Ranger
Base Class: Ranger

Sicken and Slaughter with Nature’s Cruelty

A growing desert, an unending drought, a deadly plague, a volcanic eruption, a predator driving its prey to extinction. A circle of druids might look upon these things and declare them a threat to the fragile balance of nature.

A Desolator Ranger sees no need for the status quo to be maintained. Nature is merciless, resilient, and it does not reject rapid and violent change; people do. By embracing the harsh reality of nature, the Desolator can harness physical ferocity and destructive magic to wipe regions clean of unworthy species and create room for new possibilities.

Level 3: Desolator Spells

When you reach a Ranger level specified in the Desolator Spells table, you thereafter always have the listed spells prepared, and can cast them without a spell slot by expending a number of uses of Favored Enemy equal to the spell’s level.

Desolator Spells
Ranger Level Spell
3 Searing Smite (also works with Ranged weapons for you)
5 Spike Growth
9 Stinking Cloud
13 Wall of Fire
17 Contagion

Level 3: Vicious Predator

Your instincts guide you towards your prey’s weak points, granting you the following benefits.

Improved Critical. Your attack rolls can score a Critical Hit on a roll of 19 or 20 on the d20.

Ruthless Advantage. Your attack rolls against Bloodied creatures have advantage.

Level 3: Scent of Blood

You have a limited form of Blindsight with a range of 90 feet, with which you can only see Bloodied creatures. You always know a creature is Bloodied if you can sense it in this way, and you can move your Hunter’s Mark to such a creature even if the current target of your Hunter’s Mark hasn’t dropped to 0 Hit Points.

Level 7: Sickening Strike

Once per turn when you hit an already Bloodied creature with an attack roll or score a Critical Hit against a creature, you can give that creature the Poisoned condition until the end of your next turn.

Level 7: Desolation’s Pursuit

While concentrating on a spell from your Desolator Spells feature, you can take a Bonus Action to reposition its area of effect. This doesn’t trigger any immediate damage, can’t place the origin outside of the spell’s range from your current location, and can’t place any part of the spell’s area at a distance greater than 10 feet from where it was.

The maximum distance increases by 10 feet when you reach Ranger level 11 (20 feet) and Ranger level 15 (30 feet).

Level 11: Withering Flames

Your Searing Smite deals an extra 1d6 Necrotic damage whenever it deals damage, and its target can’t regain Hit Points until the spell ends.

Level 15: Virulent Demise

As a Reaction when an enemy you can see is reduced to 0 Hit Points by you or while Poisoned by you or affected by your Searing Smite, you can force each other creature of your choice in a 30-foot Emanation from that enemy to make a Constitution saving throw against your spell save DC. On a failed save, a target takes 4d8 Necrotic damage and has the Poisoned condition until the end of your next turn. On a successful save, a target takes half as much damage only.

If you use this feature during your own turn, it doesn’t require your Reaction.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Previous Versions

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1/1/2025 8:13:33 PM
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1/8/2025 2:17:18 AM
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8 Jan 2025
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28 July 2026
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Desolator Image

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