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# Trapper For some rangers, the hunt is not a tiring pursuit through dangerous lands. For some rangers, the hunt comes to them. Trappers are those rangers who prefer to outthink their quarry instead of outrunning them. They are almost always two steps ahead. ### Trapper Magic 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. | Ranger Level | Spell | |:---:|:-----------:| | 3 | Snare | | 5 | Rope Trick | | 9 | Sleet Storm | | 13 | Grasping Vine | | 17 | Transmute Rock | ### Ambuscade At 3rd level, your ranger training has focused on the art of making and obscuring traps to spring deadly ambushes on your prey. As an action, or as a bonus action, you may deploy a Steel Trap to a space within 5 feet of you. A creature that moves into the same space as a trap must succeed on a Dexterity saving throw against your spell save DC or take 1d8 piercing damage and have its speed reduced by 10 feet. You may have a number of traps deployed equal to 1 + your Wisdom modifier.
### Trapper's Kit At 3rd level, you gain proficiency with Tinker's Tools and the Woodcarver's Tools. Using these tools, and the necessary materials, you can make additional traps like tripwire crossbows, punji stakes, or rope snares, at your DM's discretion.
### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
© Bear Trap Art by Richard Wright \columnbreak ### Imbued Traps By 7th level, your experience casting spells and laying traps has allowed you to begin imbuing your traps with the natural magics you have access to. You gain the ability to place the following traps as an action. These count against the total number of Traps you can have deployed. You may only have two Imbued Traps placed at a time. * **Charged Trap.** When this trap is sprung, the creature must make a Constitution saving throw against your Spell Save DC. On a failed save, lightning courses through the creature causing it to take 2d8 lightning damage and be unable to take reactions until the end of its next turn. A creature takes half damage on a successful save and suffers no other effects. * **Exploding Trap.** When this trap is sprung, the creature and all creatures within 10 feet of the trap must make a Dexterity saving throw against your Spell Save DC, taking 3d8 fire damage on a failed save, and half as much on a successful one. * **Freezing Trap.** When this trap is spring, the creature and all creatures within 5 feet of the trap must make a Constitution saving throw against your Spell Save DC. On a failed save, affected creatures take 2d6 cold damage, and have their speed reduced by 20 feet until the end of their next turn. * **Toxic Trap.** When this trap is sprung, the creature and all creatures within 10 feet of the trap must make a Constitution saving throw against your Spell Save DC, taking 3d4 poison damage on a failed save and becoming blinded until the start of their next turn. Affected creatures take half as much damage on a successful save, and are not blinded. * **Vine Trap.** When this trap is sprung, the creature and all creatures within 5 feet of the trap must make a Strength saving throw against your Spell Save DC, as magical vines erupt from the trap and attempt to grab them. On a failed save, affected creatures take 1d8 bludgeoning damage and are restrained. Creatures restrained by these vines can use an action to attempt to break out of the vines, making a Strength (Athletics) check against your Spell Save DC. The vines have an AC of 10, and 15 hit points. On a successful save, creatures take half damage and are not restrained.
\pagebreak ### Always Prepared At 11th level, you may take an additional turn in the first round of combat at your initiative count + 5. During this special turn, you may only move and place traps, However, when you use your action to place a trap during this turn, you may place two traps instead.
### Preemptive Defense Starting at 15th level, when a creature moves within 5 feet of you, you may use your reaction to deploy a Trap. If you do so, the creature immediately makes a Saving throw against the trap. If it fails its saving throw, you can also move up to your speed without provoking opportunity attacks from that creature.
\columnbreak © Detect Traps Art by Scott Altmann