Ranger
Base Class: Ranger

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Level 3: Ivy Arrows

At 3rd level you gain the ability to imbue your weapon strikes with a dangerous Ivy that poisons your target, This Ivy comes in 3 different varieties and can be used by expending a bonus action to apply one of the choices on to your weapon. On hit the target is hit by the effect of the chosen arrow below. Each of these effects last 1 turn but you can spend a bonus action to cause the Ivy's poison to seep deeper, extending the duration of the effect by 1 turn to a max of 5 turns. All saving throws made with this ability use your spell save DC. 

  • Relaxing Ivy. On hit the target of the attack grows lackadaisical and their reaction time slows. The target of this attack has a -3 penalty to attack rolls and skill checks involving perception. Additionally the target must make a Constitution saving throw or be unable to use reactions and bonus actions. 
  • Energizing Ivy. On hit the target of the attack starts brimming with energy with no where to use it. The target gains an additional 10ft of movement, a + 2 bonus to hit, and an extra 1d4 damage on one attack per turn but must pass a Wisdom saving throw or attack the nearest creature to them, no matter if allies or foes. The creature targeted can also be construct or undead, if there is not a target within 20ft of the target they spend their turn attacking an inanimate object near them. 
  • Hallucinogenic Ivy. On hit the target starts to experience a world of hallucinations. Whenever the target makes an attack roll or ability check they must make a Wisdom saving throw, on a failed save the target makes that roll at disadvantage as they see double. Additionally after 3 turns of this effect if the target has not passed one Wisdom saving throw they become Incapacitated . 
  • Fortifying Ivy.  On hit the target feels numb to all outside experiences including pain. On hit the target becomes resistant to all damage types except psychic, and necrotic. At the end of the targets turn they must make a Constitution saving throw or have their heart fail, on a failed save the creature takes 1d12 necrotic. If this reduces a creature to 0 hit points they die as if failing 3 death saving throws. 

You can use this feature a number of times equal to your Wisdom Modifier and all expended uses are restored on a long rest. 

 

Level 3: Spreading Influence

At 3rd level whenever you hit a target of your Hunters Mark with one of your Ivy Arrows, the target sprouts a blight of Ivy at their feet causing vines to grow out in a 10ft radius from the target. Any creature within a 10ft radius of the target must make a Dexterity saving throw to jump out of the way of the vines. On a successful save the target moves 10ft to be outside of the radius. On a failed save the target does not move out of the vines.

Any creature who moves through the vines must make a Wisdom save for every 5ft they move through the vines or be subjected to effects of the same type as the Arrow used to sprout it. 

Level 7: Trip Sitter

At 7th level you can spend a magic action to choose one of the following choices. Each of these effects last until long rest and a new one can be chosen after finishing your next long rest.

  • Relaxing Presence. Creatures within 10ft of you gain advantage on Wisdom and Charisma Saving throws and ability checks. 
  • Bad Trip. Using an action you can cause one creature within 30ft of you to make a Wisdom saving throw or suffer one madness effect. The effect of this madness depends on how badly the target fails their save. On a failure of more than 10 away from DC the target suffers from indefinite madness, within 9 - 5 the target is afflicted by long term madness, and on a failed save of 4 - 1 the target suffers from short term madness. 

Level 7: Toxin Adept

You gain resistance to poison damage and have advantage on all Saving throws involving poison. 

Additionally you gain Proficiency in Medicine and Nature, if you already have proficiency in both of these you can gain expertise in one. 

Level 11: Toxic System

You can now use two Ivy Arrow effects on one arrow, expending two charges. If a creature has multiple effects on it from your Ivy Arrows it must make a Constitution saving throw on the end of each of its turns while these conditions are effecting it. On a successful save the target has half movement speed and a -3 to hit with all attacks. On a failed save the target has the same effects and takes 4d6 necrotic damage. 

If a creature is reduced to 0 hit points in this manner they are immediately dead as if they failed 3 death saving throws. 

Level 15: Acrid Symphony

You can spend an action to spread a Ivy blight from the space you are standing in. This blight grows out in a radius of 40ft and all creatures in this blight must make a Constitution saving throw or suffer the effects of all your Ivy Arrows effects, this also can be used for your Toxic System feature. This blight lasts a number of turns equal to your Wisdom modifier plus Proficiency bonus. 

Additionally for every 10ft a creature moves within this radius they must remake the Constitution saving throw.

You can use this ability once per long rest and the ability resets after finishing a long rest