Base Class: Ranger
Trap specialists are often hired by the military of nations to secure the borders or by people who need something very valuable protected. They develop skills whereby simple tools can turn an unasuming spot on the ground in a swift end to any trespasser
If this subclass is legal in your D&D game rangers have the homebrew trap setter class feature. This feature is descriped as a level 1 feature in this subclass.
Trap setter
It is advised to use this feature as a level 1 ranger feature. Otherwise you gain this feature at level 3 by selecting this subclass.
Beginning at 1st level, you have mastered the trap setting skill. By spending 2 arrows and a 10 ft piece of rope you can as an action set a trap covering a 5 foot square. Whenever a creature walks into the trapped area the creature immediately takes 1d8 piercing damage and the trap is destroyed. These traps are set extremely well and the creature cannot avoid or lessen the damage by making a saving throw of any kind. The damage of your traps increases to 2d8 at 3rd level, 3d8 at 5th level, 5d8 at 9th level, 7d8 at 13th level and 10d8 at 17th level.
Perception DC to perceive your traps = 8 + your proficiency bonus + your Wisdom modifier
Magical traps
At 3rd level, you gain the ability to magically enhance the traps you create. You may spend a spellslot of 1st level or higher whenever you create a trap to increase the damage by 1d8 and also make it so that all the damage becomes magical to overcome certain resistances to non-magical weapon damage. Whenever you do so you can also add one of the following effects;
- The creature who triggers the trap becomes restrained until the end of its next turn.
- The creature who triggers the trap becomes poisoned unless it succeeds a constitution saving throw with a DC equal to your spell save DC.
- The creature who triggers the trap becomes grappled by a rope until it uses its action to perform a strength check with a DC equal to your spell save DC.
Steering strikes
At 3rd level, you learn to lure your opponents in to your traps by steering them to certain directions with you strikes.
Whenever you hit a creature of one size larger then you or smaller with a weapon attack you may spend a bonus action to move them 5 ft in any direction. You cannot make an attack of opportunity caused by this movement.
Fast trap deployment
At 7th level, you have learnt to quicken the construction of your traps.
You may now also build traps using your bonus action. You still need at least 2 arrows and 10 feet of rope to build a 5ft square trap.
Trap detection
At 7th level you can easily detect traps made by others.
As an action you may cast the find traps spell without spending a spellslot. When you cast the find traps spell using this method it does not require vocal or somatic components and you have advantage detecting traps by using perception (Wisdom) or investigation (intelligence) checks for the next hour. You can use this feature as many times equal to your wisdom modifier per long rest
Exploding trap
At 11th level, you gain the ability to make your traps explode by spending a flask of oil or a spellslot of 1st level or higher during its construction. Whenever you do this all the dmg the trap deals becomes fire damage and whenever the trap is triggered the effects and damage of the trap will be extended to any creature or construct within a 15 ft radius of the trap. Any creature can make a successfull dexterity saving throw to half this damage. If there are any other traps within this radius they are destroyed. If there are any exploding traps within this radius they explode but will not damage any creature that was already damaged by the first exploding trap.
Trigger finger
At 15th level, you have managed to make your traps only trigger whenever you want. Whenever a creature triggers a trap within 60 feet of you you don’t want to go off you can spent your reaction to not make this trap trigger. You can also use your reaction to trigger an exploding trap whenever no creature triggered this trap.
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