Bushwhacker (5e Subclass)
Bushwhacker
Some rangers revel in the thrill of the hunt, being pleased by nothing more than the vigor and life pumped into them by the chase. These rangers, however, embody the patience and stillness of the ambush predator. Bushwhackers lie in wait, set traps, manipulate the stage of the hunt and use the fear of their prey to their advantage.
Teeth on the Ground
Upon selecting this Archetype at 3rd level, you gain the ability to lay a variety of unique traps that are fueled by your magic. When you lay one of these traps, you use an action and expend a spell slot of the appropriate level to the trap. A trap may be laid from its corner, taking up any space within 5 feet of you. The traps that you lay remain in effect until a creature sets them off or you take a long rest. These traps are also invisible, only being able to be seen by the detect magic spell. A creature that is aware of your trap may attempt to disarm it via the dispel magic spell following the normal rules of the spell, leveled against the trap's spell slot level. If a trap is disarmed in this way, a bell which is inaudible to all others rings in your ear, making you aware that your trap has been disarmed. You do not trigger your own traps unless you choose to. The traps you may create are as follows:
- Blacktooth
- (1st level spell slot)
The Blacktooth takes up a 5x5 foot square on the ground. When a creature enters this area, they must make a Constitution saving throw against your Ranger spell save DC. On a failure, magical thorns penetrate their flesh, and they take 1d10 piercing damage and 2d10 necrotic damage. This damage is halved on a successful saving throw.
- Catapult Rune
- (3rd level spell slot)
The Catapult Rune takes up a 5x5 foot square on the ground. When a creature enters this area, they are launched 30 feet in a direction of your choosing. (Selected upon creation of the trap) If this would force a creature to strike a surface, they would take bludgeoning damage equal to your proficiency bonus times d6. For example, if you have a proficiency bonus of +4, a creature forced to strike a wall by this trap would take 4d6 bludgeoning damage.
- Clutchvine
- (1st level spell slot)
The Clutchvine takes up a 5x5 foot square on the ground. When a creature enters this area, they must make a Strength saving throw against your Ranger spell save DC or be restrained for 1 minute. While restrained in this way, the creature may repeat their saving throw at the end of each of their turns to end the effect early.
- Darkshroud
- (4th level spell slot)
The Darkshroud takes up a 20x20 foot square on the ground. When a creature enters this area, they must make a Wisdom saving throw against your Ranger spell save DC or be blinded for 1 minute. This trap may be set off up to 5 times before wearing out. A creature blinded by this effect may repeat their saving throw at the end of each of their turns to end this effect early.
- Spindlevine
- (3rd level spell slot)
The Spindlevine takes up a 5x5 foot square on the ground. When a creature enters this area they make a Dexterity saving throw against your Ranger spell save DC. On a failure the creature instantly teleports to a space of your choice within 5 feet of you.
- Deepwell
- (2nd level spell slot)
The Deepwell takes up a 5x5 foot square on the ground. When a creature enters this area, they must make a Charisma saving throw against your Ranger spell save DC or be forced into a harmless pocket dimension until the end of their next turn.
- Razormaw
- (5th level spell slot)
The Razormaw takes up a 15x15 foot square on the ground. When a creature enters this area, they must make a Charisma saving throw against your Ranger spell save DC or be forced into a pocket dimension for 1 minute. For each turn that they remain in this pocket dimension, they take 2d10 points of magical slashing damage. At the end of each of their turns, they may repeat the saving throw to end the effect early. This trap may be set off twice before wearing out.
- Tanglevine
- (2nd level spell slot)
The Tanglevine takes up a 15x15 foot square on the ground. When a creature enters this area, they must make a Strength saving throw against your Ranger spell save DC. On a failure, their movement speed is reduced to 0 until the end of their next turn, and on a successful save, the area is considered difficult terrain for them until the end of their next turn. This trap may be set off up to 5 times before wearing out.
Ambush Predator
Starting at 7th level, you learn to utilize your surroundings as a weapon. While hidden, if you choose to forgo your movement, you may add your Wisdom modifier to weapon damage rolls and score a critical hit on an attack roll of 19 or 20 until the end of your current turn.
In Their Clutches
Starting at 11th level, you learn to relentlessly strike at your prey. As an action, you may mark your quarry, for the next minute, you may add your Wisdom modifier to attack rolls against this creature. You may use this feature once before requiring a long or short rest to do so again.
Unseen Death
Starting at 15th level, you learn to blend seamlessly into the field of the hunt. As a bonus action, you may become invisible. You remain invisible until you move, make an attack, use an item, or cast a spell. You must be in an area with natural structures or foliage to use this feature. For example, if you are in a city, a building, or a fort, you would not be able to use this feature. You may use this feature a number of times equal to your Wisdom modifier before requiring a long rest to do so again.
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