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View Full Version : D&D 5e/Next New Ranger Subclass: The Tracker [PEACH]



AmbientRaven
2015-06-06, 11:45 PM
Hi Folks,
After a discussion today about the lack of good Ranger class options. After discussion I thought I would come up with this to offer to my players. Some feedback would be fantastic


Ranger Subclass: The Tracker
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Not all rangers spend their time hunting nor bonding to animals. Some are individuals whom spend their time on the lands, learning to track game, set snares and use their skills to their advantage.

Tracker
Starting at third level when you take the Tracker subclass, you gain advantage on Wisdom (Survival) checks when trying to determine how old a set of tracks are, how many creatures passed, and what direction they were heading in. Likewise you gain advantage on Intelligence checks to determine what type of creature passed if it is a humanoid.

Trapper
Starting at third level, when you first take this subclass, you lose any further spell progression. Instead you gain the ability to make traps. When you first gain this class feature you may select 3 traps from the “Tracker Trap List” below that you qualify for. You gain 1 additional trap known for every 3 tracker levels you gain (6th, 9th, 12th, 15th, 18th Levels).

You can spend one hour per day preparing any of the traps you know. You can prepare a number of traps per day equal to your proficiency modifier.

The DC for your traps are 8+Prof Bonus+Wisdom Modifier

It takes you one minute to properly place a trap. A trap occupies a single 5ft square unless otherwise noted. Any creature who passes over the trap during a movement action triggers it’s effects immediately. The trap is considered triggered from the moment they step on the square. A creature halts its movement when the trap goes off, the traps effects are resolved, then the creature completes its movement.
An opponent can perform a perception check to spot the trap, with the spotting DC equal to the traps standard DC.

Skirmisher
Trackers are often adept at moving swiftly. Starting at seventh level, you gain the ability to skirmish. Taking the skirmish action allows you to move an additional ½ of your normal movement speed, and still perform an attack. This attack deals an additional 1D6 damage and has disadvantage unless using a Short Bow or Hand-Crossbow. The damage increases to 2D6 damage at 14th level.

Trap Master
At 11th level you have mastered the art of making traps. Your traps now only take you 30 seconds to place correctly. You can now place your traps in combat, but opponents have advantage on Wisdom (perception) checks to spot the trap. In addition you may make one special trap each day. You can combine the effects of two traps together, creating one trap that has both effects. This combined trap only counts as 1 trap towards the amount of traps you can make on each day.

Master Tracker
You have mastered the skills required to call yourself a Master Tracker. When you perform a skirmish action, the bonus skirmish damage is treated as if the dice rolled it’s maximum damage. You have mastered trap design to take down your favoured foes. When a favoured enemy triggers your trap, they have disadvantage on all saves.




Tracker Trap List

Marking Trap
You have mastered the way of mixing powders to create a glowing luminescent mark that highlights anyone in the area of effect. When this trap is triggered, a 20ft area is brightly illuminated. All individuals under the trap must pass a Dexterity check or be illuminated. The initial target whom triggered on the trap automatically fails. All attacks against illuminated targets gain advantage, and all creatures that were invisible turn visible and cannot turn invisible until the trap’s effects end. The powder’s glow fades after one minute.

Bane Trap
You have mastered the use of mixing naturally occurring poisons. When this trap is triggered, it releases a cloud of spores into the air. All individuals within a 10ft radius must make a constitution save or be affected by the trap. Affected individuals feel weakened and more sluggish. When making an attack roll or saving throw, affected individuals must roll an additional 1D4 and subtract that from the result. After one minute the traps effects wear off.

Grease Trap
You have mastered the use of mixing naturally occurring liquids and sli
mes. When this trap is triggered it creates a 10ft square centred on the traps location. This area is treated as difficult terrain for the next minute. When the trap is triggered, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Fog Trap
You have mastered the ability to sweal thick smoke into small jars. When this trap is triggered it creates a thick billowing cloud of smoke that fills a 20ft area. This area is treated as heavily obscured. The cloud lasts for 1 minute. A light breeze will blow all smoke away within 3 rounds.

Snare Trap
You have become a master of setting snare-lines. When this trap is triggered the creature that set it off must make a Dexterity save or be grappled for 1 minute. They can attempt to make a Strength check to try and break the traps hold (as per normal grapple rules) or spend two turns undoing the traps ropes.

Stun Trap
You have become a master of setting traps involving rocks and other hard materials. When this trap is triggered the creature that set it off must make a Dexterity save or be Dex save or be stunned for 1 minute. Opponents can make a con save at the end of each turn to shake off the effects of the trap.

Spike Trap
You have become a master of setting dangerous traps using sharp spikes. When this trap is triggered the creature that set it off must make a Dexterity save or take 1D10 piercing damage, on a save nothing happens. Poison can be applied to these spikes.
At 6th, 12th and 18th levels the trap gains an additional 1D10 damage.

Poison Trap - Requires 6th level
You have mastered the art of creating a small cloud of poisonous smoke. When this trap is triggered the triggering creature must make a constitution save or take 2D8 poison damage, and be affected by the poisoned condition. This lasts for one hour or until a cure poison spell is cast

Deafening Trap - Requires 6th level
You have mastered the art of mixing powders and certain natural oils, to the extend you can set a trap that explodes with a deafening boom. The target must make a Constitution save or be deafened. They can make a constitution save at the end of each of its turns to shake off this effect. After one minute the target automatically passes it’s save, as they shake off the traps effects.

Blinding Trap - Requires 6th level
You have mastered the art of mixing powders and certain natural oils, to the extend you can set a trap that explodes in a blinding flash. The target must make a Constitution save or be blinded. They can make a constitution save at the end of each of its turns to shake off this effect. After one minute the target automatically passes it’s save, as they shake off the traps effects.

Weakening Trap - Requires 6th level
You have mastered the art of applying poisons to small projectiles. When this trap is triggered the triggering creature must make a Dexterity save or be affected by the trap. If the creature fails its save they are weakened, and only deal half damage with all attacks for the next minute.

Paralysing Trap - Requires 6th level
You have mastered the use of mixing venom from spiders and other small insects. When this trap is triggered, the creature that triggered it must make a Constitution save or become immediately paralysed. At the end of each turn they can make a constitution to shake off this effect.

Explosive Trap - Requires 6th level
You have mastered the use of mixing volatile alchemical oils with a specially designed flint mechanism to create an explosive trap. When this trap is triggered it creates a 20ft explosion. All creatures in this are must make a Dexterity save, or take 8D6 fire damage. A successful save halves this damage.

Silencing Trap - Requires 9th level
You have mastered the art of confining small noisy bugs into an enclosed space. When this trap is triggered the bugs are released, creating loud chittering noises. The sound is so loud and distracting that no other sound can be heard within 20ft area of the trap. Creatures within this zone are considered deafened and it is impossible to cst spells with a verbal component while in this area.

Confusion Trap - Requires 12th level
You master the art of mixing spores from fungi into dangerous disorientating traps. When this trap is triggered, all creatures in a 10ft radius must make a Constitution save or it becomes affected by the trap. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn.

D10 Behavior
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6: The creature doesn’t move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined Creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Poison Cloud - Requires 12th level, Fog Trap
You master the ability to mix deadly spores in with fire, creating toxic smoke When this trap is triggered it create a 20-foot-radius sphere of poisonous, yellow-green fog centred on the traps location. The fog spreads around corners. It lasts for one minute or until a strong wind disperses the fog. Its area is heavily obscured.
When a creature enters the fogs area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
Due to it's volatile nature, if this trap is combined with another trap it's duration is duration is halved.