Base Class: Ranger
Trappers use a variety of ropes, mechanisms, and illusions to restrain, debilitate, and slay their prey. Upon selecting this specialization, the Ranger learns the Minor Illusion Cantrip as a Ranger Spell. Wisdom is your Spell Casting ability for Minor Illusion.
The Trapper gains the following spells, which do not count against the number of spells prepared:
3rd Level - Entangle
5th Level - Web
9th Level - Major Image
13th Level - Hallucinatory Terrain
17th Level - Mislead
Set Traps
Upon selecting the Trapper specialization, you learn two of the following traps. You may use your Action to magically create a trap within 5 feet of any ally. You may use this Feature a number of times equal to your Wisdom modifier (minimum 1). All uses refresh after a long rest. You may change one choice after gaining a new level. At level 11, you may choose a third trap.
(1) Bear Trap - When a Huge or smaller creature comes within 5-feet of the trap, it triggers metal claws that dig into the creature. The creature must make a Dexterity Saving Throw. The creatures takes 2d8 + Wisdom + Proficiency piercing damage on a failed save and is restrained. On a successful save, the creature takes half damage and is not restrained. A trapped creature takes 1d8 + Wisdom + Proficiency piercing damage at the start of its turn. The trapped creature can use its action to make a Strength Saving Throw to pry open the claws and free itself.
(2) Net Launcher - When a huge or smaller creature comes within 60 feet directly above the trap, a net is launched. The creature must make a Dexterity Saving Throw or take falling damage, be dragged to the ground, restrained, and knocked prone. On a successful save, the creature avoids the net, but moves at least 15 feet in the process.
(3) Oil Slick - When a small or larger creature comes within 10 feet of this trap, it triggers a sensor releasing oil along the ground in a 10-foot square. All creatures in the oil must make a Dexterity Saving Throw or fall prone. Allies of the Trapper make the dexterity saving throw with advantage. Any creature knocked prone is coated in viscous oil and becomes vulnerable to the next source of fire damage it receives.
(4) Poison Darts - The Trapper creates a nearly-invisible trip line 20-foot long. When a small or larger creature reaches the trip line it must make an Intelligence Saving Throw to avoid triggering the darts. If failed, the trip line releases poisonous darts dealing 2d4 + Wisdom + Proficiency damage to all creatures in the line. A creature hit by the dart must make a Constitution Saving Throw or be paralyzed.
(5) Shrapnel Mine - The trapper sets a mine with a remote sensor. When a small or larger creature comes within 5 feet of the mine, all creatures within a 20 foot cone must make a Wisdom Saving Throw to avoid the shrapnel. Creatures in the cone take 2d8 piercing damage + 1d8 fire damage + Wisdom + Proficiency on a failed save, or half as much on a successful one.
Entice
As a Bonus Action, create an illusion that entices a creature to a location. The creature must make an Intelligence Saving Throw or use its movement on its next turn to travel directly towards a location within 30 feet of it. The creature must make this movement before using its action or bonus action. You may use this ability a number of times equal to your Wisdom Modifier, with all uses refreshing on a long rest.
Easy Prey
You become expert at attacking debilitated foes. When using the Attack action against a creature that is Grappled, Incapacitated, Paralyzed, Petrified, Prone, Restrained, Stunned, or Unconscious deal extra damage, you can attack 3 times instead of 2.
Trap Mastery
Your mastery of trapping makes you more aware of the dangers in your surroundings. You gain proficiency with Wisdom saving throws, expertise in Perception, and can cast Detect Traps and See Invisible once per short rest without using a spell slot.