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.