Rune Trapper

"This is an archetype for the Ranger class."

Rune Trapper Features

Ranger Level Feature 3rd Rune Trapper Magic, Bag of Rune Paint, Simple Magic Traps 7th Trap Master 11th Perfect Defense 15th Advance Magic Traps

Rune Trapper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rune 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.

Rune Trapper spells

Ranger Level spells 3rd Silent Image 5th Magic Mouth 9th Glyph of Warding 13th Mordenkainen’s Faithful Hound 17th Wall of Stone

Rune Paint bag

At 3rd level, you craft a Rune paint bag that are filled with arcane paint. The paint is made from herbs that have been collected from the wild. You use the paint to draw runes on a surface to conjure a trap. You are proficient in Painter's supplies.



If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, cloth, and other raw materials.

Simple Magic Traps

At 3rd level, you learn three Simple Magic Traps from the simple traps list. You learn an additional rune trap of your choice at 5th, 9th, 13th, and 17th levels. To use any of these options, your Rune Paint bag must be within reach. If an rune trap option requires a saving throw, the DC is 8 + your proficiency bonus + your Wisdom modifier. The number of traps you can have out at the time equals your proficiency bonus + your Wisdom modifier. You can dismiss any trap on your turn as a bonus action and if you have max number of traps out and attempt to conjure a new the oldest conjured trap dissapear and you summon the new one.

shock bear trap: deals extra lightning and mayby stun feiry blast sleep trap





Bear Trap. As an action you can conjure a Bear Trap within 5 feet of you.





Crossbow Trap. As an action you can conjure a pressure plate within 5 feet of you and conjure one crossbow within a wall within 30 feet of the pressure plate..





Falling Portcullis. As an action you can conjure a Portcullis within 5 feet of you. It can only be conjured in a hallway that is 5 feet wide or in an opening where a door could have been. You can close or open the Portcullis as a bonus action with a command word and are within 60 feet of the trap.





Net Trap. As an action you can conjure a Net Trap within 5 feet of you. Requires that you conjure it with a celing.





Pit Trap. As an action you can conjure a Pit Trap within 5 feet of you.





Poison Needle. As an action you can conjure a lock on a door or cheast and you must be within 5 feet.





Shocking Bear Trap. Require level 5. As an action you can conjure a Shocking Bear Trap within 5 feet of you.





Trap Master

By 7th level, you have advantage on perception checks and a +5 on your passive perception for lookin for traps. You can now conjure two traps as an action on your turn or one trap as a bonus action.

Perfect Defense

At 11th level, you gain proficiency in Cartographer's tools and if you already are then you gain proficiency in another tool. by making a map over a dungeon or fortress you can plan a perfect defense and you traps. You can once per long rest conjure a more deadly trap its damage severity increases by one.

Advance Magic Traps

Starting at 15th level, by drawing maps and spending hours of planning you can create an advance magic trap. You and your DM design the trap by using the Designing Complex Traps chapter in XANATHAR'S GUIDE TO EVERYTHING. The trap costs 1000 gp in materials and takes 8 hours to make.