Base Class: Ranger
The Serpent Vanguard embodies the cunning and precision of serpents, striking swiftly and decisively. These rangers utilize alchemical explosives, venom, and a unique bond with snakes to dominate their foes, excelling in both close and ranged combat
Level 3: Strike of the Viper
You gain proficiency with alchemist’s supplies and the ability to craft grenades. You can create a grenade and throw it by expending 1 spell slot of any level and 1 action, dealing damage in a 10-foot sphere. You can create a grenade and throw it by expending 1 spell slot of any level and 1 action. Throwing grenades uses you ranged attack roll. The range is 30 feet.
- Grenade Toss: You make a ranged attack roll on a hit you deal 2d4 damage bludgeoning. After any creatures in range must make a DEX save then take damage from the respective grenade. If you miss the target can also make a slight of hand check to throw the grenade back. The DC is equal to your spell save modifier. If they succeed then you must make a DC 15 DEX save to avoid the grenade.
- Explosive Grenade: Deals 2d6 fire damage.
- Venom Bomb: Deals 2d6 poison damage and imposes the poisoned condition until the end of the target's next turn.
Additionally, your melee weapon attacks deal an extra 1d4 poison damage when you target a creature affected by your Hunter's Mark.
Level 7: Venomous Bond
You can summon a spectral serpent companion as a bonus action. This snake lasts till dispeled, acting immediately after your turn. The serpent can:
- Deliver your grenades or maintain concentration for Hunter’s Mark, dealing an extra 1d6 poison damage when hunter's mark is triggered.
- Distract enemies, imposing disadvantage on the first attack the enemy makes until the start of your next turn.
Additionally, you are immune to poison damage and the poisoned condition.
The spectral serpent uses the venomous snake stat block but uses the same saving throws as you. It also goes directly after you in initiative. It also gains a bonus to AC equal to your Wisdom modifier (Minimum of 1).
Level 11: Death Fang Tactics
You learn to blend your serpent’s precision with alchemical prowess. Once per turn, when you hit a creature affected by your Hunter's Mark with a melee weapon, you can deal an additional 1d10 poison damage.
You can expend 1 level 2 or higher spell slot and one action to use new grenades developed by you.
- Heavy Grenade:. You throw a larger grenade dealing 8d8 fire damage in a 10 foot sphere.
- Snake Head: You throw a grenade that releases a toxic gas dealing 8d8 poison damage in a 10 foot sphere.
Level 15: Apex Predator
You become the perfect embodiment of a serpent’s lethality. While Hunter's Mark is active, you gain the following benefits:
- All attacks made by you or summons ignore resistance to poison damage. If a creature has invulnerability they use the resistance rules for the damage.
- Creatures affected by your Hunter's Mark cannot regain hit points.
- Your Spectral Serpent regains health equal to 4d4+ your wisdom modifier when an enemy is defeated while you are not incapacitated, unconscious, or stunned.
You also can also regain 1d10 temp health for each creature while marked by hunters mark, whether you kill them or not, in addition to any other similar abilities.
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