Base Class: Ranger
While adventuring in the wilderness and fighting all sorts of beasts and monstrosities, you picked up a thing or two on medicinal herbs and other natural remedies. After all, one has to make do with what one has at their disposal, and in your case it was mostly plants, roots, fungi and minerals. You learned to used them to cure yours and other creatures' wounds and diseases.
Herbal Healings
Starting at 3rd level you can use your herbalism kit to cure wounds. If you don't have it yet, you gain proficiency with the Herbalism kit, which you can now use to heal yourself and other creatures.
With it comes a number of Herbal Healings dice that is equal to your Wisdom (Medicine) modifier (a minimum of one), which you can expend to restore hit points. To do so, you use a bonus action on your turn to choose one creature within 5 feet of you who isn't unconscious and that you can touch. That creature gains 1d6 hit points for every Herbal Healings dice you decide to expend. Once a Herbal Healing die is rolled, it is lost.
Alternatively, you can expend one or multiple uses of your Herbal Healings dice to cure the target of one disease or neutralize one poison affecting it. To do so, you can roll one Healing die at the time until you reach the total of at least 6 hit points of healing.
You regain any expended uses of your Herbal Healings dice when you take at least 1 hour of time to replenish your stock of medicinal herbs, which you can also do as a light activity during a short or a long rest.
Your Herbal Healing die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 11th level, a d12 at 15th level, and a d20 at 20th level.
Knowledgeable Medic
Starting at 3rd level, your deep medical knowledge allows you to identify in the blink of an eye the presence, location and kind of poisons, poisonous creatures, and diseases in sight, as well as how to cure them. You also have a keen eye for finding the natural medical supplies you need for your Herbalism kit. Performing such checks, whether they be Perception, Nature, Medicine or Survival as determined by your DM, can be rolled as a free action and with advantage.
Ready Remedy
At 3rd level, you come prepared with the poultices and stimulants needed to promptly address serious injuries. As a bonus action, you can expend one Herbal Healing die to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Surgical Precision
At 7th level you learn to use your medical knowledge to your advantage when attacking, inflicting more serious and painful wounds. To do so, your target will need to be distracted or caught by surprise so to leave its weak points exposed. If you have an ally within 5 feet of your target or if you have advantage on your attack, you can now deal extra damage. On a hit, when attacking with melee or ranged weapons, you can add your proficiency bonus to the damage inflicted to your enemy. The type of damage inflicted is the same as the one done by the weapon which you used to attack.
Energy Balms
Starting at 11th level you learn to bolster yourself and your party with natural stimulants that energize the body and quell the pain. Every time you take a short or a long rest, you can use some of that time to prepare a number of natural concoctions equal to your Wisdom ability modifier (minimum of 1), which will grant you and the creatures you give them to temporary hit points equal to 1d6 + your Ranger level.
Critical Dissection
At 15th level your deep medical knowledge now allows you to gain a deeper understanding of your foes and strike where it hurts the most. You can spend one action to learn about the vulnerabilities, resistances, and immunities of a creature you can see. When you do so, your weapon attacks on that creature score a critical hit on a roll of 18–20.
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