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## Trapper The trapper specializes in setting the terms of engagement, using traps to control the flow of battle and give themselves and their allies the upper hand. Trappers prefer to avoid head-on fights where possible, instead letting their traps weaken the enemy before closing in to deal the final blow. ### Tool Proficiency When you choose this conclave at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ### Trapper's Craft At 3rd level, you hone your abilities to craft items that help you catch or kill your quarry. When you finish a long rest you can craft a number of traps of your choice equal to your proficiency bonus using a set of tinker's tools, which are detailed under "Traps" below. You can create additional traps by expending a spell slot of 1st level or higher for each one. Creating a trap requires you to have tinker's tools on your person, and any trap you create with this feature lasts until the end of your next long rest. Setting up a static trap that you have created takes 1 minute of uninterrupted work. When you finish a trap it is hidden. A creature can detect your traps by using an action to make a Wisdom (Perception) or Intelligence (Investigation) check against your trap save DC. You and your allies automatically notice your traps and have advantage on saving throws against them. Most traps that have been triggered cannot be used again until they are set up again, but bolas and thrown nets can be picked back up with a bonus action and used again if they are intact. A creature that is aware of a trap can take an action on its turn to walk and act very carefully to avoid triggering the trap by moving. Alternatively, a creature that is aware of a trap can also use an action to touch the trap and make an Intelligence (Investigation) or Dexterity (Sleight of Hand) check with disadvantage against your trap DC. On a success, the trap is disarmed. On a failure, the creature activates the trap. Your trap save DC is equal to *8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)*. Additionally, you can use caltrops, ball bearings, or nets in place of an attack. ### Trapper Magic You learn an additional spell when you reach certain levels in this class, as shown below. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Ranger Level | Spell |:---|:--- 3rd | *mending, grease* 5th | *rope trick* 9th | *glyph of warding* 13th | *fabricate* 17th | *mislead* ### Net Mastery Also at 3rd level, you begin to master the art of trapping your foes. Your range with a net increases to 15/30 feet, and you ignore the restriction on the number of net attacks that you can make. Your nets gain a bonus to AC equal to your proficiency bonus and a bonus to hit points equal to your ranger level. Additionally, when you make an attack with a net, you can draw or stow an additional weapon immediately afterward. ### Camouflaged Design Beginning at 7th level, creatures have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect your hidden traps. ### Wide Spread At 11th level, your traps can disable large swathes of your enemies. Traps that target one or two creatures, as well as your nets, can target an additional creature within 5 feet of the original target(s). Traps that affect an area have the size of that area doubled. ### Marked for Death When you reach 15th level, your traps wound the enemy for your allies to cut them down. Any creature that fails a saving throw against one of your traps takes an additional 1d6 damage from each weapon attack that hits it for the next minute. ## Traps A trap marked as Dynamic is an item that you can use similarly to weapons. Static traps take 1 minute to set up, and are triggered when a creature other than you moves within the trap's activation range. #### Ball Bearings (Dynamic) As an action, you spill these tiny metal balls to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. #### Bolas (Dynamic) When a creature you can see within 30 feet of you moves, you can use your reaction to throw a set of bolas at it. The target must succeed on a Dexterity saving throw or have its speed reduced to 0 and fall prone. #### Caltrops (Dynamic) As an action, you spread caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. \pagebreak #### Explosive Mine (Dynamic) As an action, you place an explosive charge within 5 feet of you. The next time that a creature other than you moves or starts its turn within 5 feet of the mine, each creature within 5 feet of the mine must make a Constitution saving throw, taking 2d8 fire damage and being pushed back 10 feet on a failed save, or taking half as much damage and not being pushed on a successful one. Additionally, a creature that fails this save by 5 or more is knocked prone. The damage dealt by this trap increases as you gain levels in this class, to 3d8 at 7th level, to 4d8 at 11th level, and to 5d8 at 15th level. #### Flash Bomb (Dynamic) As an action, you throw a blinding bomb at a point within 30 feet of you. Any creature within a 10-foot radius of that point must succeed on a Constitution saving throw or take 1d12 radiant damage and be blinded for a number of rounds equal to your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Hunting Trap (Dynamic) As an action, you set this trap on the ground within reach and arm it. A creature that steps on the trap must succeed on a Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by a length of chain (typically 3 feet long). A creature can use its action to make a Strength check against your trap save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. #### Thrown Net (Dynamic) As an attack action, you throw a net (range 15/30) at a target within range. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check against your trap save DC, freeing itself on another creature within its reach on a success. Destroying the net (AC 10 + your proficiency bonus, hit points equal to 5 + your Ranger level) also frees the creature without harming it, ending the effect and destroying the net. #### Blade Trap (Static) ***Activation Range: 10 ft.*** Up to 2 creatures within 10 feet of the trap must succeed on a Dexterity saving throw or take 2d8 slashing damage. The damage dealt by this trap increases as you gain levels in this class, to 3d8 at 7th level, to 4d8 at 11th level, and to 5d8 at 15th level. #### Dart Trap (Static) ***Activation Range: 10 ft.*** One creature within 30 feet of the trap must succeed a Dexterity saving throw or take 4d4 piercing damage. The damage dealt by this trap increases as you gain levels in this class, to 6d4 at 7th level, to 8d4 at 11th level, and to 10d4 at 15th level. \columnbreak #### Flame Jet (Static) ***Activation Range: 15 ft.*** Each creature in a 30-foot line that is 5 feet wide originating from the trap must succeed on a Dexterity saving throw or take 2d6 fire damage. The damage dealt by this trap increases as you gain levels in this class, to 3d6 at 7th level, to 4d6 at 11th level, and to 5d6 at 15th level. #### Net Trap (Static) ***Activation Range: 10 ft.*** Up to 2 creatures within 15 feet of the trap must succeed on a Dexterity saving throw or be trapped in a net (using the same rules as your thrown net). #### Pitfall (Static) ***Activation Range: 5 ft.*** The pit's width can be up to 10 feet and its depth can be up to a number of feet equal to 20 + your Ranger level. Each creature standing on the ground above the pit when the trap activates must make a Dexterity saving throw, falling into the pit on a failed save, or landing in a space at the edge of the pit on a successful one. Either way, it is knocked prone. #### Shock Trap (Static) ***Activation Range: 5 ft.*** Each creature within 5 feet of the trap must make a Constitution saving throw. On a failed save, the creature takes 1d8 lightning damage and, if it is not resistant or immune to lightning damage, is paralyzed for 2 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The damage dealt by this trap increases as you gain levels in this class, to 2d8 at 7th level, to 3d8 at 11th level, and to 4d8 at 15th level. #### Swinging Trap (Static) ***Activation Range: 5 ft.*** Up to 2 creatures in a 15-foot line originating from the trap must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone. #### Toxic Gas (Static) ***Activation Range: 5 ft.*** Each creature within 10 feet of the trap must succeed on a Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Web Trap (Static) ***Activation Range: 5 ft.*** Each creature within 10 feet of the trap must make a Dexterity saving throw or be restrained. A creature restrained by the webs can use an action to make a Strength check against your trap save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.