Tracker
A Ranger Archetype that reads sign and builds traps, with a Trap Kit of five trap types, mass deployment, worked ground, and a prepared Final Ambush.
Identity
The Tracker is the Ranger Archetype of two crafts: cutting sign, which is reading a trail, and working the ground before a fight reaches it. Trackers build slowly and spring fast. A Tracker's bag is heavier than any other Ranger's because it holds the traps.
Features
- L3 Sign Reading
You have advantage on Survival checks made to track a creature, and you track at your full walking speed with no penalty. When you spend 10 minutes examining a trail, you learn how many creatures made it, their size rungs, how long ago they passed, and whether any of them was injured or carrying a heavy load. If a creature has covered its trail on purpose, you can still find it with a successful Survival check against a DC the GM sets, and you can retry once per hour.
- L7 Field Traps
You carry a Trap Kit with components for a number of traps equal to your proficiency bonus per long rest. As an action, when no combat is under way and you have enough room and footing, you can set one trap from the list below within 5 feet of you. A trap fills a 5-foot square and is hidden. A creature spots it using passive Perception against a DC of 10 + your proficiency bonus + your Wisdom modifier. A trap triggers when a hostile creature enters its square, and it disarms after 24 hours or when you finish a long rest. Snare. The target makes a Strength saving throw against your spell save DC or is Restrained until freed. An adjacent creature can free it with an action and a Strength (Athletics) check against your spell save DC. Shock-Plate. The target makes a Dexterity saving throw against your spell save DC or takes 2d8 lightning damage, or half as much on a success. Trip-Wire. The target makes a Dexterity saving throw against your spell save DC or falls Prone and ends its movement. Concussion Charge. Creatures in a 5-foot radius make a Constitution saving throw against your spell save DC or are Deafened and have disadvantage on their next attack roll until the end of their next turn. Tracker-Tag. No saving throw applies, and a creature passing through is marked with a silent transponder that you can locate within 1 mile for 24 hours. You can resupply your Trap Kit during downtime in any settlement that sells hardware.
- L11 Mass Deployment
As an action, you can set up to three traps from your Trap Kit at once, placing each in a square within 10 feet of you. The traps can be the same or different types, and each expends one charge from your Trap Kit. Your Trap Kit's maximum charges increase to twice your proficiency bonus per long rest.
- L15 Worked Ground
As a bonus action, you can designate a 30-foot radius around you as your Worked Ground. It lasts until the end of the encounter or until you move more than 60 feet from its center. You choose, for each 5-foot square in the radius, whether it counts as difficult terrain for hostile creatures, declaring each square in real time as the fight evolves. Allies you designate at the start of each of your turns are unaffected. The save DCs of your traps within Worked Ground increase by 2, and a creature that triggers a trap within Worked Ground has disadvantage on the save.
- L18 Final Ambush Capstone
Once per long rest, when you have at least 1 hour to prepare a position (concealment, pre-deployed traps, and layered fields of fire), you can declare it your Final Ambush. On the first round of any combat in the prepared zone, each ally in the zone takes two full turns in initiative order, each enemy that enters or starts in the zone is surprised and skips its first turn, and you can trigger up to four traps already deployed in the zone at once, in addition to any traps that trigger from enemy movement. The Final Ambush is used up whether or not combat occurs in the zone.