Venom Guard
Despite long being out of his tutelage, the Venom Guard are said to have learnt their ways from Cailleach, son of Danu and member of the Tuath De Dannan. These rangers use their mastery of rot and decomposition to bring the natural end to the life cycle where needed, holding a special disdain for creatures of undeath.
Level 3: Malignant Magic
You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Venom Guard Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Venom Guard Spells
| Level | Spell |
|---|---|
| 3 | Ray of Sickness |
| 5 | Protection from Poison |
| 9 | Gaseous Form |
| 13 | Blight |
| 17 | Cloudkill |
Level 3: Fester
As a Bonus action that you take immediately after you damage a creature with a weapon attack, you cause rot to fester in the fresh wound. It must make a Constitution saving throw against your spell save DC. On a failure it takes 2d4 Poison damage and become infested 1 minute. On a pass they take half the damage only. Creatures that are immune to the Poisoned condition make this saving throw with Advantage.
Infested creatures take 1d4 Poison damage at the start of each of their turns. Any Poison damage you deal to infested creatures ignores Resistance to Poison damage. An infested creature makes a Constitution saving throw at the end of each of it’s turns, ending the effect on a pass.
A number of creatures equal to your Proficiency bonus may be infested at any one time. If you try to infest another creature when the limit has been reached, the oldest infestation ends.
Level 3: Crafted Contagion
You gain proficiency with the Poisoner’s Kit, and whenever you craft a poison using it, you may cause the poison to use your spell save DC rather than the normal DC required by the poison.
Level 7: Mindthorn
Poisons you craft ignore Resistance to Poison damage and treat Immunity to Poison damage as Resistance instead.
Additionally, you can attempt to administer a disorientating toxin via contact. As an Magic action you force in reach to make a Constitution saving throw against your spell save DC. On a failure they are subject to the effect of one the following spells: Blindness/Deafness, Enthral or Zone of Truth.
On a success a creature has no indication that you attempted to poison it. Pass or fail a creature is immune to this feature for 24 hours.
You may use this feature an amount of times equal to your Wisdom modifier, regaining usage upon finishing a long rest.
Level 11: Venoshock
Weapon attacks you make targeting a creature that is Poisoned, or infested, deal an additional 1d8 Poison damage. In addition, all damage dice of your Fester feature increases to d8’s.
Level 15: Corruptive Touch
You have Advantage on Charisma checks you make targeting creatures that are Poisoned.
Additionally, you can my cast the Geas or Modify Memory spells without expending a spell slot. When cast this way, the target must have the Poisoned condition, or be infested. Once you have cast a spell this way, you must finish a Long Rest before you may cast either again.
