Base Class: Ranger
Plague Walkers use sickness and disease to augment their martial abilities. they are skilled at spreading a plague and infecting specif targets.
Plauge Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the plague walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know
Plague Walker Spells
| Ranger Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Infecting Strike
Starting at 3rd level, you gain the ability to instantly infect the wounds of your enemies. When you his a creature with a weapon attack, you may force the target to make a constitution saving throw against your ranger spell save DC. On a failed save, the creature is poisoned for a minute. At the start of each of the creature's turns, it may repeat the save, ending the condition on a success. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses after you finish a short or long rest.
A creature poisoned in this way is reduced to 0 hit points, it becomes a plague zombie under your control. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
You can never have more plague zombies under your control than a number equal to twice your proficiency bonus.
plague zombie
medium undead
Armor Class 6 +PB (natural armor)
Hit Points 5 + five times your ranger level (the zombie has a number of hit dice [d10s] equal to your ranger level)
Speed 30 ft.
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages you know, but can't speak anything.
Challenge —
Proficiency Bonus (PB) equals your bonus
Death Burst. When the zombie dies, it explodes in a burst of toxic gas. Each creature within 5 feet of it must make a constitution saving throw with DC equal to your ranger spell save DC, taking PB poison damage on a failed save, or half as much damage on a successful one.
Undead Nature. The zombie doesn’t require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1+PB piercing damage, and the target must make a constitution saving throw against your ranger saving throw against your ranger spell save DC, taking 2(1d4) poison damage on a failed save, or half as mush on a successful one.
Disease Imunity
Beginning at level 7, your skill with diseases gives you some levels of resistance from them. You gain resistance to poison damage and have advantage on saving throws against being poisoned. Additionally, you gain immunity to disease.
Infectious Plauge
Starting at level 11, your your extensive power over diseases can allow your infections to spread. At the start of a creature infected by your infected strikes feature's turns, the creature takes 1d4 poison damage.
In addition, when a creature comes within 5 feet of a creature infected by your infecting strikes feature for the first time, or end they're turn there, they must make a constitution saving throw against your ranger spell save DC. On a failed save, the creature is effected by your infected strikes feature.
Infectious Explosion
When you reach level 15, creatures of your favored enemy type have a disadvantage on saving throws against your infectious plague and infecting strike features.
In addition, as an action, you can choose a point within 150 feet of yourself. Each creature in a 30 foot sphere centered on the point must make constitution a saving throw against your ranger spell save DC. On a failed save, a creature takes 4d8 poisoned damage and is effected by your infecting strikes feature. A creature takes half as much damage and is not effected by your infecting strikes feature. You can do this a number of times equal to your wisdom modifier, regaining use after a long rest.
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