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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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