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.
Trapper's 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 | command |
5th | hold person |
9th | magic circle |
13th | death ward |
17th | hold monster |
Patient Marksman
At 3rd level, instead of attacking, you may instead wait until your next turn to strike. If you use an action to do so, the first weapon attack made on your next turn is rolled with advantage and deals an extra 1d12 of the weapon's damage on a successful hit. When you reach 11th level, the extra damage increases to 2d12.
Lie in Wait
At 7th level, you can prepare an 60-foot radius area for combat. If you spend at least 1 minute using all your turns to prepare the area, you and any number of creatures of your choice gain the following advantages while within the area of effect:
- You gain 1d6 temporary hit points at the beginning of each of your turns.
- The first weapon attack you make on each of your turns deals an extra 1d6 damage.
- You have advantage on rolls made for initiative.
- You can hide using a bonus action.
The effects in this area last for 1 hour or until you use an action to dispel the effects.
Once you use this feature, you cannot use it again until you complete a long rest.
Perceptive Stalker
At 11th level, you gain proficiency in the Perception and Stealth skills if you do not already have them. Additionally, whenever you roll a skill check for either of these skills, treat any roll on the die lower than a 12 as a 12.
Trapped Prey
At 15th level, you become a master of finishing off your trapped opponents. Once on each of your turns, whenever you hit with a weapon attack against a creature that is grappled, paralyzed, petrified, restrained, stunned, or unconscious, you deal extra weapon damage equal to your ranger level.
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