Ranger Subclass: The Trapper Conclave

The trapper conclave is all about patience and persistence. Instead of stalking your prey waiting for the right moment, you set up the right moment and wait. Primarily you do this through your traps, to wrong foot your opponents and strike while they’re weak, learning how to make them stronger over time.
 
Combat Trapper
When you choose this archetype at level 3 you learn how to place down traps quickly during combat.  You learn all 4 types of traps specified below, all of which take an action to place and take up a 5-foot square. If a creature goes on the square that a trap has been placed on it triggers. You can only have a number of traps out equal to your Wisdom modifier.
Saving Throws. Some of your traps require your target to make a saving throw to resist the traps effects. The saving throw DC is calculated as follows:
Trap Save DC = 8 + your proficiency bonus + your Wisdom modifier
Investigation Checks. When these traps are placed you may also choose to hide them. You do not need to roll sleight of hand to do so, instead a creature who is aware there are traps in the area may make an investigation check against you Trap Save DC.
 
Poison Trap
A small container of gas, that when triggered fill a 5 feet radius with poison. Everyone in the area, or goes into the area, takes 1d4 poison damage and must succeed a Constitution or take another 1d4 poison damage at the start of their turn for a number of rounds equal to your Wisdom modifier.
This increases to 2d4 at 7th level, 3d4 at 11th and 4d4 at 15th.
The gas disperses at the start of the creature who triggered its next turn.
 
Sticky Trap
A spring trap, that when triggered covers a 10 feet radius with a sticky substance that counts a difficult terrain for the duration. In addition, everyone in the area when it goes off must succeed a Strength saving throw or be restrained until it dissolves. A restrained creature may use their action to make a Strength (athletics) check against your trap save DC. On a success it frees itself.
At 11th level creatures who succeed on the initial save or succeed later on their Strength (athletics) check are knocked prone after doing so.
The substance dissolves after a number of rounds equal to your Wisdom modifier.
 
Spike Trap
A spring trap, that when triggered covers a 5 feet radius with small thorns, caltrops, or other sharp objects, making the area difficult terrain. Creatures who start their turn in the area or end their turn in the area, take 1d4 piercing damage at that point. Creatures who traverse the area also take 1d4 piercing damage for every 5-foot square crossed.
This area increases to a 10 feet radius at 7th level, 15 feet radius at 11th level, and 20 feet radius at 15th.
 
Fire Trap
A flint and steel sprung trap, that when triggered lets out a quick incendiary explosion. Everyone in a 5-foot radius of the trap when it is triggered succeed a Dexterity saving throw or take 1d8 fire damage. On a success they take half as much.
This increases to 2d8 at 7th level, 3d8 at 11th level and 4d8 at 15th level.
 
Set and Strike
At 7th level when you use your action to place one of your traps you can use your bonus action to make one weapon attack.
 
Easy Mark
When you reach 11th level you may use your reaction to attack or cast a single target spell at a creature you can see who has triggered one of your traps.
 
Ring of Fire
At 15th level you may use an action to throw the hells down on your enemies causing an area to light up, either trapping your foes, block off an area, or even to protect yourself and your allies.
 You can launch this trap up to 30 feet away from you, with its landing point being the centre of your ring’s radius. It lasts for one minute and once you have used this ability you must complete a short or long rest before using it again.
There are 3 different sizes that you use that can be found below:
 
Small
10 feet radius ring that is 1-foot thick and 10 feet high.
When the ring appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage, or half as much damage on a successful save.
If a creature goes through rings radius or ends their turn within 5 feet of the fire, they must also make a Dexterity saving throw.
 
Medium
20 feet radius ring that is 1 foot thick and 5 feet high
When the ring appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage, or half as much damage on a successful save.
If a creature goes through rings radius or ends their turn within 5 feet of the fire, they must also make a Dexterity saving throw.
 
Large
30 feet radius ring that is 1 foot thick and 1 foot high
When the ring appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
If a creature goes through rings radius or ends their turn within 5 feet of the fire, they must also make a Dexterity saving throw. 
 
 

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