The Trapper - Ranger Archetype

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The Trapper

Preparation is key to hunting your prey. Trappers are experts in setting ambushes and traps, as well as staying close to their targets and not letting them go until they are slain. With their magic and tools, they make excellent bounty hunters and big game hunters. In urban environments, Trappers often use their skills in the name of the law or to catch criminals as vigilantes.

Trapper Magic

Starting at 3rd level, 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.

Trapper Spells

Ranger Level Spell
3rd Entangle
5rd Web
9th Slow
13th Hallucinatory Terrain
17th Wall of Stone

Stay!

At 3rd level, you learn to bind your enemies to yourself so that they are unable to flee.

As a bonus action, you can choose one creature you can see within 15 feet of you. The next time you hit that creature on this turn with a weapon attack, you deal an extra 1d6 piercing damage and form a magical connection to it. This connection lasts until you use your reaction to break it.

As long as the connection stays, the creature can't move further than 15 feet away from you. If the creature tries to use its movement to move further away, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength Modifier. On a failed save, the creature falls prone. If the creature succeeds on the saving throw, you are pulled along with it and stay within 15 feet of it. Large creatures make the saving throw with advantage and huge or larger creatures automatically succeed.

Additionally, on each of the following rounds after creating the connection, you can use your bonus action to deal 1d6 piercing damage to the target. When you reach 11th level in this class, this damage increases to 2d6.

The creature you are connected with can use its action to try and free itself from the connection. If it succeeds on a Strength (Athletics) check against 8 + your proficiency bonus + your Strength modifier, the connection breaks.

Always Prepared

Also at 3rd level, you can infuse the traps you are setting with your magic.

You learn the Snare spell, and it doesn't count against the number of ranger spells you know. If you cast the spell using this feature, the casting time for it becomes 1 action and you don't have to expend any material components.

You can cast the spell a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot. You regain all expended uses when you finish a long rest.

Panic Reaction

At 7th level, you learn to throw a trap while being attacked.

When taking damage, you can use your reaction to throw a trap at a creature within 15 feet of you. The target must succeed on a Dexterity saving throw against your spell save DC or be restrained until the start of its next turn.

If the target is connected with you through the Stay! feature, it has disadvantage on the saving throw.

Once you use this feature, you can't use it again until you finish a short or long rest.

Refined Traps

At 11th level, your traps become more versatile.

Whenever you cast the Snare spell, you can choose that the resulting trap has one effect from the following list instead of the normal one.

Fire Trap. When a creature triggers the trap, it must make a Dexterity saving throw. The creature takes 6d6 fire damage on a failed save or half as much on a successful one.

Explosion. When a creature triggers the trap, it and every other creature within 5 feet of it must make a Constitution saving throw. On a failed save, each affected creature takes 3d10 thunder damage and is pushed 10 feet towards a direction you determine during the casting of the spell. On a successful save, a creature takes only half damage and isn't pushed.

Portal. When a creature triggers the trap, it must succeed on a Charisma saving throw or be teleported to a location of your choice within 30 feet of the trap. You choose the destination of the portal during the casting of the spell.

Silence. When a creature triggers the trap, a sphere with a radius of 20 feet appears centered on the trap. The sphere lasts until the end of your next turn. For the duration, no sound can be created within or pass through the area of the sphere.

Darkness. When a creature triggers the trap, magical darkness starts to spread from the trap and fills a sphere with a 15 feet radius, centered on the trap. The sphere lasts until the end of your next turn.

Bring it down!

At 15th level, your expertise lets you find the the weakness of every creature.

You can use your action to spot a creature's weak point. Choose a creature within 30 feet of you that you can see. The creature must succeed on a Constitution saving throw or become vulnerable against bludgeoning, piercing and slashing damage and lose any resistances or immunities against these damage types until the start of your next turn. Creatures you are connected with through your Stay! feature make the saving throw with disadvantage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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