Base Class: Ranger
Green Reapers specialize in a school of assassination
that specializes in harvesting and catalyzing the toxic
elements of flora and fauna. These rangers often work
as killers for hire utilizing their extensive knowledge of
toxins to end their marks’ lives discreetly or with gory
panache, depending on the poison used and the client’s
wishes. Green Reapers exhibit a morbid curiosity when
encountering a toxic substance they’re unfamiliar with,
typically followed by an enthusiastic application of the
toxin on the next foe they encounter.
Green Reaper Magic
Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Green Reaper Spells table. The spell counts as a ranger
spell for you, but it doesn’t count against the number of
ranger spells you know.
Envenomed Attack
At 3rd level, you can use your poisoner’s kit as a bonus action to coat a weapon or up to 20 pieces of ammunition with a dose of toxic poison. For the next minute, each time you deal damage with the weapon or ammunition, you deal an additional 1d4 poison damage. You can do this a number of times equal to your proficiency bonus, and expended uses of this feature are recovered at the end of a long rest. At 11th level, this additional damage increases to 2d4. Also, the expended uses of this feature are recovered at the end of a short or long rest.
Toxic Tradecraft
Also at 3rd level, you gain proficiency with poisoner’s
kits. Your proficiency bonus is doubled for any ability
check that uses this proficiency. Additionally, when
you gain this feature, you also gain a poisoner’s kit. If
you ever lose this kit, you can spend 8 hours creating
a replacement by collecting toxic flora and harvesting
venomous fauna.
As a final benefit of this feature, once per turn when
you hit a creature with a weapon or ammunition en-
hanced by your Envenomed Attack feature, you can
spend a spell slot to apply a magical toxin to the attack.
The toxin deals an additional 1d6 poison damage and the
creature is poisoned until the end of your next turn. The
toxin has additional effects based on the spell slot expend-
ed casting the spell. These additional effects are detailed at
the end of this subclass description under Toxin Effects.
Poison Control
At 7th level, you gain resistance to poison damage and
have advantage on saving throws against being poisoned.
In addition, you can cast the protection from poison spell
without expending a spell slot. You can do so a number
of times up to your Wisdom modifier, regaining all uses
when you finish a long rest.
Variegated Vexations
At 11th level, when you apply the toxin granted by your
Envenomed Attack feature, you can choose to change the
additional damage to acid or necrotic instead of poison.
Pain Tolerance
At 15th level, you’ve learned to quickly inure yourself
against harm. After you take damage from an attack, you
can use your reaction to gain temporary hit points equal
to the damage. You lose all temporary hit points gained
from this feature at the end of your next turn.
Pain Tolerance
1st-Level Effects
When you expend a spell slot of 1st level or higher to
create a toxin, choose one of the following effects to add
to the toxin.
Attenuate. While a creature is poisoned by this toxin, it
has disadvantage on Strength and Dexterity saving throws.
Befuddled. While a creature is poisoned by this
toxin, it cannot speak, read, or write any language and
it has disadvantage on saving throws made to maintain
concentration on spells.
Uncoordinated. While a creature is poisoned by
this toxin, it cannot take reactions or the Disengage or
Dodge action.
2nd-Level Effects
When you expend a spell slot of 2nd level or higher to
create a toxin, choose one of the following effects to add
to the toxin.
Debilitate. The creature can’t regain hit points for
the next minute.
Potent. If the creature has resistance to poison
damage, it loses that resistance for the next minute.
Suffer. For the next minute, the first time the creature
takes poison damage each turn it takes an additional 1d6
poison damage.
3rd-Level Effects
When you expend a spell slot of 3rd level or higher to
create a toxin, choose one of the following effects to add
to the toxin.
Lingering. Instead of ending at the end of your
next turn, the creature continues to be poisoned for
10 minutes. At the end of each of the creature’s turns
it can make a Constitution saving throw using your
ranger spell save DC. If the creature accumulates three
successes, which do not have to be consecutive, the
poisoned condition ends early.
Supernatural. When you deal damage with a
weapon attack that has been dosed with this toxin, the
creature loses immunity to the poisoned condition if it
has such an immunity. In addition, instead of ending
at the end of your next turn, the creature continues
to be poisoned for 1 minute. At the end of each of the
creature’s turns it can make a Constitution saving
throw using your ranger spell save DC, ending the
condition on a success.
4th-Level Effects
When you expend a spell slot of 4th level or higher to
create a toxin, choose one of the following effects to add
to the toxin.
Flesh Eating. While a creature is poisoned by this
toxin, it takes 2d6 acid damage at the start of each of
its turns.
Insensate. While a creature is poisoned by this
toxin, it is also blinded and deafened.
Paraplegia. While a creature is poisoned by
this toxin, its movement speeds become 0 and it has
disadvantage on Dexterity saving throws.
5th-Level Effects
When you expend a spell slot of 5th level or higher to
create a toxin, choose one of the following effects to add
to the toxin.
Enhanced. Choose an additional option for
this toxin off of the 4th level effects list and another
additional option off of the 1st or 2nd level effects list.
Stinging Application. When you hit a creature
with a weapon attack that used this toxin, the attack
deals an additional 5d6 damage. This additional
damage’s type is your choice of acid, necrotic, or poison.
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