Mind Trapper
Spellcasting Focus
You can use either a druidic focus or a sight focus (such as a
monocle, glasses, or a telescope) as a spellcasting focus for
your ranger spells and mind trapper abilities.
Mind Latch
Starting at 3rd level, you've learned to make your
way inside your target's head with a glance. You
can use your action to attempt to set a Mind Trap
in the head of a creature within 30 feet of you that you can
see. The creature must make a Wisdom saving throw
against your ranger spell save DC, or the trap is successfully
set. Your favored enemies have disadvantage on this saving
throw.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a short or long rest.
You are able to prepare 3 different Mind Trap options at a
time. You can change your list of prepared Mind Traps
when you finish a long rest. You can prepare an additional
Mind Trap option at 7th and 11th level.
Mind Trap Options
When a Mind Trap is set, your target is aware of its
conditions. These traps last on the target for 30 seconds,
until the target is reduced to 0 hp, or until the trap is
activated as specified in the trap's description. At 11th level,
any damage dice dealt by these trap options are doubled. At
15th level, the damage dice are tripled.
Aggress Snare. When the target of this snare willingly
attempts to move closer to you, it is suddenly knocked
prone. Its speed becomes 0 for the rest of the turn. The trap
then disappears.
Arcane Snare. When the target of this snare attempts to
cast a spell, it is suddenly stunned until the start of its next
turn. The trap then disappears.
Attack Strain. Whenever the target of this strain
attempts to attack, it takes 1d6 psychic damage before its
attack.
Defend Strain. Whenever an attack directed at the target
of this strain fails to hit, the trap activates and reduces the
target’s AC by 1. When the trap disappears, the target's AC
returns to normal at the start of their following turn.
Movement Strain. ovemen n. Whenever the target of this strain
willingly attempts to move its body more than five feet, a
pain begins to well up inside its body. Its movement speed
is halved and it takes 1d4 psychic damage after it stops
moving, or 2d4 psychic damage if it dashes.
Retreat Snare. When the target of this snare willingly
attempts to move away from you, it is suddenly knocked
prone. Its speed becomes 0 for the rest of the turn. The trap
then disappears.
Sudden Snare. When the target of this snare attempts to
take a reaction, it is suddenly stunned until the start of its
next turn. The trap then disappears.
Verbal Strain. Whenever the target of this strain
attempts to speak or otherwise use its vocal cords, the trap
activates. The target takes 1d4 psychic damage after it stops
vocalizing, or 2d4 psychic damage if it yells.
Sensory Beacon
Also at 3rd level, you can set a tracking beacon in your
target's head and ensure they won't get far. As an action,
you can target a creature within 60 feet of you that you can
see. The creature must make a Wisdom saving throw
against your ranger spell save DC, or the beacon is
successfully set.
While the target is within 1 mile of you, whenever you
close your eyes, you can see what the target sees and sense
what the target senses. This effect lasts for 1 hour, or until
you use this feature on a different creature.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can't use this
feature on that creature again until you finish a long rest.
Additional Trap
You can prepare an additional Mind Trap option when you
reach 7th level.
Quick Latch
At 7th level you can lay traps in the blink of an eye. You can
use your Mind Latch feature as a bonus action on your turn.
Additional Trap
You can prepare an additional Mind Trap option when you
reach 11th level.
Multi Snare
By 11th level you could entrap entire packs with a single
look. You can now target a point in range instead of a single
target with your Mind Latch feature. Each creature within
10 feet of this point now makes a Wisdom saving throw
against your ranger spell save DC, or the trap is successfully
set against it.
Mental Cage
At 15th level, you wield a gaze of ultimate imprisonment.
You can cast geas as a 5th-level spell like you would set a
Mind Trap. The target does not need to understand you.
This trap cannot be used in conjunction with your Multi
Snare feature.
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