For some hunters, the calling of the wilds is all they care about. To live and breathe among its flora and fauna and become a reflection of its harsh environment. These keen hunters favor their wits and knowledge of the land over the raw strength of their companion or their aim at a distance.
Beginning when you choose this archetype at 3rd level, you learn to place and infuse traps with the vigor of nature.
Traps Known : You learn two traps of your choice, which are detailed under "Traps".
You learn an additional trap of your choice at 7th, 11th, and 15th level. Each time you learn new traps, you can also replace one trap you know with a different one.
Placing a Trap : You can use your action and expend a use of this feature to place a trap in an empty space within 30 feet of you. A trap lasts for 1 hour, until it is activated, or until you retrieve it.
A creature approaching your trap must succeed on a Wisdom (Perception) or Intelligence (Investigation) check against your trap save DC to notice it. A creature automatically succeeds the check if it saw you place the trap.
You can place two traps between rests. You regain all expended trap uses when you finish a short or long rest. At 11th level, you can place three traps between rests.
Activating a Trap : A trap has a range of 5 feet. When a creature other than you or your beast companion enters the trap's range or starts its turn there, the trap is activated and destroyed.
Deactivating a Trap : You can retrieve a placed trap that has not been activated by using an action while within 5 feet of it, regaining one expended use of this feature.
Saving Throws : Your traps require your target to make a saving throw to resist its effect. The saving throw DC is calculated as follows:
Trap save DC = 8 + your proficiency bonus + your Wisdom modifier
At 3rd level, you gain proficiency in survival if you don't already have it and your proficiency bonus doubles for any ability check you make with it.
Also at 3rd level, you can choose to not tame a beast and instead focus on your own prowess. When you do not have the loyalty of a beast companion, your weapon attacks score a critical hit on a roll of 19 or 20. You can also take the Disengage actions as a bonus action.
Starting at 5th level, when you hit a target with a weapon attack, you can expend a focus die to attempt to hamper it. The target must succeed on a Strength (Athletics) check (DC equals your Trap save DC + your focus die), or have its speed reduced to 0 until the start of your next turn.
Also at 5th level, when you do not have the loyalty of a beast companion you gain the Extra Attack feature, and can attack twice, instead of once, whenever you take the attack action on your turn.
Beginning at 7th level, you gain the ability to cast the pass without trace spell without providing material components, but only as a ritual. You must have access to fresh mud, dirt, plants, soot, or other natural occurring materials for you to be able to do so.
Upon reaching 11th level, if your marked target forces you to make a saving throw, you can use your reaction to make a weapon attack against the quarry. You make this attack before making the saving throw. If your attack hits, you gain advantage on your saving throw, in addition to the attack's normal effects.
At 15th level, you show unparalleled control over your traps and utilize the openings they create.
You gain the following benefits:
You have advantage on weapon attacks against any creature who was hit by one of your traps since the end of your last turn.
Your traps no longer activates when a creature moves within range, instead you can choose as a free action to activate a trap, even if there is no creature nearby.
The traps are presented in alphabetical order.
When the trap is activated, each creature within range must succeed on a Dexterity saving throw or be knocked prone in their space. Any creature knocked prone by this trap has their movement speed reduced to 0 until the start of their next turn.
When the trap is activated, each creature within range must make a Constitution saving throw. On a failed save, a target is blinded until the start of its next turn.
Any invisible creature who fails this saving throw glitter with dim light, making them visible for the duration.
When the trap is activated, each creature within range must succeed on a Strength saving throw or be restrained for 1 minute. A creature restrained by this trap can use its action to make a Strength check against your Trap save DC. On a success, it frees itself.
When the trap is activated, each creature within range must make a Dexterity saving throw, taking fire damage equal to twice your hunter level on a failed save, or half as much damage on a success.
When the trap is activated, the creature who activated it must make a Dexterity saving throw, or be restrained for 1 minute. While a creature restrained by this trap the creature has total cover and can't take any actions other than attempt to break free by making a Strength check against your Trap save DC. On a success, it breaks the ice and frees itself. This trap has no effect on Huge or larger creatures.
The creature is encased in ice, the ice has an AC of 10 and hit points equal to four times your hunter level.
When the trap is activated, ice expands from the trap in a 20-feet-radius around it and making the area difficult terrain. A creature that starts its turn, or moves across the area for the first time on its turn must make a Dexterity saving throw or fall prone.
When the trap is activated, each creature within range must make a Dexterity saving throw, taking fire damage equal to your hunter level on a failed save, or half as much on a successful one. On a failed save, the creature takes damage equal to half your hunter level (rounded up) at the start of each of its turns until the flames are doused as an action.
When the trap is activated, each creature within range takes 1 piercing damage and must succeed on a Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns. On a success, the poisoned condition fades.