Base Class: Ranger
This ranger conclave masters living off the land. They have a knack for foraging the right herb for any need, wether it is for healing or hurting.
Forager
You have an unmatched talent for foraging and surviving off the land, even amongst other rangers. You gain proficiency with the poisoner's kit, herbalism kit, and alchemy supplies, if you are not already proficient with them.
Additional Spell List
You gain an adderal, I mean, additional list of spells, which are considered ranger spells for you, they are always known and prepared. These spells also do not count towards your maximum amount of spells you can prepare each day.
Apothecary Ranger Subclass Additional Spell list
|
Ranger Level |
Spell |
|
3rd |
Sleep |
|
5th |
Enhance Ability |
|
9th |
Hypnotic Pattern |
|
13th |
Confusion |
|
17th |
Cloudkill |
Herbal Touch
During a long rest, you lace your weapons or ammunition with magical concoctions made from herbs and ingredients you have gathered.
You can lace up to two melee weapons or your ammunition with herbal concoctions. If you choose ammunition, you lace a number of ammunition equal to your ranger class level. The potency of your concoctions is represented by a d6 at 3rd level, which grows to a d8 at 7th level, a d10 at 12th level, and a d12 at 15th level.
You can use one of your attacks granted by the attack action to fire one of your imbued pieces of ammo at a target in range, choosing either healing or harming. If you choose healing, the laced projectile automatically hits, and heals the target for 1[d6] + your wisdom modifier instead of dealing damage.
If you choose harm, your make an attack roll as normal. If the attack hits, the target takes the normal amount of ranged weapon damage, plus an additional 1[d6] + your wisdom modifier poison damage.
For melee attacks, you can use the same abilities as above limited to melee range.
Survival of the Fittest
You have advantage on survival checks to forage for food or ingredients. You also have advantage on nature, investigation, and arcana checks to discern knowledge of flora, potions, poisons, and natural substances.
Additionally, as an action, you can end status conditions affecting yourself or one ally within 5ft of you. This range is increased by weapons with the reach property to a total corresponding to the melee range of the weapon you are wielding.
When you take this action, you end all of the following conditions currently affecting the creature: poisoned, charmed, stunned, frightened, paralyzed, blinded, and deafened.
You can use this special action a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a long rest.
Wild Alchemy
Your laced weapon attacks are considered magical for overcoming resistance to piercing, slashing, and bludgeoning damage. Additionally, these attacks overcome resistance and immunity to poison damage. Creatures that are immune to poison damage are instead treated as resistant to the damage from your laced weapons. Thus, these creatures take half damage, not full damage, from your laced weapons and ammunition
As a bonus action, you can speak a command word to imbue your next laced attack with wild magic. If it hits, it deals its normal healing or harming amount, and you roll a d8 to determine an additional effect from the Healing or harming table.
Healing:
- Roll the d8 again and determine a result for the harm table. The target suffers the effect associated with that harm roll
- the target gains a bonus to AC equal to your proficiency bonus until the start of your next turn
- the target regains an additional dice of healing from your attack
- Until the start of your next turn, the target can add a d4 to any attack roll, ability check, or saving throw it makes
- Until the start of your next turn, the target gains an additional 10ft of movement and does not provoke opportunity attacks
- Until the start of your next turn, the target gains advantage on attack rolls
- Until the start of your next turn, the target scores a critical hit on an 18-20.
- Until the start of your next turn, the target gains the benefits of the dodge action
Harm:
for each harm attack, the target must make a saving throw against your ranger spell save DC. On a failure, roll a d8 to determine an additional effect of the attack.
- Roll the d8 again and determine a result for the harm table. The target enjoys the effect associated with that heal roll
- Until the start of your next turn, attacks against the target have advantage
- For one minute, the target suffers one of the following conditions of your choice: poisoned, blinded, frightened, charmed, or deafened
- weariness and spasms fill the targets limbs. Until the start of your next turn, the target's speed is halved, and it has disadvantage on dexterity saving throws.
- Hallucinations plague the target's mind. For one minute, the target is subject to the conditions of the confusion spell
- The target's senses are numbed Until the start of your next turn, the target has disadvantage on intelligence, wisdom, and charisma ability checks and saving throws
- The target is hit with extreme nausea. For one minute, the target has disadvantage on constitution saving throws. It also loses concentration on any spells or abilities (if applicable), and cannot maintain concentration.
- The target starts convulsing and spasming. For one minute, the target is paralyzed and it takes 1d6 poison damage at the start of its turn. It can repeat the save at the end of it's turn, ending the condition on a success.
The GOOD stuff
Once per turn, you can spend two uses of your laced ammunition instead of one to choose the effect of your wild magic herbal feature, instead of rolling a d8 to determine the effect.
Also, you can spend an action to launch a pouch filled with natural ingredients at a point within 120ft that you can see. Upon landing, the pouch explodes into a cloud of narcotic gases. All enemy creatures within range have to make a constitution saving throw against your spell save DC. Allies do not need to make a saving throw, since they are benefitted by this ability.
As an action, you can launch a drug pouch to a point within 120 ft of you, which explodes into a 20ft cube of magical narcotic gas. This cube lingers for 1 minute (without requiring concentration) and the area within is lightly obscured. NOTE: this spell is affected by strong weather and gusts of wind from magical and nonmagical sources (like a storm, the warding wind spell, or a dragon's wing gust attack)
Any creatures within the area of explosion, as well as any creatures that first enter the cube or start their turn there are affected. Allies gain the benefits, whereas hostile creatures must make a constitution saving throw against your spell save DC.
Any ally creatures that first enter the area of effect or start their turn there regain 3d8+ your wisdom modifier HP. Also, for one minute, they regenerate 1d8+ your wisdom modifier HP at the start of their turns for one minute. They also gain the effects of the haste spell for one minute or until they are rendered unconscious, (neither you nor the ally needs to concentrate on this effect).
All hostile creatures within the area and any hostile creatures that first enter the area of effect or start their turn there must make a constitution saving throw. On a failure, the creature is stunned for 1 minute. Stunned targets can repeat the saving throw at the end of their turn. On a success, the effect ends and they are no longer stunned. On a subsequent failure, the creature becomes paralyzed for the rest of the minute duration, for they are now TRIPPING BALLS. Any creature paralyzed by this effect can repeat this saving throw at the end of their turn, ending the paralyzed condition on a success.
You can use this special action a number of times equal to your wisdom modifier; you regain all uses of this feature at the end of a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/21/2023 10:18:54 PM
|
34
|
1
|
1
|
Coming Soon
|







Comments