Ranger
Class Features
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1st | +2 | 2 | 2 | |
| 2nd | +2 | 2 | 3 | |
| 3rd | +2 | 2 | 4 | |
| 4th | +2 | Ability Score Improvement | 3 | 5 |
| 5th | +3 | 3 | 6 | |
| 6th | +3 | 3 | 7 | |
| 7th | +3 | 3 | 8 | |
| 8th | +3 | Ability Score Improvement | 3 | 9 |
| 9th | +4 | 3 | 10 | |
| 10th | +4 | 4 | 10 | |
| 11th | +4 | 4 | 11 | |
| 12th | +4 | Ability Score Improvement | 4 | 11 |
| 13th | +5 | 4 | 12 | |
| 14th | +5 | 4 | 12 | |
| 15th | +5 | 4 | 13 | |
| 16th | +5 | Ability Score Improvement | 4 | 13 |
| 17th | +6 | 4 | 14 | |
| 18th | +6 | 4 | 14 | |
| 19th | +6 | Ability Score Improvement | 4 | 15 |
| 20th | +6 | 4 | 15 |
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | - | - | - | - | - |
| 2nd | 2 | - | - | - | - |
| 3rd | 3 | - | - | - | - |
| 4th | 3 | - | - | - | - |
| 5th | 4 | 2 | - | - | - |
| 6th | 4 | 2 | - | - | - |
| 7th | 4 | 3 | - | - | - |
| 8th | 4 | 3 | - | - | - |
| 9th | 4 | 3 | 2 | - | - |
| 10th | 4 | 3 | 2 | - | - |
| 11th | 4 | 3 | 3 | - | - |
| 12th | 4 | 3 | 3 | - | - |
| 13th | 4 | 3 | 3 | 1 | - |
| 14th | 4 | 3 | 3 | 1 | - |
| 15th | 4 | 3 | 3 | 2 | - |
| 16th | 4 | 3 | 3 | 2 | - |
| 17th | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 3 | 3 | 3 | 2 |
Subclasses
| Conclave | Source |
|---|---|
| Beast Master | Player's Handbook |
| Fey Wanderer | Tasha's Cauldron of Everything |
| Gloom Stalker | Xanathar's Guide to Everything |
| Horizon Walker | Xanathar's Guide to Everything |
| Hunter | Player's Handbook |
| Monster Slayer | Xanathar's Guide to Everything |
| Swarmkeeper | Tasha's Cauldron of Everything |
| Drakewarden | Fizban's Treasury of Dragons |
| Unearthed Arcana | |
|---|---|
| Drakewarden (UA) | Unearthed Arcana 75 - Subclasses, Part 5 |
Winter Trapper
Winter Trapper Magic
3rd-level Winter Trapper Feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Winter Trapper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Winter Trapper Spells
| Ranger Level | Spells |
|---|---|
| 3rd | expeditious retreat |
| 5th | mirror image |
| 9th | sleet storm |
| 13th | hallucinatory terrain |
| 17th | mislead |
Pin Down
3rd-level Winter Trapper Feature
At 3rd level, you learn how to keep your prey exactly where you want them. Once on each of your turns when you make a weapon attack, you can attempt to pin down that target. You make this choice before rolling the attack. If it hits, the target takes an extra 1d8 damage of the weapon’s type and its speed is reduced by 10 feet until the start of your next turn.
When you reach 11th level in this class, the extra damage increases to 2d8, and if the attack hits, the target also can’t take reactions until the start of your next turn.
Sure-Footed
7th-level Winter Trapper Feature
By 7th level, you know how best to keep your footing. While you’re not incapacitated, you can’t be knocked prone.
In addition, your archetype’s wintry history grants you additional benefits. You ignore difficult terrain created by ice or snow, and you have advantage on Dexterity (Stealth) checks while in icy or snowy terrain.
Helpless Prey
7th-level Winter Trapper Feature
Also at 7th level, attacking a prone creature doesn’t impose disadvantage on your ranged attack rolls.
Magic Snare
11th-level Winter Trapper Feature
At 11th level, you’ve learned how to quickly set undetectable magical traps. You can imperceptibly create one of these magical snares in the ground at your feet as a bonus action on your turn. The first Large or smaller creature other than you that steps in that space within 1 minute must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d8 piercing damage and has its speed reduced to 0 until the end of its current turn, as the ground opens up and clamps down on it. On a successful save, a creature takes half as much piercing damage, and its speed is unaffected.
When you create a snare, you can designate any creatures you choose, and the trap ignores them. A creature that can see invisible creatures and objects (such as one benefiting from see invisibility or truesight) can see these traps. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Tripped Defenses
15th-level Winter Trapper Feature
At 15th level, you have learned to use a creature’s mistakes against them. When a Large or smaller creature within 5 feet of you that you can see misses you with an attack, you can use your reaction to knock that creature prone. When you do, you can make either one weapon attack against that creature or move up to half your speed immediately after its attack.
Rocborne
#TheGriffonsSaddlebag_BookTwo
Rangers guard the realms against all manner of evil, both natural and unnatural. These intrepid hunters are as capable of felling great beasts as they are hiding in plain sight. Masters of tracking and survival skills, rangers are often the first to discover and warn others of impending danger, calling upon natural magics to aid them in their attempts to rid the world of corruption. Depending on their origin and focus, a ranger is just as likely to be seen traversing cursed swamps as they are to be leaping from rooftops in new and mysterious planes of existence.
The Rocborne are nomads of the sky who travel the world on the backs of ancestral rocs. These travelers understand that the air and wind aren’t just one force but the collective effort of untold numbers of spirits that are carried along by it. By listening to the wind the same way a medium beckons to the dead, a Rocborne can learn more about the weather, their path forward, and even themselves. Many Rocborne grow up and live in this culture for their entire lives, but some have been known to begin their own journeys. Alternatively, your path may have been crossed by a powerful windborne spirit later on in life, allowing you to suddenly feel and heed the guiding wind inside you. By calling on the spirits of the wind to aid them, rang- ers of this archetype can exert a degree of control over both wind and weather. These skills were passed down from the rocs to the first Rocborne and continue to live on through the dedicated instruction of Rocborne elders, both living and dead. You may be taught these skills or have them passed on to you through the guidance of Rocborne spirits in whispers, dreams, or in moments of deep meditation.
ROCBORNE MAGIC
3rd-level Rocborne feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rocborne 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 Level | Spell |
|---|---|
| 3rd | feather fall |
| 5th | gust of wind |
| 9th | lightning bolt |
| 13th | ice storm |
| 17th | legend lore |
GUIDING WIND
3rd-level Rocborne feature
Starting at 3rd level, when you make an attack, you can whisper to the wind to have it aid your strikes. Once on each of your turns, you can choose to gain one of the following benefits:
- When you hit with a weapon attack, the target takes an extra 1d4 damage of the weapon’s type. When you reach 11th level in this class, the extra damage increases to 1d8.
- When you miss with a weapon attack, you can change its trajectory to attack a different target up to 5 feet away from the original one and within range of your weapon. When you do, your attack roll against the new target is equal to the original attack roll plus your Wisdom modifier (minimum of +0). When you reach 11th level in this class, the new target can be up to 15 feet away as long as it’s still within range of your weapon.
WHISPERS OF KNOWLEDGE
3rd-level Rocborne feature
Also at 3rd level, you can seek knowledge through med- itation by calling upon the spirits carried on the wind. You can spend 10 minutes communing with these spirits to gain proficiency in one skill or tool of your choice that you don’t already have proficiency in, as a traveling spirit shares its knowledge with you. You lose this proficiency the next time you use this feature or finish a short or long rest.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
WINDSWEPT
7th-level Rocborne feature
By 7th level, the wind clears a path for you and ushers you forward. Your walking speed increases by 5 feet, you ignore any movement penalty caused by strong wind, and you can’t be pushed because of strong wind against your will.
In addition, you have resistance to cold damage, and you’re acclimated to high altitudes, including elevations above 20,000 feet.
SOAR
11th-level Rocborne feature
At 11th level, you can use a bonus action immediately af- ter you make a running jump to grow a pair of spectral, roc-like wings that last until the end of your next turn or until you touch the ground again. While the wings are present, you have a flying speed equal to your walking speed.
HURRICANE
15th-level Rocborne feature
At 15th level, your connection to the wind is so strong that its spirits can come to your defense as a magical, buffeting tempest. When you take damage, you can use your reaction to give yourself resistance to that dam- age, or take no damage instead if it was falling damage. When you do, each creature of your choice within 15 feet of you must make a Strength saving throw against your ranger spell save DC. On a failed save, a creature takes bludgeoning damage equal to your ranger level and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
When you use this feature, you can choose to allow the wind spirits to immediately fly you to an unoccupied space that you can see within 30 feet of you, without provoking opportunity attacks.
Once you use this feature, you can’t use it again until you finish a short or long rest
Rōnin
#RyokosGuideToTheYokaiRealms
The Rōnin are masterless, wandering warriors, beholden to no code but their own. No two are the same, each with their own tale that led them down the warrior’s path. They are masters of many weapons, striking with blade and arrow in a spectacle of blinding speed and accuracy. Some Rōnin use their power to protect the vulnerable—vigilantes doing what they see as right, no matter the cost. Others pursue their own ends, unfettered by the consequences of their actions. Rōnin are dangerous combatants, hardened survivors, and above all things, free.
Slash Draw
3rd-Level Rōnin Feature
You have mastered the art of striking with sudden, explosive power at any moment. The first time each turn that you hit a creature with a melee weapon attack using a weapon you drew that turn, the attack deals an extra 1d6 damage of that weapon’s type. This extra damage increases to 1d10 when you reach 11th level in this class.
Once per turn, when you make an opportunity attack, you can draw a weapon as part of that attack.
In addition, you can perform two additional object interactions each turn, but you can only use these additional object interactions to draw or stow weapons.
Drawing and Stowing Weapons
Creatures can draw or stow one weapon as part of an object interaction on their turn, but drawing a second weapon requires an action. Rōnin rangers’ Slash Draw feature allows them to draw or stow a weapon thrice on their turn, without requiring an action to do so.
Wandering Magic
3rd-Level Rōnin Feature
You learn an additional spell when you reach certain levels in this class, as shown in the Wandering Magic Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Wandering Magic Spells
| Ranger Level | Spell |
|---|---|
| 3rd | expeditious retreat |
| 5th | blur |
| 9th | remove curse |
| 13th | death ward |
| 17th | legend lore |
Masterless
3rd-Level Rōnin Feature
You are a solitary warrior, shackled by no code or authority beyond your own. Whenever you make a saving throw to avoid or end the charmed condition on yourself, roll a d6 and add the number rolled to the saving throw.
Cleaving Parry
7th-Level Rōnin Feature
When a creature makes a weapon attack against you while you have a stowed melee weapon and a free hand, you can use your reaction to attempt to parry that blow, drawing your stowed weapon as you do so. Your AC increases by an amount equal to your Dexterity or Strength modifier (your choice) against that attack, and you gain temporary hit points equal to your proficiency bonus + your Wisdom modifier (minimum of 1). After the attack hits or misses, you can then stow that weapon as a part of this reaction.
Multi-Weapon Mastery
11th-Level Rōnin Feature
You have advantage on the first melee weapon attack you make each turn, as well as advantage on the first ranged weapon attack you make each turn.
In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Relentless Onslaught
15th-Level Rōnin Feature
The speed and ferocity of your onslaught is legendary. When you take the Attack action, each time you score a critical hit or reduce a creature to 0 hit points as part of that action, you can make one additional weapon attack. You can make up to three additional attacks with this feature per turn.
Trapper
#HelianasGuideToMonsterHunting
Through careful preparation, trappers can create both physical and magical traps to ensnare, explode, or enrapture those unlucky enough to find themselves in their vicinity. Trappers are found in all terrains where there are creatures to be hunted. With tact and guile as their companions, a trapper can lay low even the mightiest of prized beasts.
Trapper’s Tools
3rd-level Trapper feature
Having learnt how to create traps, you’ve gained an understanding of how to thwart the traps of others. You gain proficiency with thieves’ tools and you add double your proficiency bonus to any ability check you make using those tools to disarm or manipulate a trap.
Trapped Weapons
3rd-level Trapper feature
When you finish a short or long rest, you can augment one weapon or up to twenty pieces of ammunition that you are holding with a concealed, magical augmentation. You decide whether the augmentation deals acid, cold, fire, or lightning damage. The augmentation lasts until you finish a short or long rest.
Once per turn, when you hit a target with a weapon attack using the augmented weapon or ammunition, you can activate the concealed augment (no action required). The target of your attack takes 1d8 extra damage of the associated type. At 11th level, you can augment one additional item or up to 20 additional pieces of ammunition when you finish a short or long rest, and the damage increases to 2d8.
Set Trap
3rd-level Trapper feature
At 3rd level, and later at 5th, 9th, 13th, and 17th level, you learn how to make new traps, as detailed on the Trapper Traps table, below. Details of these traps can be found on pages 188 - 190.
Physical Traps.
Creating a physical trap takes 1 hour (which can be done during a short or long rest) and uses trap-making materials (valued in gp) specified in the trap’s description. After a physical trap activates, its materials are consumed and the trap can’t be used again. However, over the course of 10 minutes, you can salvage half the trap-making materials used in the physical trap’s construction if it hasn’t activated yet.
Magical Traps.
Immediately after you finish a long rest, you can create magical traps—up to a number equal to your Wisdom modifier (minimum 1)—choosing from the options in the Ranger Traps section on page 188. Some of these traps require you to expend spell slots in their creation. When you finish a long rest, all undeployed magical traps lose their effects.
While a physical trap’s description specifies how it is activated, you have flexibility in activating your magical traps. When you deploy a magical trap, you can choose a size of creature and a distance of up to 30 feet. When a creature of that size or larger comes within the specified distance of an armed trap, the trap activates. As another option, you can intentionally activate an armed magical trap within 150 feet of you using a bonus action or a reaction (with no specific trigger).
Trapper Traps
| Ranger Level | Trap Options |
|---|---|
| 3rd | Bear Trapp, Tanglevinem, Snare Trapp, Solestrikerm |
| 5th | Immolationm, Miasmam, Soulbindm, Pit Trapp |
| 9th | Bewildermentm, Net Trapp, Thunder Chargem |
| 13th | Catapult Trapp, Infectionm, Snapfrostm |
| 17th | Banisherm, Gravity Wellm |
p indicates physical; m indicates magical.
Deploying a Trap.
As an action, you can throw a trap you have created to an unoccupied space you can see on the ground within 30 feet of you, where it arms itself at the start of your next turn. A trap deployed in this way is plainly visible to all creatures.
Over the course of 1 minute, you can conceal a trap. A concealed trap can be noticed by a creature that uses its action to make a Wisdom (Perception) check against your ranger save DC and succeeds.
Disarming a Trap.
Attempting to move an armed trap causes it to activate, unleashing its effects. A creature within reach of a trap can use its action to make a Dexterity (thieves’ tools) check (for physical traps) or a spellcasting ability (Arcana) check (for magical traps) against your ranger save DC. On a success, the trap is disarmed. On a failure, the trap activates and the creature has disadvantage on any saving throw it makes to resist the trap’s effects.
As an action, you can remotely disarm one of your traps that is within 150 feet of you.
Trap Effects.
Spell effects created by a trap don’t require concentration. When a trap calls for a saving throw, the DC equals your ranger spell save DC. You can have multiple traps deployed, but any attempt to deploy a magical trap whose centre is within 40 feet of the centre of another magical trap fails. Creatures with truesight or that are under the influence of the detect magic spell can notice a magical trap’s presence, even if it has been concealed.
Trap-Making Materials
1 gp worth of trap-making materials weighs 1 lb.
Tracker
7th-level Trapper feature
You are an expert at detecting and obscuring tracks. When you make an ability check to find or follow tracks, you can add your proficiency bonus to the result of the check, even if you aren’t proficient in the relevant skill. If you are already proficient in the relevant skill, your proficiency bonus is doubled for that check.
Trapper’s Avoidance
7th-level Trapper feature
The merest hiss of escaping air, depression of a tile, or scent of ozone is all the warning you need to avoid traps’ effects. When you are subjected to a trap’s activation effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, if a trap makes an attack roll against you, that attack roll has disadvantage.
This feature doesn’t function against a trap’s ongoing effects. For example, you can mitigate the effect of a poisonous cloud as it is being released by holding your breath or covering your skin, but on subsequent rounds, the cloud’s saving throw would affect you as normal on a success or failure.
Leave No Trace
11th-level Trapper feature
You’ve learnt to use magic to hide traps, allowing them to be concealed in the heat of battle. When you deploy a trap, you can expend a spell slot of 1st level or higher to disguise the trap with illusion magic, causing it to become invisible the moment it leaves your hands. Creatures don’t see where the trap lands and, if it’s a physical trap, have disadvantage on saving throws made to avoid the trap’s effects.
In addition, you learn the invisibility spell, which counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know. You can cast it once without using a spell slot, and you regain the ability to cast it in this way when you finish a short or long rest.
Booby Trap
15th-level Trapper feature
You trap your own body against unexpected demise. When you finish a long rest, you can choose one of the following magical effects with which to augment your body until you finish a long rest. After triggering an effect that activates when you are reduced to 0 hit points, that effect can’t trigger again until you finish a long rest.
Defibrillate.
Once per turn, when a creature hits you with a melee attack, you can trigger an electrical discharge (no action required). The creature is unable to take reactions until the start of its next turn unless it is immune to lightning damage, and you can immediately move up to 10 feet without provoking opportunity attacks. After you move using this feature, you can’t do so again until the start of your next turn.
When you are reduced to 0 hit points and not killed outright, you can instead drop to 1 hit point and immediately take an extra turn, interrupting the current turn. If you don’t regain any hit points before the end of your next turn, you drop to 0 hit points, fall unconscious, and begin making death saving throws as normal.
Dissolve.
Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can trigger a spurt of acid to coat its weapon or limb (no action required). If the melee attack was a spell attack or made with a natural weapon, the creature takes 1d6 acid damage. If the result of the attack roll meets your AC and is made with a ferrous, non-magical, non-natural weapon, the acid causes the metal to weaken and the weapon is destroyed.
When you are reduced to 0 hit points, all your concealed acid charges gush outward. Each creature within 10 feet of you must make a Dexterity saving throw against your ranger spell save DC. On a failed save, a creature takes 10d4 acid damage and an additional 5d4 acid damage at the start of each of its turns for the next minute until it uses an action to wipe itself clean. In addition, on a failure, if the creature rolled a 1 on the d20 for its saving throw and is wearing nonmagical, ferrous armour, the armour seizes. While wearing the armour, the creature’s speed is halved, its AC is reduced by 2, and it has disadvantage on Dexterity saving throws.
Entomb.
Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can trigger a burst of cold that ripples along the attacker’s limb (no action required). The creature takes 1d4 cold damage and its speed is reduced by 15 feet until the end of its next turn unless it is immune to cold damage.
When you are reduced to 0 hit points, you become entombed in a block of clear ice that has AC 15, 100 hit points, immunity to cold damage, and vulnerability to fire damage. This icy block lasts for 1 minute or until it is destroyed. While the ice persists, you have total cover against all effects and you don’t make death saving throws. If you regain 1 or more hit points, the icy block melts at the start of your next turn.
Self-Destruct.
Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can cause a small, shaped charge to detonate (no action required). You take 1 fire damage and the creature takes 1d8 fire damage.
When you are reduced to 0 hit points, you erupt in an immense ball of fire and immediately fail one death saving throw. Each creature within 20 feet of you must make a Dexterity saving throw against your ranger spell save DC. A creature takes 14d6 fire damage on a failed saving throw, or half as much damage on a successful one.
Ranger Traps
The Set Trap feature lets you use a variety of physical and magical traps. Each trap requires you to be a certain ranger level before you can create it. The traps are presented here by level.
Physical traps require trap-making materials (which can be purchased from most general goods stores), while magical traps require the expenditure of spell slots. When a trap calls for a saving throw, the DC equals your ranger spell save DC.
There is a table of all traps here: Ranger Traps Table, if that's your vibe.
Bear Trap
3rd-level ranger; physical; 4 gp of trap-making materials.
You trap a 5-foot square with a mechanical, toothy-jawed trap. When a Large or smaller creature enters the trapped area, the trap activates and the creature must succeed on a Dexterity saving throw or take 2d8 piercing damage, and its speed becomes 0 feet unless it’s immune to being grappled. A creature can use its action to make a Strength (Athletics) check against your ranger save DC, freeing the trapped creature on a success.
Tanglevine
3rd-level ranger; magical; 1st-level spell slot.
When activated, twisted, knotting roots burst through the ground, creating an effect identical to the entangle spell within a 20-foot-radius circle centred on the trap for the next minute.
Snare Trap
3rd-level ranger; physical; 2 gp of trap-making materials.
The bear trap’s non-lethal cousin, the snare trap, tangles a creature’s feet, causing it to fall. You trap a 5-foot square with ropes and vines. When a Large or smaller creature moves into the trapped area, the trap activates and the creature must succeed on a Strength saving throw or be knocked prone, and its speed becomes 0 feet unless it’s immune to being grappled. A creature can use its action to make a Strength (Athletics) check against your ranger save DC, freeing the trapped creature on a success.
Solestriker
3rd-level ranger; magical; 1st-level spell slot.
When activated, hard spikes and thorns sprout in a 20-foot-radius circle centred on the trap, creating an effect identical to the spike growth spell for the next minute.
Immolation
5th-level ranger; magical; 2nd-level spell slot.
When activated, a 20-foot-radius sphere of flame erupts, centred on the trap. Each creature in the area when the trap detonates must make a Dexterity saving throw, taking 6d6 fire damage on a failure, or half as much damage on a success.
Miasma
5th-level ranger; magical; 2nd-level spell slot.
When activated, a 20-foot-radius sphere centred on the trap fills with gas for the next minute or until strong wind disperses it. The gas spreads around corners, lightly obscures the area, and penetrates through creatures’ skin, affecting them even if they hold their breath or don’t need to breathe. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 3d6 poison damage and becomes poisoned until the start of its next turn. On a success, a creature takes half as much damage and isn’t poisoned. While poisoned in this way, a creature has disadvantage on saving throws it makes to maintain its concentration.
Soulbind
5th-level ranger; magical; 2nd-level spell slot.
When activated, there is a flare of brilliant octarine light, and each creature in a 20-foot-radius sphere centred on the trap must succeed on a Charisma saving throw or become soulbound, as per the preserve spell (see page 509). In addition, while a creature is soulbound in this way, it can’t benefit from being invisible. Creatures possessing robust or more powerful essence within their bodies (typically, those of CR 7 or higher) automatically succeed on this saving throw.
You can expend a spell slot of 4th level or higher when you create this trap instead of a 2nd-level slot. When you do so, creatures with robust or less powerful essence (typically CR 11 or lower) must make the saving throw, while creatures with potent or more powerful essence automatically succeed.
Pit Trap
5th-level ranger; physical; 2 gp of trap-making materials.
Because of their nature, pit traps are deployed in the space in which they are created as soon as their construction is finished, and can’t be moved. After the trap activates, you can spend 1 minute recovering it, allowing it to be used again.
You dig a 7-foot-deep hole in dirt, or another diggable surface, in a 5-foot square. You can choose to fill the pit with sharpened stakes, spikes, or any other sharp materials.
When a Medium or smaller creature moves into the trapped area, it must make a Dexterity saving throw. On a failure, it falls into the pit, where it lands prone, taking 4d8 piercing damage if the trap is filled with spikes. On a success, it avoids the trap, falling prone in the nearest unoccupied space to the trap. A creature that succeeds on the save by 5 or more doesn’t fall prone.
Bewilderment
9th-level ranger; magical; 3rd-level spell slot.
When activated, horrifying illusions abound and psychic energy twists the minds of creatures. Each creature in a 20-foot-radius sphere centred on the trap must make a Wisdom saving throw. On a failure, a creature takes 3d10 psychic damage and becomes affected as per the confusion spell for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Net Trap
9th-level ranger; physical; 10 gp of trap-making materials.
With a large, concealed net of rope or vines, and an apparatus hidden in branches or a cave’s ceiling, you create a 20-foot square trapped area. Choose a 5-foot square within the trapped area to act as the trigger. When a Small or larger creature enters this square, the trap activates and each creature in the area must succeed on a Dexterity saving throw or be restrained and hoisted 20 feet up into the air (or as high as the canopy/ceiling allows).
A creature can use its action to make a Strength check against your ranger save DC, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) ends the effect and destroys the net.
If there is a Huge or larger creature in the trapped area when it triggers, the trap breaks and has no effect.
Thunder Charge
9th-level ranger; magical; 3rd-level spell slot.
When activated, a 30-foot-radius sphere centred on the trap erupts with deafening thunder. Each creature in the area must succeed on a Constitution saving throw or take 8d6 thunder damage and be deafened for the next minute. The noise can be heard 2,000 feet away, or even further in echoey locations or underwater.
Catapult Trap
13th-level ranger; physical; 15 gp of trap-making materials.
Because of their nature, catapult traps are deployed in the space in which they are created as soon as their construction is finished, and can’t be moved.
With bent trees, springs, or elastic rope, you create a 20-foot square of tension. Choose a 5-foot square within the trapped area to act as the trigger. When a Small or larger creature enters this square, the trap activates and each creature in the area must make a Dexterity saving throw. On a success, a creature can use its reaction to move up to its speed so that it is no longer in the area. If it’s still in the area, it is affected as if it failed its save. A creature that fails the saving throw is flung 60 feet in a direction you decide when you deploy the trap, landing prone and taking 6d10 bludgeoning damage.
If there is a Gargantuan creature in the trapped area when it triggers, the trap breaks and has no effect.
Infection
13th-level ranger; magical; 4th-level spell slot.
When you create this trap, choose one of the diseases from the contagion spell. When activated, pustulant boils grow and erupt on surfaces in a 20-foot-radius sphere centred on the trap. Each creature in the area must make a Constitution saving throw. On a failure, a creature is affected as if hit by the attack in the contagion spell (using the disease you chose).
Snapfrost
13th-level ranger; magical; 4th-level spell slot.
When activated, the area within a 20-foot-radius sphere centred on the trap suddenly drops to a debilitatingly low temperature for the next minute. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 6d6 cold damage and, until the start of its next turn, its speed is halved and it can’t take reactions. On a success, a creature takes half as much damage and isn’t otherwise affected.
Banisher
17th-level ranger; magical; 5th-level spell slot.
When activated, a 10-foot-radius sphere centred on the trap flares into life, attempting to suck all creatures in it into a harmless demiplane. Each creature in the area when the trap activates must succeed on a Charisma saving throw or be transported to the demiplane for the next minute. At the end of this minute, the creature reappears in the space it left, or in the nearest unoccupied space if that space is occupied.
Gravity Well
17th-level ranger; magical; 5th-level spell slot.
When activated, gravity begins accumulating in a 30-foot-radius circle centred on the trap. The trapped area becomes difficult terrain until the end of the ranger’s next turn. Each creature in the area when the trap activates must succeed on a Dexterity saving throw or be knocked prone. Furthermore, each creature in the area that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
A creature that starts its turn in the area must succeed on a Strength saving throw or take 2d8 force damage and be pulled 15 feet towards the trap’s centre.
At the end of the ranger’s next turn, the gravity reaches a critical mass and each creature in the area must make a Strength saving throw. On a failure, a creature is knocked prone, pulled to the trap’s centre, and takes 6d8 force damage. On a success, a creature isn’t knocked prone or moved, and takes half as much force damage.Certainly! Here's the table with the prerequisites broken down into separate columns for Level, Type, and Cost:
Ranger Traps Table
| Ability Name | Level | Type | Cost | Description |
|---|---|---|---|---|
| Bear Trap | 3rd-level ranger | physical | 4 gp of trap-making materials. | You trap a 5-foot square with a mechanical, toothy-jawed trap. When a Large or smaller creature enters the trapped area, the trap activates and the creature must succeed on a Dexterity saving throw or take 2d8 piercing damage, and its speed becomes 0 feet unless it’s immune to being grappled. A creature can use its action to make a Strength (Athletics) check against your ranger save DC, freeing the trapped creature on a success. |
| Tanglevine | 3rd-level ranger | magical | 1st-level spell slot. | When activated, twisted, knotting roots burst through the ground, creating an effect identical to the entangle spell within a 20-foot-radius circle centred on the trap for the next minute. |
| Snare Trap | 3rd-level ranger | physical | 2 gp of trap-making materials. | The bear trap’s non-lethal cousin, the snare trap, tangles a creature’s feet, causing it to fall. You trap a 5-foot square with ropes and vines. When a Large or smaller creature moves into the trapped area, the trap activates and the creature must succeed on a Strength saving throw or be knocked prone, and its speed becomes 0 feet unless it’s immune to being grappled. A creature can use its action to make a Strength (Athletics) check against your ranger save DC, freeing the trapped creature on a success. |
| Solestriker | 3rd-level ranger | magical | 1st-level spell slot. | When activated, hard spikes and thorns sprout in a 20-foot-radius circle centred on the trap, creating an effect identical to the spike growth spell for the next minute. |
| Immolation | 5th-level ranger | magical | 2nd-level spell slot. | When activated, a 20-foot-radius sphere of flame erupts, centred on the trap. Each creature in the area when the trap detonates must make a Dexterity saving throw, taking 6d6 fire damage on a failure, or half as much damage on a success. |
| Miasma | 5th-level ranger | magical | 2nd-level spell slot. | When activated, a 20-foot-radius sphere centred on the trap fills with gas for the next minute or until strong wind disperses it. The gas spreads around corners, lightly obscures the area, and penetrates through creatures’ skin, affecting them even if they hold their breath or don’t need to breathe. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 3d6 poison damage and becomes poisoned until the start of its next turn. On a success, a creature takes half as much damage and isn’t poisoned. While poisoned in this way, a creature has disadvantage on saving throws it makes to maintain its concentration. |
| Soulbind | 5th-level ranger | magical | 2nd-level spell slot. | When activated, there is a flare of brilliant octarine light, and each creature in a 20-foot-radius sphere centred on the trap must succeed on a Charisma saving throw or become soulbound, as per the preserve spell (see page 509). In addition, while a creature is soulbound in this way, it can’t benefit from being invisible. Creatures possessing robust or more powerful essence within their bodies (typically, those of CR 7 or higher) automatically succeed on this saving throw. You can expend a spell slot of 4th level or higher when you create this trap instead of a 2nd-level slot. When you do so, creatures with robust or less powerful essence (typically CR 11 or lower) must make the saving throw, while creatures with potent or more powerful essence automatically succeed. |
| Pit Trap | 5th-level ranger | physical | 2 gp of trap-making materials. | Because of their nature, pit traps are deployed in the space in which they are created as soon as their construction is finished, and can’t be moved. After the trap activates, you can spend 1 minute recovering it, allowing it to be used again. You dig a 7-foot-deep hole in dirt, or another diggable surface, in a 5-foot square. You can choose to fill the pit with sharpened stakes, spikes, or any other sharp materials. When a Medium or smaller creature moves into the trapped area, it must make a Dexterity saving throw. On a failure, it falls into the pit, where it lands prone, taking 4d8 piercing damage if the trap is filled with spikes. On a success, it avoids the trap, falling prone in the nearest unoccupied space to the trap. A creature that succeeds on the save by 5 or more doesn’t fall prone. |
| Bewilderment | 9th-level ranger | magical | 3rd-level spell slot. | When activated, horrifying illusions abound and psychic energy twists the minds of creatures. Each creature in a 20-foot-radius sphere centred on the trap must make a Wisdom saving throw. On a failure, a creature takes 3d10 psychic damage and becomes affected as per the confusion spell for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Net Trap | 9th-level ranger | physical | 10 gp of trap-making materials. | With a large, concealed net of rope or vines, and an apparatus hidden in branches or a cave’s ceiling, you create a 20-foot square trapped area. Choose a 5-foot square within the trapped area to act as the trigger. When a Small or larger creature enters this square, the trap activates and each creature in the area must succeed on a Dexterity saving throw or be restrained and hoisted 20 feet up into the air (or as high as the canopy/ceiling allows). A creature can use its action to make a Strength check against your ranger save DC, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) ends the effect and destroys the net. If there is a Huge or larger creature in the trapped area when it triggers, the trap breaks and has no effect. |
| Thunder Charge | 9th-level ranger | magical | 3rd-level spell slot. | When activated, a 30-foot-radius sphere centred on the trap erupts with deafening thunder. Each creature in the area must succeed on a Constitution saving throw or take 8d6 thunder damage and be deafened for the next minute. The noise can be heard 2,000 feet away, or even further in echoey locations or underwater. |
| Catapult Trap | 13th-level ranger | physical | 15 gp of trap-making materials. | Because of their nature, catapult traps are deployed in the space in which they are created as soon as their construction is finished, and can’t be moved. With bent trees, springs, or elastic rope, you create a 20-foot square of tension. Choose a 5-foot square within the trapped area to act as the trigger. When a Small or larger creature enters this square, the trap activates and each creature in the area must make a Dexterity saving throw. On a success, a creature can use its reaction to move up to its speed so that it is no longer in the area. If it’s still in the area, it is affected as if it failed its save. A creature that fails the saving throw is flung 60 feet in a direction you decide when you deploy the trap, landing prone and taking 6d10 bludgeoning damage. If there is a Gargantuan creature in the trapped area when it triggers, the trap breaks and has no effect. |
| Infection | 13th-level ranger | magical | 4th-level spell slot. | When you create this trap, choose one of the diseases from the contagion spell. When activated, pustulant boils grow and erupt on surfaces in a 20-foot-radius sphere centred on the trap. Each creature in the area must make a Constitution saving throw. On a failure, a creature is affected as if hit by the attack in the contagion spell (using the disease you chose). |
| Snapfrost | 13th-level ranger | magical | 4th-level spell slot. | When activated, the area within a 20-foot-radius sphere centred on the trap suddenly drops to a debilitatingly low temperature for the next minute. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 6d6 cold damage and, until the start of its next turn, its speed is halved and it can’t take reactions. On a success, a creature takes half as much damage and isn’t otherwise affected. |
| Banisher | 17th-level ranger | magical | 5th-level spell slot. | When activated, a 10-foot-radius sphere centred on the trap flares into life, attempting to suck all creatures in it into a harmless demiplane. Each creature in the area when the trap activates must succeed on a Charisma saving throw or be transported to the demiplane for the next minute. At the end of this minute, the creature reappears in the space it left, or in the nearest unoccupied space if that space is occupied. |
| Gravity Well | 17th-level ranger | magical | 5th-level spell slot. | When activated, gravity begins accumulating in a 30-foot-radius circle centred on the trap. The trapped area becomes difficult terrain until the end of the ranger’s next turn. Each creature in the area when the trap activates must succeed on a Dexterity saving throw or be knocked prone. Furthermore, each creature in the area that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. A creature that starts its turn in the area must succeed on a Strength saving throw or take 2d8 force damage and be pulled 15 feet towards the trap’s centre. At the end of the ranger’s next turn, the gravity reaches a critical mass and each creature in the area must make a Strength saving throw. On a failure, a creature is knocked prone, pulled to the trap’s centre, and takes 6d8 force damage. On a success, a creature isn’t knocked prone or moved, and takes half as much force damage. |




