Ranger
Base Class: Ranger

The diseased, the poisoned, the malignant, the cancerous...the stench of pestilence always seeks opportunity to seed itself within the fruits of Nature. Plague Harvesters know that to preserve a flower they must first steep their blades in the foul and afflicted so that they may cut it out at the root. They delve deep in the art of extermination; deploying a variety of tools in their trade. And where a blade's edge doesn't work, fighting fire with fire.

Level 3: Plague Harvester Spells

When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared.

Plague Harvester Spells

Ranger Level Spell
3 Bane, Ray of Sickness,
5 Protection from Poison
9 Stinking Cloud
13 Vitriolic Sphere, Wall of Fire,
17 Contagion

Level 3: Nature's Bane

Your time spent pruning the malignant growths of Nature's more vile creations has taught you that often the best means is to create your own.

Natural Artisan. You gain Proficiency with Alchemist's Supplies and add your Wisdom modifier (minimum of +1) as a bonus to ability checks made using the tool. When you finish a Long Rest, you may craft a number of items equal to your Wisdom modifier (minimum of +1) from the tool's standard list. When you craft an item this way, it does not require materials or gold. This increases to when you finish a Short or Long Rest at Ranger level 11.

Favored Tools. When you create an item from the Alchemist's Supplies list, you may expend any number of uses of your Favored Enemy feature to imbue an equal number of these items with a 1st level Ranger spell that you have prepared, provided that it targets a creature. When a creature fails an imbued item's saving throw, they also suffer the effects of the imbued spell for the spell's duration, which does not require concentration by you. You may also use a Bonus Action to release the imbued item's spell effects while you are within 20 ft of it. A creature touching the item must then make a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) to avoid the imbued spell effects. When an item is created or imbued this way, it's function and magical potency lasts for 24 hours or until used, at which point it dissolves or falls apart as the magic dissipates.

Sickening Strike. Once per turn, when you deal Piercing or Slashing damage to a creature, you may add an additional 1d6 Poison damage to the roll. The creature gains the Poisoned condition until the end of your next turn. This damage increases to 2d6 at Ranger level 11.

Level 7: Baneful Mutations

Continued exposure to the wild and wicked has deepened your insight to the capabilities of both body and mind, and evolved your own.

Enhanced Resilience. You have advantage on saving throws to avoid or end the Poisoned condition. You also gain Resistance to Poison damage.

Enhanced Exposure. Creatures are no longer Immune to the Poisoned condition while under the effects of your Bane spell (including from your items imbued with the Bane spell).

Level 11: Fatalist

Improved Favored Enemy. You now regain all expended uses of your Favored Enemy feature on a Short Rest or Long Rest.

Propagate Scourge. When you apply the Poisoned condition to a creature under the effects of your Bane spell, all other creatures affected by your Bane spell effects also gain the Poisoned condition for the same duration.

Cull Scourge. When you roll to determine the amount of Poison, Acid, or Fire damage you would deal to a creature that has the Poisoned condition, you may end the Poisoned condition on the creature to deal the maximum damage for the roll.

Level 15: Plague Incarnate

Your cells separate turning you into an ethereal mass of plague-wrought ambivalence.

Once per long rest you may use a Bonus Action to assume a hazy, plague-wrought form for a duration of 1 minute. While transformed, you gain the following benefits.

Fumigate. When you transform and as a Magic Action thereafter while you are transformed, you can billow toxic deluge in a 20 ft radius emanating from you. Creatures of your choice within the emanation must succeed on a Constitution saving throw against your spell save DC or be inflicted with the Contagion spell. Additionally the area within the emanation becomes Heavily Obscured until the start of your next turn.

Haze. While you are Heavily Obscured, you may use your Nature's Veil feature without expending a use.

Plague Wrought. You have Immunity to the Poisoned condition.

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