Ranger Subclass: The Trapper Conclave (Revised)
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 how to make three
traps of your choice,
You
learn one additional trap of your choice at 7th, 10th, and 15th level. Each
time you learn new traps, you can also replace one trap you know with a
different one.
Traps take
an action to place or throw at a range of 10 feet and take up a 5-foot square. You
also cannot put a trap on a square that already has a trap on it and if a
creature goes on the square that a trap has been placed on, it triggers.
You can
only have a number of untriggered traps out equal to your Proficiency bonus.
Saving
Throws. Some of your traps require your target to make a saving
throw to resist the trap's 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 your Trap Save DC.
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.
Remote
Detonation.
At 15th level, you can use a bonus action to activate all of your traps at once, without
needing someone to step on them. Once you use this ability, you cannot use it
again till you complete a short or long rest.
Traps
The
traps presented here are presented in alphabetical order.
Acid
Trap
Prerequisite:
3rd level ranger
When
this trap is triggered, the triggering creature must succeed a Dexterity saving
throw or their Armour Class is reduced by 1. This trap does not affect magical,
mithril or adamantine armour.
Consecrated
Trap
Prerequisite:
7th level ranger
When
triggered this lets out a spray of holy water in a 5 feet radius, creatures
within a 5ft radius of this must succeed a Dexterity saving throw or take 2d6
radiant damage if they are a fiend or undead.
In
addition, any fiend or undead damaged by this has disadvantage on attacks until
the end of their next turn.
Fire
Trap
Prerequisite:
3rd level ranger
When
triggered lets out a quick incendiary explosion, everyone in a 5 feet radius of
the trap when it is triggered succeed a Dexterity saving throw or take 1d10
fire damage. On a success, they take half as much.
This
increases to 2d10 at 7th level, 3d10 at 11th level and 4d10 at 15th level.
Freeze
Trap
Prerequisite:
3rd level ranger
When triggered, this lets out an explosion of ice that covers everyone in a 5 feet
radius, and they must succeed a Constitution saving throw or take 1d6 Cold
damage and their movement is reduced by 10 feet until the end of their next
turn. On a success, they take half of the Cold damage and are not slowed.
The
damage increases to 2d6 at 7th level, at 11th level their movement is halved
rather than reduced by 10 feet, at 15th level their speed is reduced to 0 and
the damage is increased to 3d6.
Poison Trap
Prerequisite:
5th level ranger
A small
container of gas, that when triggered fill a 5 feet radius with poison. This
area lasts for one round of combat, and each creature who starts their turn in
this area or enters it within this time, takes 1d4 poison damage. They must
also succeed a Constitution or become poisoned until the end of their next
turn.
This damage
increases to 2d4 at 7th level, 3d4 at 11th and 4d4 at 15th.
Lightning
Trap
Prerequisite: 10th level ranger
When triggered, this trap releases a ball of lightning that sparks out in a 5 feet
radius. Every creature that is hit by this must succeed a constitution saving
throw or be stunned until the start of their next turn.
Spike
Trap
Prerequisite:
3rd level ranger
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 2d4 piercing damage
at that point. Creatures who traverse the area also take 2d4 piercing damage
for every 5-foot square crossed. This area lasts a number of rounds equal to
your Proficiency bonus.
This
area increases to a 10 feet radius at 7th level, 15 feet radius at 11th level,
and 20 feet radius at 15th.
Sticky
Trap
Prerequisite:
3rd level ranger
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 Proficiency bonus.
Thunder
Trap
Prerequisite:
3rd level ranger
A large
boom of energy releases from this trap when it is triggered, all creatures
within 5 feet of it must succeed a Strength saving throw or be pushed back 10
feet. They take 1d4 bludgeoning damage if this causes them to impact heavy objects
or walls.
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