Base Class: Ranger
Eccentric naturopaths or rugged outdoorsman, foragers are at home in the wilderness. They live off the land and use everything to their advantage. What may look like a regular plant to some, is a deadly toxin waiting to coat the tip of an arrow.
Bonus Proficiencies
When choosing this archetype at 3rd level, you gain proficiency with the herbalism kit.
Natural Toxins
Whenever you finish a long rest, you may forage for ingredients to make natural toxins. Roll on the Natural Toxins table a number of times equal to your Wisdom modifier to gather the corresponding ingredients. You may take one minute to coat a weapon or ammunition with a toxin, doing this consumes the ingredient. The first time you hit a creature with a weapon or ammunition coated with a toxin, they suffer the effect as described in the Natural Toxins table. If a target is forced to make a saving throw, the save DC is equal to your spellcasting save DC. You can hold a total number of ingredients equal to two times your Wisdom modifier.
Natural Toxins
|
d6 |
Effect |
|
1 |
Frog Poison. Poison from certain frog species contain deadly toxins. The target must make a constitution saving throw or take an extra 4d8 poison damage and become poisoned for the next minute. On a successful save the damage is halved and the poison condition is negated. |
|
2 |
Snake Venom. Snake venom has a devastating effect on a victim’s blood. The target must make a constitution saving throw. On a failed save, the target's wounds start to decay. For the next minute, whenever the target is hit by a weapon attack, they take an extra 1d4 necrotic damage. At the end of each of its turns, the target can repeat the saving throw and end the effect on a success. |
|
3 |
Nightshade Root. The nightshade plant is known for its paralytic properties. The target must make a wisdom saving throw or become paralyzed for one minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the target is no longer paralyzed. |
|
4 |
Psilocybin Mushrooms. Also known as magic mushrooms, these fungi have mind-altering properties. The target must make an intelligence saving throw or suffer the effects of the phantasmal force spell. |
|
5 |
Enimat Leaves. A well known tree with toxins in its leaves. The target must make a constitution saving throw have disadvantage on all attacks for one minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. |
|
6 |
Passionflower. When concentrated, passionflower creates a powerful tranquilizer. The target must make a wisdom saving throw or fall unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. |
Forager Magic
You learn the druidcraft cantrip if you don’t already know it.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Forager Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Forager Spells
| Ranger Level | Spells |
|---|---|
| 3rd | goodberry, druidcraft |
| 5th | wither and bloom |
| 9th | plant growth |
| 13th | guardian of nature |
| 17th | commune with nature |
Gatherer's Endurance
At 7th level, your body is conditioned to natural toxins. You gain proficiency in Constitution saving throws, resistance to poison damage, and immunity to the poisoned condition.
Beneficial Properties
By 11th level, you have learned to unlock the beneficial properties of foraged toxins. The Beneficial Properties table contains the effects of your foraged materials. Applying the effect consumes the ingredient.
Beneficial Properties
|
Ingredient |
Effect |
|
Frog Poison |
When the poison is extracted, frog mucus has healing properties. As an action, you can heal a creature within 5 feet of you a number of hit points equal to 2d4 + your Wisdom modifier. |
|
Snake Venom |
You can use snake venom to formulate anti-venom. As an action, you can grant a creature within 5 feet of you resistance to necrotic damage and immunity to poison damage and the poisoned condition for one minute. |
|
Nightshade Root |
In small doses, Nightshade is a suitable anesthetic. You can use an action to give a creature you can see within 5 feet of you resistance to non-magical bludgeoning, piercing, and slashing damage for one minute. |
|
Psilocybin Mushrooms |
Magic mushrooms have strong mind-strengthening properties. As an action, you can give a creature you can see within 5 feet of you advantage on constitution saving throws to maintain concentration. The effect lasts for one minute. |
|
Enimat Leaves |
When filtered correctly, the leaves of the Enimat plant are a powerful stimulant. You can use you action to touch a creature within 5 feet of you. That creature can repeat a saving throw to end one of the following conditions: blinded, charmed, deafened, frightened, or poisoned, adding your Wisdom modifier (minimum of +1) to their roll. |
|
Passionflower |
When steeped in tea, passionflower is great for relaxation. Whenever you take a short rest, you can grant a creature extra hit dice to recover. The number of extra hit dice is equal to your Wisdom modifier. Whenever you take a long rest, you can grant a creature temporary hit points equal to your Ranger level which last for 8 hours. |
Expert Gatherer
At level 15, you excel at foraging for ingredients. When you roll on the Natural Toxins table, you can roll twice and take your preferred outcome. If you roll the same number on both dice rolls you can choose any ingredient from the table.
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