Ranger Conclave - Trapper

Hunting prey is all well and good, but some rangers prefer to sit and wait patiently for the prey to come to them. Trapper hunters learn how to craft special traps, as well as gain expertise on the spotting and disarming of existing traps, making them invaluable to dungeon delvers. Rangers who follow the path of the trapper control the battlefield's shape.

Expert Trapper

When you take this archetype at 3rd level you gain the ability to craft a number of special traps from the list below. You can create, and deploy, these as an action. A trap can either be deployed by placing it on the ground in an unoccupied square within 5' of you, in which case you can also make a sleight of hand check to hide its position, or it can be thrown at a point within 30'. You can deploy a number of traps equal to your Wisdom Modifier, refreshing on a long rest. A created trap lasts until the end of your next short rest or until a creature moves into the square it's deployed to, at which point its effect occurs and the trap is used up. You can recover an unused deployed trap as an action, allowing it to be redeployed elsewhere.

When you spend an action to deploy a trap you can make one weapon attack as a bonus action. Traps use your spell save DC.

Craftsmen's Knowledge

By reaching 7th level you've become more practiced with the tools of your trade. You gain proficiency in the Sleight of Hand skill, if you did not already have it. If you did, you instead gain proficiency in another ranger skill. Your proficiency bonus when using Sleight of Hand to conceal traps is doubled. In addition, you have advantage on any ability checks related to the spotting and disarming of traps.

All damage dealt by your traps also counts as magical for the purposes of overcoming immunities and resistances and your number of deployable traps now refreshes on a short and long rest, instead of just a long rest.

Advanced Mechanics

From 11th level you learn to better construct your traps. When you deploy a trap you can designate any number of friendly creatures that you can see. These creatures are no longer able to trigger your traps, and they have advantage on any saving throws if they're caught in the effect. You can also activate any currently deployed traps as a bonus action.

Finally, all damage dealt by your traps is doubled.

Mass Deployment

At 15th level you're able to temporarily speed up your trapmaking abilities. As an action you can create and deploy one of each of your traps all at once, spreading them near and far. These hastily made traps last only for a minute before collapsing into uselessness. You must complete a long rest before you're able to use Mass Deployment again. In addition, whenever a creature triggers one of your traps you can use your reaction to make a single attack against that creature.

Trap List
Trap Effect
Explosive Trap When this trap is activated it creates a 10' radius explosion of 2d6 fire damage. Creatures in the area can make a dexterity save to half the damage dealt.
Snake Trap When this trap is activated it summons three poisonous snakes which immediately make an attack on the creature that triggered the trap. They continue to attack this creature for two rounds before they perish. If the activating creature dies, the snakes instantly vanish.
Ice Trap The creature that activates this trap must make a constitution save or be stunned for one minute. The stun breaks when any damage is taken, and they can make a new saving throw at the end of any future turns to end the effect early.
Steel Trap The creature that activates this trap must succeed on a strength saving throw or take 2d6 piercing damage and suffer from the Restrained condition. A successful save halves the damage and negates the condition. If they fail the initial save, they take an additional 1d4 piercing damage at the end of each of their turns. They can use an action to make a strength check against your spell save DC to remove the trap from their leg.
Caltrop Trap When this trap is activated it launches a shower of caltrops, covering a 15' cube. Any creatures in the area must immediately make a dexterity save or take 1d6 piercing damage. The caltrops last for 1 minute.
Poison Cloud Trap When this trap is activated it bursts out a 5' radius cloud of posion gas that lingers in the air for one minute. Creatures that enter the cloud for the first time, or end their turn within it, must make a constitution save or take 1d6 Poison damage and be Poisoned until the end of their next turn.
Spell Trap This trap doesn't activate immediately when stepped on, instead latching onto the creature who moves over it. When the latched creature casts a spell, they must make a spellcasting ability check against your spell save DC or the spell fails and they lose the spell slot. The trap can be detached early by spending an action to make a strength ability check against your spell save DC.