Snarewood Conclave

The Snarewood Conclave traces its roots to the hidden groves of old borderlands, where ancient rangers laid snares in the loam and studied the migration of beasts and invaders alike. These Rangers are not swift-stalking hunters or beast-bonded scouts. Instead, they are patient tacticians who view the battlefield as a woven web of opportunities. To join their conclave is to become a keeper of forgotten trails, an artisan of pressure plates and pitfall triggers, and a predator whose fangs are iron teeth buried in the moss.   Among their ranks are pathwardens and hedgewalkers who hold a sacred compact with the land—not to defend it through might alone, but through the wisdom of restraint, entrapment, and the steady collapse of enemy plans. Those who dismiss them as mere woodsmen with twine find themselves limping home, leg caught and pride wounded.

Snarewood Exploits

3rd-Level Ranger (Snarewood Conclave) Feature   You learn certain Exploits at the levels noted in the table below. They don't count against your number of Exploits Known and they cannot be switched upon gaining a level.
LevelTechnique
3rdCamouflage
5thCrippling Strike
9thBlade Dance

Snaremaker's Tools

3rd-Level Ranger (Snarewood Conclave) Feature   You are trained in the art of constructing lethal and restraining devices using the materials around you. You gain proficiency with woodcarver’s tools and tinker’s tools if you do not already have them.   You can create up to a number of Traps equal to your Ranger Power Reservoir using your Trapper Knack over the course of 1 hour, rather than 1, but you must expend materials for each trap separately. Additionally, when you create a Trap using the Trapper Knack, choose one of the following ways the Trap is altered:
  • Barbed Teeth - On a failed save, the creature begins Bleeding for 1d6 damage.
  • Coiled Netting - On a failed save, the creature is more thoroughly Restrained and cannot use Somatic components.
  • Mud Slick Trap - On a failed save, the creature is knocked Prone and cannot take reactions until the end of its turn.

Warden's Knack

3rd-Level Ranger (Snarewood Conclave) Feature   You are taught the patient arts of forest ambush and quiet vigilance. You gain the Trapper knack, but it does not count against your total number of Knacks Known. If you already know this knack, you learn another of your choice.

Trapbound Territory

7th-Level Ranger (Snarewood Conclave) Feature   Your expertise in battlefield control grows. Whenever a creature you can see triggers a Trap you made using your Trapper Knack, you can use your reaction to do one of the following:
  • Move up to half your speed toward the triggering creature.
  • Make a weapon attack against the triggering creature if it is within range, unless you would have disadvantage on that attack roll.
  Additionally, when you place a Trap as an action using your Trapper Knack, you can place two Traps instead, but they must be within 5 feet of each other.

Master Snarecrafter

11th-Level Ranger (Snarewood Conclave) Feature   Your snares become more cunning and lethal. When preparing your traps, you can now make and store up to twice as many Traps as normal. Additionally, when you create a Trap, you can choose from the following additional options in addition to those granted by your Snaremaker's Tools feature:
  • Shrapnel Burst - On a failed save, the target takes 4d6 Piercing damage, or half as much on a success. Regardless of the initial saving throw, each creature within 5 feet of the Trap must make a Dexterity saving throw against your Exploit Save DC, taking 2d6 Piercing damage, or half as much on a success.
  • Stunning Line - On a failed save, the creature is Stunned until the end of its next turn.
  • Tethered Drawline - On a failed save, the creature is pulled 5 feet in a direction of your choice (so long as the trap is anchored appropriately), potentially into hazards, off ledges, or into other traps. If pulled into another trap you control, it immediately triggers that trap as well, if it hasn’t already.

Field of Fangs

15th-Level Ranger (Snarewood Conclave) Feature   You command the battlefield like a web-weaver. When you place one or more Traps as an action, you can hide those traps as well as part of the same action. When you take the Attack action on your turn, you can forgo one of your attacks to place a Trap.   You may now place up to 3 Traps at a time, rather than 2, but each must be within 5 feet of both another Snare and you. In addition, your Traps can now affect creatures of Huge or smaller size.   Each Trap you prepare can have up to two additional effects.

Comments

Please Login in order to comment!