Identity
Trappers are the Rangers who arrived three hours ago. They are the Halcyion frontier-warden engineers, the Aurelion estate-rangers who lattice the noble parks with discreet defense, the Black Meridian smuggler-scouts who turn a docking corridor into a kill-funnel before the rival crew lands. They build slow and they spring fast. Their bag is heavier than other Rangers' bags; the weight is the work. When a Trapper says "I have a feeling" about a place, the right response is to ask which exit they have already taken away from you.
Features
- L3 Trapsmith
You begin play with a **Trap Kit** containing components to assemble a number of traps equal to your proficiency bonus per long rest. As an action while in calm conditions (no immediate combat, sufficient room and footing), you can deploy one trap from the following list within 5 ft of you. Traps occupy a 5 ft square and remain hidden (DC = 10 + your proficiency bonus + your WIS modifier to spot, with passive Perception). They trigger when a hostile creature enters the square, and self-disarm after 24 hours or when you finish a long rest. **Traps:** **Snare** (Strength save vs your channel DC or be Restrained until freed; an adjacent creature can free with an action and a DC 10 STR check); **Shock-Plate** (DEX save or take 2d8 lightning damage, half on a save); **Trip-Wire** (DEX save or fall Prone and end movement); **Concussion Charge** (CON save vs your channel DC or be Deafened and have disadvantage on the next attack roll until end of their next turn, 5 ft radius); **Tracker-Tag** (no save; a creature passing through is marked with a silent transponder you can locate within 1 mile for 24 hours). You can resupply your Trap Kit during downtime in any settlement with a hardware presence.
- L7 Hidden Ambush
When you and your allies initiate combat from a position you have spent at least 10 minutes preparing — concealed positions, deployed traps, pre-set cover, sight-line discipline — each of you has advantage on attack rolls during the first round of combat, and creatures triggered into the encounter have disadvantage on their initiative roll. Additionally, your deployed traps each gain a +2 bonus to their save DC during the first round of any combat that begins in your prepared zone.
- L11 Mass Snare
As an action, you can deploy up to three traps from your Trap Kit simultaneously, placing each in a square within 10 ft of you. The traps must be of the same or different types of your choice from your known list, and each expends one charge from your Trap Kit. Additionally, your Trap Kit's maximum charges increase to twice your proficiency bonus per long rest, and the save DCs of your traps now use 10 + your proficiency bonus + your WIS modifier (the standard channel DC), not the base 10 minimum.
- L15 Master of Terrain
You shape the ground beneath the fight. As a bonus action, you can designate a 30-ft radius around you as your **Worked Ground**: until the end of the encounter or until you move more than 60 ft from the center, you choose, for each 5 ft square in the radius, whether it counts as difficult terrain for hostile creatures (each square individually, declared in real time as the fight evolves). Allies you designate at the start of each of your turns are unaffected. Additionally, the save DCs of your traps within Worked Ground increase by 2 further, and a creature that triggers a trap within Worked Ground has disadvantage on the save.
- L18 Final Ambush
Once per long rest, when you have at least 1 hour to prepare a position (concealment, pre-deployed traps, layered fields of fire), you may declare it your **Final Ambush**. On the first round of any combat that occurs in the prepared zone: each ally within the zone acts twice (one full turn each, in initiative order); each enemy that enters or begins in the zone is automatically surprised and skips their first turn; and you can simultaneously trigger up to four traps already deployed in the zone (in addition to any traps that trigger normally by enemy movement). The Final Ambush is consumed whether or not combat actually occurs in the zone — the preparation expended; the moment used.