Ranger
Base Class: Ranger

The trapper is a master of planning. They understand the lay of the land and how to best use it to impede their foes. Trappers can employ their tools in the name of protection or to aid them in a hunt. 

Trapper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trapper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Trapper Spells

Ranger Level Spell
3rd alarm
5th web
9th glyph of warding
13th faithful hound
17th passwall

Eyes of the Trapper

At 3rd level, you are familiar with all types of traps and can often see the tell-tale signs. As an action, you can cast Find Traps a number of times a day equal to your Wisdom modifier (minimum of 1) without expending a spell slot.

You regain all uses of this feature when you finish a long rest.

 

Hands of the Trapper

At 3rd level, you are accustomed to working with traps. You can deftly arm or disarm them.

You can use Caltrops and Hunting Traps as a bonus action.

In addition, you have advantage on ability checks made when attempting to disarm or set a trap, and on Intelligence (Sleight of Hand) checks for tying and untying knots.

Reflexive Leap

At 7th level, you are always prepared for things to go awry. You can dive out of the way of large scale attacks.

As a reaction, you can choose to take no damage when you fail a Dexterity saving throw but you fall prone.

 

Preparation

At 11th level, you are at your most potent when given time to prepare. You now have the ability to ritually cast the spells listed in your Trapper Magic feature (they gain the ritual tag for you). Any material components are still required.

You have a number of charges equal to half your ranger level. You must expend a number of charges equal to the spells level in order to be able to start ritually casting it.

For example, ritually casting the Web spell would cost 2 charges, casting Faithful Hound would cost 4 charges and so on.

You regain all charges of this feature after a long rest.

Trap Master

At 15th level, your trap making skills cannot be beaten. You can now cast the glyph of warding  spell without expending a spell slot and without using material components.

You can only have a number of glyphs active from this feature equal to your Wisdom modifier (minimum of 1). When you attempt to cast the spell again whilst having your Wisdom modifier number of glyphs already active, you can cast the new glyph and the oldest glyph disappears.

Previous Versions

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