Base Class: Ranger
The Trapsmith conclave is an expert at ensnaring, disabling, or killing its quarry using mundane and magical traps.
Trap Expert
Beginning at 3rd level, you gain proficiency with Thieves' Tools and Woodcarver's Tools.
In addition, you have advantage on Wisdom (Perception) checks made to detect traps, on Intelligence (Investigation) checks to discern how to disarm traps, and on Dexterity (Thieves' Tools) checks to disarm traps.
Booby Trap
Starting at 3rd level, you can create simple mechanical traps from natural resources. You learn how to make two traps of your choice, which are listed at the end of this section.
You learn to make one additional trap of your choice at 7th, 11th, and 15th level. If a trap forces a creature to make a saving throw or requires an ability check, the DC of the trap uses your Ranger Spell Save DC.
Create Booby Trap. Over the course of 10 minutes, you forage for wood and other natural materials, and craft one booby trap you know using your Woodcarver's Tools.
Set Trap. As an action, you can use a free hand to set one of your traps in an unoccupied space within 5 feet of you that you can see. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground.
Hide Trap. As an action, you can disguise one of your set traps using nearby foliage to heavily obscure the trap.
Countermeasures. A creature can make a Wisdom (Perception) check to spot a trap you have hidden. A creature who discovers your trap can make an Intelligence (Investigation) check to discern how to disarm the trap. A creature that knows how to disarm your trap can make a Dexterity (Thieves' Tools) check to disarm the trap and render it harmless.
Hunting Trap
Simple Mechanical Trap
Trigger. This trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center.
Effect. A creature that steps on the plate must succeed a Dexterity saving throw or take piercing damage equal to 1d6 + your Ranger level and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the Chain (typically 3 feet long).
Countermeasures. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Poison Trap
Simple Mechanical Trap
Trigger. The trap is rigged to launch several darts tipped with poison when a creature steps on a pressure plate in the center.
Effect. The triggering creature must succeed a Constitution saving throw or become poisoned by the darts for 1 minute.
Countermeasures. A creature can repeat its saving throw at the end of each of their turns, ending the effect on a success.
Sleeping Trap
Simple Mechanical Trap
Trigger. This trap is rigged to release a sleeping toxin in the air.
Effect. A creature that steps on the plate must succeed a Constitution saving throw or fall unconscious for 1 minute.
Countermeasures. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Smoke Trap
Simple Mechanical Trap
Trigger. The trap is a pouch rigged to release a fine black powder in a 5-foot-diameter circle when a creature steps on a pressure plate in the center.
Effect. The triggering creature must succeed a Constitution saving throw or begin choking until the end of their next turn. While they are choking they can't concentrate or speak.
Spike Trap
Simple Mechanical Trap
Trigger. The trap is a spring loaded mechanism that projects several small spikes in the direction of the creature that steps on a pressure plate in the center.
Effect. The triggering creature must succeed a Dexterity saving throw or take piercing damage equal to 2d6 + your Ranger level from the spikes.
Magic Trap
When you reach 7th level, you learn how to create simple magical traps by imbuing your booby traps with magic.
Create Magic Trap. You can spend 10 minutes and expend a spell slot of 1st level or higher to transform one of your booby traps into a magic trap.
Curse Trap
Simple Magical Trap (requires a sleeping trap)
Trigger. The trap is rigged to activate when a creature steps on a pressure plate in the center.
Effect. A creature that steps on the plate must succeed a Wisdom saving throw or become cursed for 1 minute. Choose the nature of the curse when you create this trap from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
Countermeasures. A remove curse spell ends this effect.
Fire Trap
Simple Magical Trap (requires a smoke trap)
Trigger. The trap is rigged with an explosive powder that is ignited when a creature steps on a pressure plate in the center.
Effect. The triggering creature must succeed a Dexterity saving throw or take fire damage equal to 4d10 + your Ranger level from the explosion.
Freezing Trap
Simple Magical Trap (requires a spike trap)
Trigger. The trap is rigged to activate when a creature steps on a pressure plate in the center.
Effect. A creature that steps on the plate must succeed a Dexterity saving throw or take cold damage equal to 4d8 + your Ranger level and have its speed reduced by 10 feet until the end of its next turn.
Plague Trap
Simple Magical Trap (requires a poison trap)
Trigger. The trap is rigged to activate when a creature steps on a pressure plate in the center.
Effect. A creature that steps on the plate must succeed a Constitution saving throw or contract a disease. Choose the nature of the disease when you create this trap from the following options:
- The creature is blinded.
- Choose one ability score. The creature has disadvantage on attack rolls that use that ability score.
- The creature has vulnerability to all damage.
- The creature behaves as if under the effects of the confusion spell during combat.
- Whenever the creature takes damage, it is stunned until the end of its next turn.
Countermeasures. Any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Strangling Trap
Simple Magical Trap (requires a hunting trap)
Trigger. The trap is rigged to activate when a creature steps on a pressure plate in the center.
Effect. A creature that steps on the plate must succeed a Strength saving throw or be restrained for 1 minute.
Countermeasures. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success.
Fast Trap
Beginning at 11th level, you can now set one of your booby or magic traps using a bonus action.
Living Trap
At 15th level, at the end of a long rest, you can expend a spell slot of 3rd level or higher to transform a medium or smaller non-magical object into a living trap. It uses the statistics of the Mimic from the Monster Manual.
On each of your turns, you can use a bonus action to mentally command the living trap if it is within 60 feet of you. You decide what action the living trap will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The living trap reverts back to a non-magical object when it's hit points are reduced to 0 or you create another living trap.
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