Ranger
Base Class: Ranger

You are the Verdant Scout, gifted in various knowledge of poisons and their use. It has become almost second nature in their use of your abilities.

Level 3: Ambush

Beginning at 3rd level, you are a master of hiding and waiting. Whenever you spend an entire turn doing nothing (No actions, movement, ect) you may turn invisible at the end of your turn. This invisibility lasts until you do anything other than standing still. Additionally, the first attack roll you make upon leaving invisibility is strengthened with poison.On a hit, the target must additionally make a Constitution saving throw against your Ranger DC or become poisoned for 1 minute. They may at this saving throw at the end of each of their turns to end the effect.

Level 3: Stinging Poison

Additionally at 3rd level you know how to enhance your attacks against the sick. When you hit a creature that is poisoned with a weapon attack, you deal additional poison damage to them equal to your wisdom modifier (Minimum of 1.)

Level 7: Scout Training

Beginning at 7th level, you have become highly trained in the field and are an expert at movement. Your movement speed increases by 10-feet, and you gain proficiency in one wisdom-based skill of your choice.  Additionally, you may now take bonus actions on your turn and still be able to become invisible with your Ambush feature, provided you do not damage or effect hostile creatures with said bonus action.

Level 11: Minefield

Beginning at 11th leveL every step could spell death for your enemies. As an action, you may place a trap on the ground in a 5 by 5 area. This trap takes an appearance of your choice, but should appear natural in some way (Such as being a mushroom or thicket) Choose one spell of yours that does poison damage or inflicts the poisoned condition, or a vial of poison you have in your hands. The trap takes on the properties of this spell or poison (The poison is consumed if you use a vial of poison)

When a creature steps on this trap, they detonate it, sending a puff of poison into the air in a 15-foot sphere around them. All creatures caught in the area must succeed on a Constitution save equal to your Ranger DC or suffer the effects of the poison. If the poison is not normally an inhaled one, then they only suffer the poisons damage (Such as draw poison requiring an injury to render people unconscious)

You may have a number of traps out equal to your Wisdom Modifier (Minimum of 1) Traps expire if they have not been triggered in a number of days equal to your Wisdom Modifier.

Level 15: Blinding Poison

Beginning at 15th level your poison takes on debilitating and crippling properties. When you successfully poison a creature, you may choose to also give them the blinded condition. This lasts as long as they have the poisoned condition.  After using this feature, you may not use it again until you complete a long rest.

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