Ranger
Base Class: Ranger

To create one must destroy something of equal value, this was the law of alchemy. Though this view is flawed, with magic all things are possible. By bending the weave to our will, spellcasters create powerful effects by giving very little in return. The burden now falls upon the goddess of magic to repair the weave with every spell cast. Knowing this some rangers have turned their gaze to nature to provide that what must be given for to create their effects. By using what nature has provided, these rangers have created powerful alchemical mixtures that have a variety of effects. Some of which even mimic the spells that we cast today. This being said, these rangers understand that magic is necessary in this world.

Alchemical Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Alchemical Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Alchemical Spells

Ranger Level Spell
3rd purify food and drink
5th misty step
9th haste
13th death ward
17th raise dead

Basic Alchemical Mixtures

At 3rd level, you begin your studies into what nature can provide for you. You gain proficiency with alchemist's supplies. Additionally you learn how to create two basic alchemical concoctions.

Create Healing Salve

By spending a minute, you expend 10gp worth of herbs, to attempt to create a lotion can be applies to minor wounds. By succeeding on a DC 13 Alchemist's Supplies(Medicine). Upon success you mix the ingredients together to create a healing salve. By applying this salve to a wound the creature regains 1d4 + your proficiency bonus. On failure, the herbs are expended and the creation fails.

Create Basic Bomb

As an action, you use what you have in your component pouch, to attempt to create a small explosive. By succeeding on a DC 13 Alchemist's Supplies(Arcana). Upon success you mix the ingredients together to create a small volatile collections of chemicals in a fragile container. As an attack action you may throw the container 20 ft/40 ft as a ranged weapon that deals 1d6 + your dexterity modifier in fire damage.

Transmutive's Disciple

You learn one wizard cantrip of your choice.

Advanced Alchemical Mixtures

At 7th level, your studies of alchemy has granted you the following new drafts or advancements.

Create Arcane Shrapnel

As a bonus action, you use what you have in your component pouch and one of your basic bombs, to attempt to improve one of your small explosives. By succeeding on a DC 17 Alchemist's Supplies(Arcana). Upon success, you improve one of your basic bombs to contain arcane shrapnel that tear through your enemies in addition to the base damage. Those within 10ft of the impact site must make a DC 16 Dexterity save or take 1d6 + your wisdom modifier in force damage.

Create Phantom Draft

As a Short Rest(1 hour), you use a 1st level spell slot and 100gp worth of gemstones, to attempt to create a brew that can turn you spectral. By succeeding on a DC 18 Alchemist's Supplies (Arcana). Upon success, you create a potion that can cause you to temporarily become spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

Create Wings of the Manta Ray

As a Short Rest(1 hour), you use a 1st level spell slot and 15gp worth of fish, to attempt to create a powerful potion that can gift you with the ability to breath underwater. By succeeding on a DC 17 Alchemist's Supplies (Nature). Upon success, you created a potion that grants you the following effects for 5 minutes. you can breathe underwater, and you have a swimming speed of 40 feet.

Master Alchemical Mixtures

At 11th level, your ability to create magical concoctions crescendos in the creation of the following amazing brews:

Create Alchemist's Red Rose

As an action, you expend a 3rd level spell slot and 100gp worth of ruby dust in an attempt to contain the roaring fires of a fireball within a bottle. By succeeding on a DC 20 Alchemist's Supplies(Arcana). Upon success, you are able to contain the volatile magic within the bottle for future use. As an action you may uncork the bottle to cast fireball using the caster's DC.

Create Antibiotic

As an action, you expend a 3rd level spell slot and 200gp worth of herbs in an attempt to create a potion with the strength to rejuvenate the body as well as protect it from further harm. By succeeding on a DC 20 Alchemist's Supplies(Medicine). Upon success, you are able to create this powerful brew that cures a creature of any disease, heals them for 2d6 + their Constitution modifier at the start of their turn and provides immunity to poison damage for 4 rounds.

Create Draft of Babylon

During a Short Rest(1 hour), you expend an exotic flower and a scale of a ki-rin in an attempt to create a vial of a dark brown fowl tasting liquid that allows you to understand any speaking creature. By succeeding on a DC 21 Alchemist's Supplies(Arcana). Upon success, you are able to create a draft that allows you to comprehend all languages for the next 10 minutes.

Create Flask of the Weave

During a Short Rest(1 hour), you expend a 1st, 2nd, and 3rd level spell slot and 250gp worth of essences or sapphires in an attempt to create a blue liquid that can restore magical potential to an individual. By succeeding on a DC 22 Alchemist's Supplies(Arcana). Upon success, you are able to create a draft strong enough to restore up to a 3rd level spell slot back to the individual that drinks it.

Create Shape of the Beast

During a Short Rest(1 hour), you expend a 3rd level spell slot, 200gp worth of herbs, and a tuff of fur from the beast or fey(CR 1/2) you are attempting to replicate. By succeeding on a DC 23 Alchemist's Supplies(Nature). Upon success you are able to create a chew that allows you to assume the form of this beast or fey for up to 10 minutes. After which you turn back into your normal form. See Wild Shape rules for further details.

Create Sunder Powder

During a Short Rest(1 hour), you expend 3rd level spell slot and 300gp worth of iron filing in an attempt to create a powder that when inhale can halt of arcane energy throughout the body. By succeeding on a DC 23 Alchemist's Supplies(Arcana). Upon success, you are able to create a powder that can be throw up to 20 ft away. It explodes on impact, those within 20ft sphere of the spot must make a DC 17 Constitution Saving throw or be unable to cast spells or use ki for 1 minute.

Alchemical Prodigy

At 15th level, you studies with alchemical texts and nature have gifted you with the knowledge and experience to come up with your own brews. At your DM's discretion you may attempt to make your own brews, experimenting with different chemicals to create wonders the world has never seen before. This experimentation grants you resistance to force and acid damage. Additionally you gain one final brew.

Create Fated Tonic

During a Short Rest(1 hour), you expend a 1st, 2nd, 3rd, and a 4th level spell slot and diamonds worth 500gp in an attempt to create a liquid to brew strong enough to bend fate itself. By succeeding on a DC 25 Alchemist's Supplies(Arcana). Upon success, you are able to create this powerful tonic that can change the course of events. By drinking this tonic you gain 1 luck point.

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