Trapper Conclave

While some rangers favor chasing their prey and confronting them in open combat, there are others that prefer to let the target come to them. Members of the Trapper Conclave rely on their expertise to create and hide deadly traps, and attack only when the enemy's fate is already sealed.

Trapmaking

At 3rd level, you learn how to create and deploy traps. When you gain this feature, you learn two Trapmaking options of your choice (see the "Trapmaking Options" section below).

You can use your action to create and set one of your traps in an unoccupied space that you can see within 5 feet of you. When you set a trap, it is considered hidden from creatures that didn't see you set the trap.

Detecting a hidden trap requires a successful Wisdom (Perception) or Intelligence (Investigation) check against your Trapmaking DC. Once detected, a creature can make a Dexterity check against your Trapmaking DC to disable the trap. On a success, the trap is disabled. On a failure, the trap is triggered.

A creature that steps on the trap must succeed on a Dexterity saving throw against your Trapmaking DC or trigger the trap. If a trap is triggered, the triggering creature is affected by the effects listed in the trap's description.

You can move through your own traps without triggering them.

When a target takes the initial damage from one of your traps, it is considered to have been hit with a weapon attack by you for the purpose of effects such as favored enemy, or spells such as hunter's mark.

You can only have one of each type of trap set up at any one time, and you can have a total amount of traps set up equal to your Wisdom modifier (minimum of one).

You gain an additional Trapmaking option of your choice when you reach certain levels in this class: 5th, 9th, 13th, and 17th level.

Trapmaking DC. Your Trapmaking DC equals 8 + your proficiency bonus + your Wisdom modifier.

Guerrilla Tactics

Beginning at 5th level, you can make one attack as a bonus action, whenever you use your action to set a trap on your turn.

Expert Trapper

At 7th level, you know a trap when you see one. You have advantage on Wisdom (Perception) checks to detect traps, and you have advantage on Dexterity checks and saving throws you make to disable and avoid triggering traps.

Additionally, your traps count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Trapper's Focus

At 11th level, your traps are considered hidden even from creatures that saw you set the trap.

Additionally, your traps affect all creatures within 5 feet when triggered and the number of damage dice for all your traps increases by one die of the same size, e.g. 1d4 becomes 2d4, 1d6 becomes 2d6, and so on.

Lightning Reflexes

At 15th level, whenever you set a trap, you can immediately move up to half of your speed. This movement doesn't provoke opportunity attacks.

Additionally, whenever a creature that you can see and that can not see you triggers one of your traps, you can use your reaction to make one attack against it.

Trapmaking Options

The Trapmaking feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. The damage dice of all traps improve once you reach 11th level, as described in the Trapper's Focus feature.

Barbed Trap. A creature triggering this trap takes 1d4 slashing damage and begins bleeding. For a number of turns equal to half your Wisdom modifier (rounded down, minimum of one), it takes 1d4 necrotic damage at the start of each of its turns.

Bear Trap. A creature triggering this trap takes 1d6 piercing damage and is restrained. The creature can make a Strength check against your Trapmaking DC immediately and again at the start of each of its turns. On a success, it is no longer restrained.

Dust Trap. A creature triggering this trap is blinded for 1d4 turns.

Flame Trap. A creature triggering this trap takes 1d6 fire damage and the trap creates a flame hazard in a 5-foot cube for a number of turns equal to your Wisdom modifier (minimum of one). Any creature that enters the hazard for the first time on a turn or ends its turn inside it must succeed on a Dexterity saving throw against your Trapmaking DC or take 1d8 fire damage.

Spike Trap. A creature triggering this trap takes 1d10 piercing damage.

Tripwire. A creature triggering this trap falls prone, takes 1d6 bludgeoning damage, and has its speed reduced to 0 until the start of its next turn.

Viper's Nest. A creature triggering this trap takes 1d4 piercing damage + 1d4 poison damage, and is poisoned for an amount of turns equal to your Wisdom modifier (minimum of one).