Ranger
Base Class: Ranger

Some Rangers focus more on healing rather than hunting, and you have chosen this path. Herbalist Rangers use their expertise in all things natural to craft remedies for a wide variety of injuries and ailments.

Herbalist Magic

Starting at 3rd level, you learn the Spare the Dying cantrip. Additionally, you learn additional spells when you reach certain levels in this class, as shown in the Herbalist Spells table. These spells count as ranger spells for you, but they don’t count against the number of ranger spells you know.

Herbalist Spells

​
Ranger Level Spell
3rd Healing Word
5th Prayer of Healing
9th Mass Healing word
13th Death Ward
17th Raise Dead

Natural Remedies

When you choose this path at 3rd level, you can use your herbalism kit to heal injuries and cure minor ailments. You gain expertise with the Herbalism kit, which you can now use to heal yourself and other creatures.

With it comes a number of Herbalism dice equal to your Ranger level, which you can expend to restore hit points to yourself or another creature. To do so, you use an action on your turn to touch one creature and heal them. That creature regains hit points equal to 1d6 per Herbalism die you expend plus your Wisdom modifier. You regain all Herbalism dice on a Long Rest.

Alternatively, you can expend two of your Herbalism dice to cast Lesser Restoration at its base level. Once you cast this spell in this manner, you must complete a Long Rest before doing so again.

Potent Herbs

At 3rd level, your extensive knowledge of using herbs to cure maladies makes you uniquely effective at healing with them. When you expend an Herbalist die and roll a 1, you may reroll the die and you must use the new roll.

Experienced Medic

You have spent countless hours practicing your craft, and you have gained quite the reputation for being able to accurately diagnose your patients. Starting at 7th level, you gain expertise in Wisdom (Medicine) checks, and you make all such checks with advantage when determining what ailments are affecting a creature.

Bolstering Beverages

Starting at 11th level you learn enough about the body's immune system to raise your own natural defenses and how to bolster yourself and your party with natural stimulants that help jumpstart the body's natural immune system. You gain resistance to poison damage and are immune to the poisoned condition. Additionally, every time you take a long rest, you can prepare a number of naturally beneficial beverages 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 1 roll of your Herbalism die + your Ranger level. Use the same roll for all drinks made that day. This does not expend the Herbalism die used to determine value.

Medical Scrutiny

At 15th level your deep medical knowledge now allows you to gain a deeper understanding of most creatures. You can spend one action to make a Wisdom (Medicine) check to learn about the vulnerabilities, resistances, or immunities of a creature you can see. Your DM determines the DC of this check and how much information you gain from each use based on the result.

Once you use this feature, you can't use it on the same creature for 24 hours.

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