.

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