Ranger
Base Class: Ranger

Rangers of this archetype don't mind waiting for their enemies to come to them on their own. Many of these rangers don't like to go after their foes directly, and believe they have a much better chance in combat if they were to lie in wait beforehand. They value preparation and cunning above all, and their enemies face them on their terms or not at all.

Trap Maker

Starting when you take this conclave at 3rd level, you gain the ability to make and set traps. The attack bonus and save DC are both equal to your spell attack bonus and save DC. If a creature is considered a Favored Enemy for you, they have disadvantage on checks to escape your traps. The traps you can make upgrade as you gain levels. You can make Setback and Major Setback level traps starting at level 3, Dangerous level traps starting at level 11, and Deadly level traps starting at level 15. Each type of trap is listed at the end of the Archetype, and you gain knowledge of all traps of the appropriate levels.

Traps

You gain access to the following traps at the appropriate levels.

Trap Types

 

Type Level Gained Set Time Damage Duration Amount/Long Rest
Setback Lv 3 Bonus Action No Damage 1 Round Unlimited
Major Setback Lv 3 Varies based on trap Wis Mod 10 Min Proficiency Bonus
Dangerous Lv 11 Varies based on trap D4 * Level 1 Hour 1/2 Proficiency Bonus
Deadly Lv 15 Varies based on trap D6 * Level 1 Day 1
Basic Snare

Setback Trap

When you set this trap, designate a 5-foot square. A creature that passes through this square must make a Dexterity saving throw or be stunned for one round. Alternatively, you can make an attack roll as a bonus action against a creature using your Dexterity-based attack bonus. If an attack with this hits, the creature is restrained for one round.

Deadfall

Deadly Trap, Short Rest

When you set this trap, designate a 10- foot square. A creature within 5 feet of this square may make a Wisdom saving throw to notice the hazard. If a creature passes into the square, they take bludgeoning damage equal to 1d8* your Ranger level. If this damage would exceed their remaining HP, they are crushed. A creature crushed in this manner does not get death saving throws and cannot be brought back to life by anything weaker than a full Resurrection spell.

Great Snare

Major Setback Trap, 1 Action

When you set this trap, designate a 5-foot square. A creature that passes through this square must make a Dexterity saving throw or take bludgeoning damage
according to the chart and be stunned or restrained (your choice) for up to 10 minutes or until they make the save, which they can re-attempt at the end of each of their turns. Alternatively, you can make an attack roll against a creature using your Dexterity-based attack bonus. If an attack with this hits, the creature takes bludgeoning damage according to the chart above is restrained or stunned for up to ten minutes and can attempt a Dexterity saving throw at the end of each of their turns.

Greater Pit

Dangerous Trap, 10 Minutes

When you set this trap, designate four squares (20 feet of space). This pit can be any shape you desire, so long as all squares are adjacent to at least one other, and is a number of feet deep equal to 5* your level. A creature within 10 feet of this shape may make a Wisdom saving throw to notice the hidden pit. A creature that passes through this shape falls to the bottom, taking your choice of bludgeoning, piercing, or slashing damage according to the chart and falling prone. For purposes of overcoming resistances, this damage is considered magical. A creature in the pit is trapped until they succeed on two Athletics checks to climb out. Only ranged attacks can be made into or out of the pit, and all have disadvantage.

Greater Tripwire

Deadly Trap, 10 Minutes

When you set this trap, designate a 40- foot line. A creature within 5 feet of this line may make a Wisdom saving throw (DC 8 + double your proficiency bonus+ your Wisdom modifier) to notice the string. If a creature passes over this line, they trigger the trap, taking your choice of any damage type (though you must declare it when you set the trap) according to the chart.

Leghold

Setback Trap

When you set this trap, designate a 5-foot square. A creature that passes through this square must make a Strength saving throw or be restrained for one round.

Master Pit

Deadly Trap, Short Rest

When you set this trap, designate eight squares (40 feet of space). This pit can be any shape you desire, so long as all squares are adjacent to at least one other, and is a number of feet deep equal to 10* your level. A creature within 5 feet of this shape may make a Wisdom saving throw to notice the hidden pit. A creature that passes through this shape falls to the bottom, taking your choice of bludgeoning, piercing, or slashing damage according to the chart and falling prone. For purposes of overcoming resistances, this damage is considered magical. A creature in the pit is trapped until they succeed on three Athletics checks to climb out. Attacks cannot be made into or out of the pit.

Minor Pit

Major Setback Trap, 1 Minute

When you set this trap, designate a 5-foot square in which to create a 10-foot deep hole. A creature within 20 feet of this square may make a Wisdom saving throw to notice the hidden pit. A creature that passes through this square falls to the bottom, taking bludgeoning damage according to the chart and falling prone. A creature in the pit is trapped until they succeed on an Athletics check to climb out. Creatures outside the pit have advantage on attacks against creatures in the pit, though cover rules still apply.

Tripwire

Dangerous Trap, 1 Minute

When you set this trap, designate a 20- foot line. A creature within 5 feet of this line may make a Wisdom saving throw to notice the string. If a creature passes over this line, they trigger the trap, taking your choice of any damage type (though you must declare it when you set the trap) according to the chart.

Opportunistic Shot (For Unearthed Arcana Ranger)

Starting at 5th level, you deal double damage when you hit a creature that is restrained or stunned with a weapon attack.

Bait-Setter

Starting at 7th level, you can make and set bait in your traps that makes them tantalizing to a certain type of creature. You can make a bait for a type of creature from the following list: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or two races of humanoid. You can make bait for any of these races, but can only apply one type of bait to a given trap. Creatures of that type within 120 feet must make a Wisdom saving throw or be drawn to the trap’s location. Creatures affected in this way spend their entire movement moving toward the trap each round until they end their turn in the trap. Your favored enemy has disadvantage on bait-resisting saving throws. You can bait a number of traps equal to your Wisdom modifier per long rest.

Additional Traps

You gain more traps at 11th level, as seen in Trap Maker.

Additional Traps

You gain more traps at 15th level, as seen in Trap Maker.

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