Ranger
Base Class: Ranger

Toxin Hunters are considered alchemists, assassins, poisoners, and all many other terms for the same core skill; a master of killing and inflicting. Treading in noxious and toxic lands, Toxin Hunters scourer the world for newer and more dangerous concoctions and magic to enhance their weaponry and make them more skilled masters of the hunt. To stare into the abyss of the venoms of the world and to come out without harm. Will you dive into the belly of the beast to learn the ways of death or create anti toxins to save those the fangs of evil?  

Toxin Hunter Magic

3rd-level Toxin Hunter Feature

You learn an additional spell when you reach certain levels in this class, as shown in the Toxin Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Toxin Hunter Spells
Ranger Level Spells
3rd Detect Poison and Disease 
5th Protection from Poison
9th Stinking Cloud
13th Blight
17th Greater Restoration

Poisoner's skill set

3rd-level Toxin Hunter Feature

You gain proficiency with alchemist’s supplies and the poisoner’s kit. if you don't have them already. If you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Whenever you finish a long rest, you can produce an unique unstable antitoxin using your experience and unique blood composition. This antitoxin is created in a flask or container of your choice, and you can only apply it to yourself. Creating an unstable antitoxin requires you to have alchemist’s supplies on your person, and any unstable antitoxin you create with this feature lasts until it is drunk or until the end of your next long rest.

Conclave Toxin's

3rd-level Toxin Hunter Feature

When you choose this archetype at 3rd level, you learn Toxins' that can destroy or disable your targets. You learn two toxin's of your choice, which are detailed under “Toxin's” below. You can use only one toxin per turn. You learn an additional toxin of your choice at 7th, 11th, and 15th level. Each time you learn new toxin, you can also replace one toxin you know with a different one.

Toxin die. You toxins have a scaling die that interacts with this feature, which is a 1d4. At 7th level it becomes a 1d6, at 11th level its a 1d8, at 15th level its a 1d10

Saving Throws. Some of your toxins' require your target to make a saving throw to resist the toxins' effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + Wisdom modifier 

Envenom. As an bonus action,  you can apply one of your toxins' to your weapons or ammunitions', coating them with a magical concoction. Once applied to your weapons or ammunitions, the toxins' retains its potency for 1 minute or after a number of hits equal to your proficiency bonus. 

Each toxin has two effects depending on the toxin learned. It has effects when applied and then when you hit the target with another application of the toxin. A creature can only suffer from one toxin at a time, and when a new toxin is applied the old effect ends. Each application of toxin consumes one uses on your weapons or ammunitions. 

Caustic Toxin( 11th level or higher)

When you hit a creature and apply this toxin to it, it takes one roll of your toxin die of acid damage and it must make a Constitution saving throw or takes a cumulative -1 penalty to its AC to a minimum of 10 for one minute. On a successful save, the creature is immune to this toxin until the next short or long rest. While this toxin is effecting this creature, each time you apply a new application of the Caustic Toxin the target takes one roll of your toxin die of acid damage and takes another -1 penalty to its AC. Creature that have immunity to acid damage automatically succeed their saving throw and do not take a penalty. Ending the toxin removes penalties to their ac caused by the toxin.

The Toxin can eat through 2-inch-thick, nonmagical wood or metal in 1 round when applied at least twice within a minute without being removed.

Debilitating Toxin

A creature subjected to this Toxin must make a Dexterity saving throw. On a failed save, The target can't regain health points for one minute. On a successful save, the creature is immune to this toxin until the next short or long rest. While affected by this toxin, each time you apply a new application of the Debilitating Toxin the target takes one roll of your toxin die of necrotic damage and its speed is reduced by 10 feet until the start of your next turn. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Destruction Toxin

A creature subjected to this Toxin must make a Constitution saving throw. On a failed save, it becomes poisoned. for one minute. At the start of each of your turns while you are poisoned in this way, the creature takes one roll of your toxin die of necrotic damage. On a successful save, the creature is immune to this toxin until the next short or long rest. Each time you apply a new application of the Lifebane Toxin, the target takes one roll of your toxin die and must make a Constitution saving or take an additional roll of your toxin die of necrotic damage If you hit an undead or fiend target, the damage type changes to radiant damage for the duration of the toxin.

Exhausting Toxin(11th level or higher)

A creature subjected to this Toxin must make a Constitution saving throw. On a failed save, it gains 1 level of exhaustion for one minute. On a successful save, the creature is immune to this toxin until the next short or long rest. While the toxin is affecting the creature, each time you apply a new application of the Exhausting Toxin the target takes one roll of your toxin die of necrotic damage and must make a Constitution saving or gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, the target doesn't die but instead becomes  stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Ending the toxin removes any levels of exhaustion caused by it. Creatures immune to the Exhaustion condition automatically succeed their saving throw and just take one roll of your toxin die.

Fear Toxin

A creature subjected to this Toxin must make a Intelligence saving throw. On a failed save, The target becomes frightened of creatures within line of sight at the time of the application for one minute . On a successful save, the creature is immune to this toxin until the next short or long rest. While frightened by this toxin, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies and each time you apply a new application of the Fear Toxin the target takes one roll of your toxin die of psychic damage and its speed is reduced to 0 while within 10 feet from a creature it can see. Creatures immune to the frightened condition automatically succeed their saving throw and just take one roll of your toxin die.

Petrefying Toxin(11th level or higher)

A creature subjected to this Toxin must make a Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained for one minute. On a successful save, the creature is immune to this toxin until the next short or long rest. While restrained by this toxin, each time you apply a new application of the Petrifying Toxin the target takes one rolls of your toxin die of piercing damage and must make an additional Constitution saving throw. On two failures from the additional applications, the creature is petrified until freed by the greater restoration spell or other magic. This piecing damage comes from the calcifying blood from the internal organs within the creature, because of this, the damage caused by this toxin ignores and resistance to physical damage. 

Silencing Toxin

A creature subjected to this Toxin must make a Wisdom saving throw. On a failed save, It is unable to communicate in any capacity (including telepathy) or perform any verbal components for spells or features for one minute. On a successful save, the creature is immune to this toxin until the next short or long rest. While the toxin is affecting the creature, each time you apply a new application of the Silencing Toxin the target takes one roll of your toxin die of poison damage and can’t cast spells other than cantrips until the end of your next turn. A creature immune to the poisoned condition, automatically succeeds the saving throw but takes one roll of the of your toxin die. 

Sleep Toxin(11th level or higher)

A creature subjected to this Toxin must make a Charisma saving throw. On a failed save, The target falls unconscious for for one minute. The creature stays unconscious, unless the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. On a successful save, the creature is immune to this toxin until the next short or long rest. While unconscious by this toxin, the creatures falls into a dreamless sleep and each time you apply a new application of the Sleep Toxin, the target takes one roll of your toxin die of psychic damage and the next time the creature would wake up, they must make a Charisma saving throw instead. If they fail, they take another roll of your toxin die and they remain unconscious.  Creatures immune to the being put to sleep automatically succeed their saving throw and just take one roll of your toxin die.

Venom Expert

7th-level Toxin Hunter Feature

You have become an expert of working with poisons and handling them with mastery. You are immune to poison damage and the poisoned condition. 

In addition, If you craft a poison , it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Whenever a creature is affected by any of your toxins' they have disadvantage on its saving throws from any of your poisons you craft with this feature. This feature stacks with any additional bonuses, such as expertise or group patron benefits. If you craft a poison with this benefits, the value of the poison is half as much if you to craft it with the normal rules.

Mystical Concoctions

11th-level Toxin Hunter Feature

When you damage a creature with one of your toxins, you can temporarily replace its damage type with force damage. The damage type change lasts for the whole duration of the toxins' effect.  

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend a spell slot of 1st level or higher to use this feature again. If you expend a spell slot of 2nd level or higher, you deal additional roll of your toxin die for each slot above 2nd level.

Toxic Body

15th-level Toxin Hunter Feature

The toxins you work with every day, now perminated you body. You are now immune to being charmed,  paralyzed ,and magic can’t put you to sleep. 

In addition, immediately after you take damage or fail a saving throw, you can use your reaction to apply one of your toxins onto the target provided the target is within 30 feet from you. You can choose any toxin from the list, not just only the ones you have learned with this feature. If the creature is within 10 feet from you it has disadvantage on its saving throw from this feature. This toxin applied and exceed the limitation of only being able to apply one toxin at a time, but not with the same creature.

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