Trapper Ranger Variant

This all replaces spell-casting. The remainder of class features are intact.

In theory traps make up for losing mark/damage spells, poultices makes up for healing loss, and call natural allies makes up for summoning loss.

Traps

Rangers are legendary for their ability to hunt down and capture their prey. Some rangers can create innocuous looking traps using powers, chemicals, and mechanisms that can be triggered in combat. These are unstable to maintain. The Ranger can use a number of traps equal to 1 + your Wisdom Modifier. This increases to 2 + your Wisdom Modifier at 9th level and 3 + your Wisdom Modifier at 17th. The Ranger regains all trap use ability after a short or long rest.

Traps.

At second level, you learn two traps of your choice, which are detailed under “Trap Types” below.

Traps can be fired or placed. One free hand is required to do either. Retrieving the trap from your inventory is considered part of firing or placing the trap.Firing a trap takes one action, targets an adjacent enemy and subjects it to the trap’s effect. Placing a trap takes one action and remains active for one hour before ceasing to function. A creature entering or leaving a square adjacent to the trap triggers it, subjecting the creature to the trap’s effect.

Taking an extra 10 minutes to prepare a trap requires a creature to succeed on an Intelligence(Investigate) if actively searching or Wisdom(Perception) check otherwise which is equal tothe trap’s saving throw DC in order to recognize the trap before triggering it.

You learn one additional trap at 5th, 9th, 13th, and 17th levels. Each time you learn a new trap, you can also replace one trap you know with a different one.

Affix: At 5th level, the Ranger can place a trap on an arrow, crossbow bolt, spear, javelin, or trident as a bonus action rather than a normal action. The trap triggers on a hit with the weapon rather than as normal. This can also be used to place traps at range, but creatures triggering a trap placed in this
manner make their save with advantage.

Trap Damage: Traps deal 1d8 damage of a specified type. At 9th Level this damage increases to 1d10, and to 1d12 at 17th level.

Saving Throws. Your traps require your target to make a saving throw to resist the trap’s effects. The

Saving throw DC is calculated as follows:

Trap save DC = 8 + your proficiency bonus + your Wisdom modifier (your choice)

Trap types

Mark: Creature takes piercing damage and creates a weak point the Ranger can exploit. Attacks by the Ranger against that creature deal an extra 1d6 damage for the next minute. Target must save or the Ranger has advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it for the next hour.

Tripwire:Creature takes bludgeoning damage. Target must make a Dexterity save or be rendered prone.

Dazzle Powder:Creature takes fire damage. Target must make a Wisdom save or be frightened of you until the end of your next turn.

Bolo:Creature takes bludgeoning damage. Target must make a Dexterity save or be restrained until spending an action to unwrap the bolo.

Itching Power:Creature takes poison damage. Target must make a Constitution save or be unable to take reactions. It may repeat the save at the end of each of its turns.

Slick:Creature takes acid damage. Target must make a Dexterity save or drop items held in hands.

Fire: Creature takes fire damage. Target must make a Dexterity save or ignite and take 1d8 fire damage at the end of each of its turns until spending an action to put out the flame.

Acid: Creature takes acid damage. Target must make a Dexterity save or take 1d8 acid damage at the end of its next turn.

Ice-gel: Creature takes cold damage. Target must make a Constitution save or it has disadvantage on the next attack roll it makes before the end of its next turn.

Sticky: Creature takes acid damage. Target must make a Dexterity save or have it’s move speed reduced to 0 used the end of your next turn.

Poison: Creature takes poison damage. Target must make a Constitution save or be poisoned until the end of your next turn.

Paralysis: Creature takes poison damage. Target must make a Constitution saving throw now and at the end of it’s next two turns. If it fails the first, it’s move speed is reduced by half. If it fails the second, it’s move speed is reduced to 0. If it fails the third, it is paralyzed for one minute. A success on any save ends this effect.

Poultices

At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

Natural Antivenom

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Call Natural Allies

Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

• One beast of challenge rating 2 or lower

• Two beasts of challenge rating 1 or lower

• Four beasts of challenge rating 1/2 or lower

• Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

As a replacement for Share Spells:

Beastly Coordination

Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

Trapper Ranger Variant

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