Ranger: Tracker
Ranger Archetype
At 3rd level, a ranger gains the Ranger Archetype feature. The following option is available to a ranger, in addition to those offered in the Player's Handbook.
Tracker
Trackers are expert hunters and masters of woodcraft. Their natural skill at tracking and trapping are augmented by their magic, allowing them to find and bring down even the most elusive of quarries. Rangers who emulate this archetype are hunters, guides, and explorers, able to take down their foes as easily as they hunt game.
Tracker Features
| Ranger Level | Feature |
|---|---|
| 3rd | Tracker's Eye, Falconer, Magic Trap |
| 7th | Superior Sneak, Speed Trap |
| 11th | Ambush Tactics |
| 15th | Enhanced Trap |
Tracker's Eye
Starting at 3rd level, your ability to find traces of creatures is unsurpassed. You have advantage on Wisdom (Survival) checks made to track creatures as well as on Intelligence checks made to learn about a creature from the trail it left.
Falconer
At 3rd level, you learn the find familiar spell and can cast it as a ritual. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.
Magic Trap
At 3rd level, you learn to channel your magic into creating a magical trap which can ensnare or kill your quarry. As an action, you can create a trap 5 feet in diameter on an unoccupied surface within 5 feet of you. When you create the trap, you can choose one of the following effects.
Deadfall. When a creature other than you touches the trap, it must make a Dexterity save against your spell save DC. The creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The trap then disappears. You can expend a spell slot when creating this trap; the damage dealt by the trap increases by 1d10 for each level of the spell slot expended.
Pitfall. When a creature other than you touches the trap, it must make a Dexterity save against your spell save DC or be restrained. A restrained creature can repeat the saving throw at the end of each of its turns. On a success, it is no longer restrained. Once triggered, the trap disappears when no creature is restrained by it.
The trap is nearly invisible, and requires a successful Intelligence (Investigation) check against your spell save DC to be discerned. A trap disappears after 1 day or when you choose to dismiss it (no action required). If you are on the same plane of existence as a trap when it is triggered, you are magically aware of the event, but not what triggered it.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses of when you finish a short or long rest.
Superior Sneak
Starting at 7th level, you become a master of stalking your prey. You have advantage on Dexterity (Stealth) checks if you move no more than 10 feet on the same turn.
Speed Trap
Beginning at 7th level, when you use your action to create a magic trap, you can make one weapon attack as a bonus action.
Ambush Tactics
Starting at 11th level, you learn to use your traps to create deadly ambushes. When a creature that cannot see you triggers one of your magic traps, you can use your reaction to move up to your speed and make a weapon attack against that creature. If you hit the creature, that attack is a critical hit.
Enhanced Trap
Starting at 15th level, you learn to make your traps more effective, gaining the following effects.
Deadfall. When a creature fails its saving throw against this trap, you can choose to have it knocked prone.
Pitfall. While a creature is restrained by this trap, it is considered under the effect of the silence spell.