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Hunter— Keeper of the —Trappedpaw

You're not going anywhere.

A subclass for the Hunter that focuses on using traps.

Level 3

Spike Trap.

(1/round) Reaction: (when an enemy moves adjacent to you or an ally within 6 spaces): +WIL damage, and the target is Slowed until the end of their turn. Fast Trapper.

Swifty Setup.

(1/round) Use a Trap Reaction for free.

Trapper Arsenal. Swifty Setup works with the Grease Trap and Snare Trap Thrill of the Hunt abilities. Traps are still limited in how often they can be used.

Level 7

Ink Trap.

(1/encounter) Reaction: (when an enemy moves adjacent to you or an ally within 6 spaces): Target is Blinded (DC 10+WIL ends) and if they were Invisible, they become visible again. Their square counts as Difficult Terrain.

Level 11

Zap Trap.

(1/encounter) Reaction: (when an enemy moves adjacent to you or an ally within 6 spaces): Creature is Dazed and counts as being Charged.

Level 15

Resourceful Trapper.

All Trap abilities can be used one extra time per encounter/round.