Base Class: Ranger
A growing desert, an unending drought, a deadly plague, a volcanic eruption, a predator driving its prey to extinction. A circle of druids might look upon these things and declare them a threat to the fragile balance of nature.
You see no need for this so-called “balance” to be maintained. Nature is merciless, resilient, and it does not reject rapid and violent change; people do.
You are a Desolator, a ranger who embraces these crueler aspects of nature and does not hesitate to wipe regions clean of species unworthy of continued existence. Once you set your eyes upon such a foe, you seldom rest until the rivers run red with their blood and the earth is littered with carrion.
Level 3: Desolator Spells
You learn an additional spell when you reach certain levels in this class, as shown in the Desolator Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | burning hands |
| 5th | spike growth |
| 9th | stinking cloud |
| 13th | wall of fire |
| 17th | contagion |
Level 3: Ruthless Predator
Your instincts guide you towards your prey’s weak points, granting you the following benefits.
Improved Critical. Your attack rolls can score a critical hit on a roll of 19 or 20 on the d20.
Sickening Strike. Once per turn when you hit a creature that has half its maximum hit points or fewer with an attack roll or score a critical hit against a creature, you can cause it to be poisoned until the end of your next turn.
Level 3: Scent of Blood
You have a limited form of blindsight with a range of 90 feet, with which you can only see creatures that have half their maximum hit points or fewer.
Level 7: Vicious Pursuit
When you take the Dash action or cast a spell from your Desolator Spells feature, you can make one attack with a weapon as a bonus action.
Level 11: Festering Wound
You can deal an extra 2d6 necrotic damage whenever you use your Sickening Strike. If you do, the target can’t regain hit points until the end of your next turn.
The extra damage becomes 4d6 when you reach 15th level in this class.
Level 15: Virulent Demise
When an enemy you can see is reduced to 0 hit points by you or while poisoned by you, you can force each other creature of your choice in a 30-foot radius around that enemy to make a Constitution saving throw against your spell save DC. You apply all effects of your Sickening Strike to the creature on a failed save, or half the damage and no other effects on a successful one.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Previous Versions
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12/15/2021 12:33:36 AM
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64
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1
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1/8/2025 2:17:12 AM
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1/8/2025 2:35:16 AM
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8 Jan 2025
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2/11/2025 4:08:43 AM
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8 Jan 2025 (hotfix)
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7/28/2026 1:31:47 PM
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209
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11 Feb 2025
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