The Daring Trapper
Level 3
Hunter’s Lure.
Whenever you use Hunter’s Mark, you may gain KEY temp HP and Taunt your quarry until you lose these temp HP.
Spray Trap.
(1/encounter) Reaction (When an enemy moves adjacent to you or your ally within 6 spaces): Target is Dazed, Blinded and can’t smell until the end of their next turn.
Skilled Trapmaker.
You have advantage on skill checks relating to traps.
Level 7
Prolific Trapper.
Whenever you Safe Rest in a location where feral critters live nearby, you may spend a day capturing critters to make WIL Critter Jars.
Critter Jar.
Reaction (When an enemy moves adjacent to you or your ally within 6 spaces): your critter escapes and attacks the enemy for WIL d6 damage. It attacks once more if the enemy moves away. You lose escaped critters after combat, and you must release all captured critters whenever you Safe Rest.
Level 11
Bait and Switch.
You and your allies can Interpose within Reach 4 if the attacker is Taunted.
Level 15
Trap Master.
One of your Traps can be used twice per encounter. Whenever you use a Trap or Critter Jar, you may make an Opportunity Attack without disadvantage.