Base Class: Ranger
Some hunters choose to master the wilderness, while some choose to master the beasts that inhabit it. Malefic Hunters have devoted themselves to the study of venom, rot, and alchemical toxins. Through careful experimentation and dangerous self-exposure, they transform their own bodies into living vessels of poison, turning every hunt into a slow, inevitable death for their prey.
Level 3: Malefic Hunter's Poison
The Malefic Hunter's most pivotal part of their fighting style is their poison. You gain a poisoner's kit, and you gain proficiency in it. If you already have proficiency in poisoner's kit, you gain proficiency with one Artisan's tool of your choice. You have advantage on saving throws against being Poisoned or against effects that deal poison damage. Whenever you deal poison damage to a creature that has resistance to poison damage, treat that resistance as if it didn't exist.
Level 3: Malefic Hunter's Prey
You can call on the power of the Brotherhood of the Fang to aid in destroying your enemies. While a creature is marked by your Hunter’s Mark, you can use a Bonus Action to force the marked creature to make a Constitution saving throw against your Ranger spell save DC. On a failed save, it takes 1d4 poison damage. On a successful save, it takes half as much damage. The damage dealt from Malefic Hunter's Prey increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. You can use this feature only once on each of your turns.
Level 7: Blood of the Malefic Hunter
Your research into poison has given your blood a toxic affinity, giving you an extra edge in combat. As a Bonus Action, you can take necrotic damage equal to one roll of your Blood Die to coat one weapon you are holding with your blood. Until the end of your current turn, each time you hit a creature with that weapon, it deals extra poison damage equal to your Blood Die. You can roll 1d10 Blood die at level 7, 1d12 at level 11, and 2d8 at level 15. You must roll all blood die at once when using Blood of the Malefic Hunter. The damage you take ignores resistance and immunity. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses after a Long Rest.
Escape the Horde
Opportunity Attacks have Disadvantage against you.
Multiattack Defense
When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Level 11: Viperous Form
As a Bonus Action, transform for 1 minute. While transformed, your skin is covered in dark green scales, you gain resistance to poison damage, and you gain resistance to any nonmagical piercing damage. Whenever you use Blood of the Malefic Hunter, increase both the damage you deal and the damage you suffer by 1d6, Once on each of your turns when you deal poison damage to a creature, you can force it to make a Constitution saving throw. On a failed save, the creature is Poisoned until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses after a long rest.
Level 15: Toxic Brand
Your toxicology training has given you the power to invoke poisons in other beings with only your touch. You can create a brand on the skin of an enemy, creating a temporary bond with them. When you touch the skin of any creature, you may choose to brand them. On the start of the creature's turn, you take 2d10 Necrotic damage ignoring all resistances and immunities, and deal 2d10 Poison damage to the creature you branded. The damage dealt with Toxic Brand is increased to 3d8 if you are within 5 feet of the creature when it takes said damage. You can sever the bond and destroy the brand at any time during your turn, ending the effect. Once you have used this ability, you cannot use it again until you have completed a Long Rest.
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