Base Class: Ranger
A big part of your life has been learning how to live off the land and use nature's bounty to your advantage. Herbalists have a natural curiosity for experimentation, testing out new concoctions on their enemies, unsuspecting party members and anyone else they can convince to take a sip.
Tool Proficiency
When you take this class at 3rd level you gain proficiency with the herbalist kit. If you already have this proficiency, you gain proficiency with 1 other type of tool of your choice.
Nature’s Bounty
Starting at 3rd level you can use your experience of living off the land to brew potions and herbal remedies to help aid you and your allies in combat. You choose the type of potion from 2 options, Volatile Concoction (a small vial that is thrown) or Herbal Remedy (a small vial that is consumed on use). Every long rest you can spend time gathering ingredients and making a number of these potions equal to half your proficiency bonus (rounded down) + your wisdom modifier(minimum of 1).
Volatile Concoction As an action, you can throw this vial up to 30 feet, shattering it on impact. Make a ranged spell attack against a creature or object, on a hit the vial deals 1d6 + your wisdom modifier damage. Choose acid, cold, fire or poison damage when making the Volatile Concoction.
This damage increases to 3d6 at 7th level, 4d6 at 11th level and 5d6 at 15th level.
Herbal Remedy As a bonus action you can consume this remedy or administer it to a creature within 5-feet of you. The herbal remedy heals 2d4 + your wisdom modifier hit points when consumed.
This healing increases to 4d4 at 7th level, 8d4 at 11th level and 10d4 at 15th level.
Environmentalist
At 3rd level you gain an additional benefit to each potion depending on the natural environment you chose with your Natural Explorer ability at 1st level (if you chose the Deft Explorer class option, you may choose an environmental benefit instead)
Volatile Concoction
Arctic: On a hit, your vial deals an additional 1d6 cold damage
Coastal: On a hit or a miss, shells burst forth from the vial in a 10x10ft. circle with an effect similar to caltrops, with your spellsave DC as the DC for the dexterity saving throw
Desert: On a hit, your vial deals an additional 1d6 fire damage
Forest: On a hit, entangling vines emerge from your vial. Your target makes a dexterity saving throw against your spellsave DC, on a failure they are restrained until the start of your next turn
Grassland: On a hit, all enemies within 10ft. of the target must make a dexterity saving throw against your spellsave DC, on a failure they take damage = the damage from your volatile concoction, half on a success
Mountain: On a hit, your vial deals an additional 1d6 force damage
Swamp: On a hit, your target suffers the poisoned effect for 1 minute
Underdark: On a hit or a miss, a cloud of thick darkness emits in a 10x10ft. sphere for 1 minute
Herbal Remedy
Arctic: Your remedy grants cold resistance for 1 minute when consumed
Coastal: Your remedy grants +10ft. of movement speed, and a swimming speed = to the user’s walking speed when consumed
Desert: Your remedy grants fire resistance for one minute when consumed
Forest: Your remedy grants +1 AC for 1 minute if the user is wearing light, medium, or no armor when consumed
Grassland: Your remedy grants an additional 1d6 hit points when consumed
Mountain: Your remedy grants resistance to bludgeoning, slashing, and piercing damage for 1 minute when consumed
Swamp: Your remedy grants advantage on all stealth checks for 1 minute when consumed
Underdark: Your remedy grants darkvision for 1 hour when consumed. If the user already has darkvision, it is increased by 30ft.
Evolving Mutagen
Starting at 7th level, you grow more bold in your experimentation and have figured out through trial and error what mixes well and what doesn't. When making a Volatile Concoction or Herbal Remedy, you now add up to 2 potion environmental benefits to each potion. These modifiers must be from the environments chosen from the Natural Explorer ability (if you chose the Deft Explorer class option, you may choose an additional environmental benefit instead). Additionally, you gain a +1 to your attack rolls with all Volatile Concoctions and restore +2 hit points with all Herbal Remedies. The concoction’s bonus is increased to +2 at 11th level, and +3 at 15th level. The remedy’s bonus is increased to +4 at 11th level, and +6 at 15th level
Gift of the Land
Starting at 11th level, your knowledge of the land has improved and you can gather ingredients faster and brew additional potions. Once every short or long rest you can roll a survival (wisdom) check to brew additional potions. +1 additional potion on a 15, +2 additional potions on a 20, and +3 additional potions on a 25.
Overflowing Knowledge
Starting at 15th level, your vast knowledge of various ingredients and combinations has far surpassed the realm of uniformity. All environmental benefits are available to you when making potions and you may have up to 3 benefits on each potion
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