The Griffon's Saddlebag: Book One
The Griffon's Saddlebag

Employ Icy Snares to Render Your Quarry Frozen and Helpless

Winter Trappers are masters of control and keep both their adversaries and quarries helpless and at bay. Originating from the Everglacier, these trained hunters are experts at staying upright when others would surely fall, and they have learned how to use magic and acrobatics to keep both themselves and their allies out of harm’s reach.

Level 3: Pin Down

You learn how to keep your prey exactly where you want them. Once per turn when you hit a creature with a weapon or an Unarmed Strike, you can cause it to take an extra 1d6 damage of the attack’s normal damage type and reduce the creature’s Speed by 10 feet until the start of your next turn.

When you reach Ranger level 11, this extra damage increases to 1d8, and the target also can’t make Opportunity Attacks until the start of your next turn.

Level 3: Winter Trapper Magic

When you reach a Ranger level specified in the Winter Trapper Spells table, you thereafter always have the listed spells prepared.

Winter Trapper Spells

Level 7: Arctic Predator

Your archetype’s wintry history grants you the following benefits.

Helpless Prey. When you make an attack against a target that has the Prone condition while you’re more than 5 feet away from it, you don’t have Disadvantage on the attack roll as a result of that condition.

Ice Walker. Difficult Terrain composed of ice or snow doesn’t cost you extra movement, and you have Advantage on Dexterity (Stealth) checks while in icy or snowy terrain.

Sure-Footed. You can’t have the Prone condition unless you also have the Incapacitated condition.

Level 11: Magic Snare

As a Bonus Action, you can imperceptibly create a magical trap in the ground at your feet. The first Large or smaller creature other than you that enters that space in the next minute springs the trap and must make a Dexterity saving throw against your spell save DC; the trap can’t be sprung by you or creatures you designate when you create it. On a failed save, a creature takes 2d8 Piercing damage, and its Speed is reduced to 0 until the end of your next turn. On a successful save, a creature takes half as much damage only.

A creature that can see Invisible objects (such as one benefiting from See Invisibility or Truesight) can see these traps. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 15: Tripped Defenses

You have learned to use a creature’s mistakes against them. When a creature you can see within 5 feet of you misses you with an attack roll, you can take a Reaction to attempt to throw it off balance. If the target is a Large or smaller creature, it has the Prone condition; otherwise, its Speed is halved until the end of the current turn unless it has Immunity to the Prone condition. Immediately after you do this, you can either make one attack with a weapon or an Unarmed Strike against that creature or move up to half your Speed without provoking an Opportunity Attack from that creature.