Thaumatech Marauder (Ranger Subclass)

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==Thaumatech Marauder==
From the arcane-infused streets of Swanrunia comes the Thaumatech Marauder, a Ranger subclass that melds magic with mechanism. These urban trackers wield gadgets that blur the line between spellcraft and technology, turning the city's labyrinthine alleys into their playground. With a toolkit of custom traps and the ability to use Thaumatech gizmos, they navigate the concrete wilds with a sorcerer's flair and an engineer's precision. Whether setting magical snares or reshaping urban terrain to their advantage, Thaumatech Marauders are masters of their unique craft, embodying the inventive spirit of Swanrunia's most mystical quarters.
==3rd Level: Arcane Know-how==
At 3rd level, you have learned to channel magical energy through technological devices. When you choose this subclass at 3rd level, you gain proficiency with Tinker's Tools, and you can use them to cast ranger spells as rituals, provided they have the ritual tag as well as automatically learning all ritual spells on the wizard spell list as long as you can cast spells of that level. 
Additionally, you can use small Thaumatech gadgets that replicate the effects of every Cantrip from the Wizard spell list, using your Wisdom modifier for the spellcasting ability. You know every Wizard Cantrip.
==3rd Level: Thaumatech Trapper==
Starting at 3rd level, your ingenuity and affinity for Thaumatech allow you to design and deploy a variety of custom traps imbued with magical effects. You gain the ability to create and set traps as an action that can immobilize, damage, or disorient your foes, using components you can easily scavenge or carry.
*Learning Traps: At 3rd level, you learn two traps available from the 3rd level trap list. Every level thereafter, you learn how to craft a new trap amongst the trap levels you qualify for.
*Setting a Trap: As an action, you can set a trap in your current location or within 5 feet of you. Each trap has a specific trigger condition and effect, detailed in its description.
*Trap Capacity: You can maintain a number of active traps equal to your Wisdom modifier (minimum of one). Older traps become inert if this limit is exceeded.
*Detection and Disarming: The DC to detect and disarm your traps is equal to 8 + your proficiency bonus + your Wisdom modifier.
The list of available traps is available here.
==7th Level: Arcane Machinist==
At 7th level, your affinity for blending magic with technology allows you to imbue everyday objects with magical properties. You gain the ability to cast magic weapon and animate objects each once without expending a spell slot, recharging on a long rest. 
Additionally, you can spend 1 minute to enchant a simple mechanical device or mundane object within an urban environment (like locks, pulleys, or street lanterns) to perform a simple task at your command, such as locking/unlocking, lifting/lowering, or illuminating/extinguishing. This enchantment lasts for 1 hour.
==11th Level: Adaptative Thaumatech==
At 11th level, you've honed your ability to quickly adapt your Thaumatech traps and gadgets to the ever-changing demands of the battlefield. When you set a trap using your Thaumatech Trapper ability, you gain the following enhancements:
*Rapid Deployment: You can now deploy or disarm your Thaumatech Traps as a Bonus Action or an action, allowing for swift tactical adjustments.
*Enhanced Effects: Choose one of the following enhancements when you deploy a trap:
*Extended Range: Increase the trigger range of the trap by 10 feet.
*Increased Potency: The trap's effects (damage, duration of control effects, etc.) are amplified by 50% rounded down.
*Stealthy Setup: Your trap becomes nearly invisible, requiring a successful Perception check against your Spell Save DC to detect.
==15th Level: Arcane Architect==
At 15th level, you can reshape urban structures with a blend of magic and technology. Once per long rest, as an action, you can cause the ground within a 100-foot radius centered on you to temporarily rearrange itself, creating barriers, trenches, or channels up to 5 feet high/deep. Buildings and structures might sprout defensive parapets or conceal hidden passages, as you direct. You may also create up to three large structures (buildings, bridges, fountains). 
This transformation lasts for 1 hour, after which the ground and structures return to their original state without causing damage.
Category:Homebrew Subclasses