Conclave of the Trap Master

Trap-Masters find their traps to be more than just a weapon - they are a part of themselves. Living within any environment, these rangers are masters of controlling the environment around them, trained to defeat creatures and monsters before the fight has even begun.

Trap-Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trap-Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rdEntangle
5thPass Without Trace
9thMagic Circle
13thHallucinatory Terrain
17thPasswall

Trap Maker

Starting at 3rd level, you have learned to make your own rudimentary traps. As a bonus action, you can make a Hunting Trap, a bag of Caltrops, or a bag of Ball Bearings from raw materials around you. Once you’ve crafted one of these traps, you cannot make another of the same kind until you finish a long rest.

Specialized Trap

Again at 3rd level, you are capable of building a trap unique to your hunting style. Whenever you finish a long rest, you can create a number of unique traps equal to your Wisdom modifier (minimum of 1). These traps weigh half a pound, and can be set as a bonus action in a space within 5 feet of you. Once placed, a trap will last for 1 hour unless mentioned otherwise. You can end a trap early as a bonus action.

These traps activate when a creature enters its space. Flying and incorporeal creatures don’t trigger these traps when they enter the traps space.

Once set, a trap can be perceived by nearby creatures. To spot it, a creature can use its action to try to find it, and must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC. A creature who has noticed one of your traps can then use its action to disarm it when within 5 feet of the trap, and must succeed on a Dexterity (Sleight of Hand) check against your spell save DC. If a creature were to see you set one of these traps, they have advantage on their Intelligence (Investigation) check to locate it.

You always know where your traps are, and can choose to make a different set of traps each time you finish a long rest. Any traps you have left once you finish a long rest are rendered useless. You can expend spell slots to create more traps, creating 1 trap per spell level as an action.

You choose what type of trap you make, choosing from the options on the Specialized Trap table.

Specialized TrapsEffect
PitfallThis trap occupies a 10-foot square, and can only be placed on a walking surface. A Large or smaller creature who enters this traps space must make a Dexterity saving throw against your spell save DC, falling into the trap on a failed save as the ground below them caves into a 15 foot deep hole. On a success, they land on a unoccupied spaces beside the trap. Anything in the hole is pushed to its surface once an hour has passed.
Sharp TripwireYou anchor two hooks between two solid masses (such as a tree or pillar), connecting the two with a wire. This wire has a max length of 30 feet. Any creature who enters this traps space must make a Dexterity saving throw, falling prone on a failure and taking 1d8 slashing damage. If the creature has moved up to half their movement before entering this traps space, they have disadvantage on the save. Standing up after falling to this traps costs your entire movement.
Dazzle PowderYou place a harmless explosive that detonates into a cloud of bright dust. Every creature within a 10 foot radius of the trap shed dim light in a 15-foot radius and cannot gain the benefit of being invisible until the end of the next round. Additionally, any attack roll against these creatures, before the end of the next round, has advantage if the attacker can see them. This trap is destroyed upon activation.
Smoke BombAny creature who enters this traps space causes it to explode into a cloud of heavily obscuring smoke, covering a 30-foot radius centered around the traps location. This smoke lasts for a minute, or until a wind of moderate or greater speed disperses it. This trap is destroyed upon activation.
Snoring GasYou prime a canister of sleeping powder to explode. Any creature who enters this traps space must roll a Constitution saving throw against your spell save DC. On a failure, they fall unconscious if they are below a number of hit points equal to 3 times your level in this class. On a success, they only fall unconscious if they have a number of hit points equal to your ranger level. This creature remains unconscious for a minute, or until they take damage. This trap is destroyed upon activation.

Art of the Trade

At 7th level, you know how to locate and destroy traps with ease, as well as avoid them if you do set them off. You have advantage on ability checks to find and disable traps, as well as saving throws against the effects of traps.

Additionally, you can set caltrops, ball bearings, and hunting traps as a bonus action.

Advanced Trap

At 11th level, your art of trap-making increases in potency. You double your proficiency modifier to your DCs against Intelligence (Investigation) and Dexterity (Sleight of Hand) checks made toward your traps.

Additionally, you can create a more dangerous set of traps when creating your Specialized Traps, and amount equal to your Wisdom modifier (minimum of 1). These traps are identically to your Specialized Traps, but have their own effects, and are destroyed upon activation.

You choose what type of Advanced Trap you make, choosing from the options on the Advanced Trap table.

Advanced TrapsEffect
Patient FireballA creature who enters this traps space takes 6d6 fire damage as the trap detonates. Any creature within 5 feet of the detonation can make a Dexterity saving throw against your spell save DC, taking 4d6 fire damage on a failure or half as much on a success.
Sharp TripwireAny creature who enters this traps space causes electricity to course from the ground, affecting any creature within a 10-foot radius. A creature must make a Constitution saving throw against your spell save DC, taking 2d6 lightning damage and becoming Restrained on a failure. They take half damage and their movement is halved on a success.
Dazzle PowderA miniature storm is released when the trap is activated. Any creature who starts their turn or enters within a 10-foot diameter of this traps space must succeed a Constitution saving throw against your spell save DC or be Blinded and Deafened. This effect lasts until the end of the next round.
Smoke BombAny creature within a 10-foot radius of the trap must make a Constitution saving throw against your spell save DC upon its activation. On a failure, they take 10d4 poison damage, and must spend their next action retching and reeling. On a success, they instead take half as much damage.
Snoring GasA creature that activates this trap must make a Wisdom saving throw against your spell save DC, gaining two levels of exhaustion on a failure. On a success, they instead have disadvantage on their attack rolls until the end of their turn.

Superior Trapster

At 15th level, you are a master of your craft. Your traps now last until your next long rest if they aren’t triggered, and you gain the following abilities:

Once you have performed either of these abilities, you can't use either of them until you finish a long rest.