3: Poultice: you get proficiency in medicine and with an herbalism kit. Each day, for every hour you spend foraging and preparing, you can make a number of poultices equal to your spell attack modifier. Each poultice can be applied to a wound as a bonus action, healing 2d4+your wis modifier. The poultices can be held by and applied by any creature with an int of 6 or higher. They loose their potency after 24 hours.
3: Healer’s Sanctuary: You may use the disengage action as a free action. You may do this a number of times equal to your wisdom modifier. You regain all expended uses of this when you complete a short rest.
7: Herbal Stabilizers: When you reach 7th level, you skill with herb lore has increased the effectiveness of your poultices. Your poultices now restore 2d8+your wis modifier hit points. Also, any creature who has used your poultices in the last eight hours will stabilize after only 1 successful death saving throw.
11: Searcher’s Eye: You gain proficiency in perception checks if you did not already have it. When casting Hunter’s mark, you have no maximum range. Additionally you can use a bonus action to make a perception check to see an invisible target’s location, canceling the disadvantage on your attack. Further, you can cast hunter’s mark without line of sight is you have spent a minimum of 24 hours with the creature you are trying to cast it on.
15: Adrenal Stimulator: at 15th level, you learn the recipe for a special herbal stimulant. The herbs for this stimulant are rare, so you can only prepare one per day. When applied, you effectively cast “Haste” on the subject, with the added changes: + They can take a bonus action to dash + If they were at 10 or less HP they gain temp HP equal to their maximum hit points. + all of their attacks are at advantage, but all attacks against them are at advantage. + when the effect ends, either from duration or you lose concentration, the temp HP is removed.
I'm not very confident on the level 15 ability, but any constructive feed back is welcome
There's some feedback below about each of the features you added, however you may also want to consider if this will add any Spells to the class list or not (like Gloomstalker, Horizon Walker, etc) as those can be a good way to add flavour. For example:
L3: Expeditious Retreat (allow the Ranger to move rapidly or enhance the speed of an ally so they can get out of trouble quicker after being healed) L5: Gentle Repose (if you get there too late and need to take someone back to town for burial rites) L9: Revivify (if you're just too late) etc
3: Poultice: you get proficiency in medicine and with an herbalism kit. <wbr />Each day, for every hour you spend foraging and preparing, you can make a number of poultices equal to your spell attack modifier. <wbr />Each poultice can be applied to a wound as a bonus action, healing 2d4+your wis modifier. <wbr />The poultices can be held by and applied by any creature with an int of 6 or higher. <wbr />They loose their potency after 24 hours.
I'm not sure this will balance well at low or high levels as you end up with a lot of extra healing at low levels, and probably less healing at higher levels than a comparable feature like the healing dice on Celestial Warlocks or Circle of Dreams Druids. Those both scale with an additional use per level, recharging on a long rest.
Additionally, if you were to find yourself in an inhospitable area for a prolonged period then the feature could easily lose a lot of value as you can't go hunting for ingredients, etc.
You could either implement a similar mechanism to the above mentioned Druid and Warlock subclasses, or say that after a short/long rest you just create some poultices and state the number of them.
3: Healer’s Sanctuary: You may use the disengage action as a free action. <wbr />You may do this a number of times equal to your wisdom modifier. <wbr />You regain all expended uses of this when you complete a short rest.
This is probably fine. A fun thing to bundle it with would be an ability to use a reaction to dash towards an ally within range of your movement speed when they go down. That captures part of the "Emergency Rescue" theme quite nicely.
7: Herbal Stabilizers: When you reach 7th level, you skill with herb lore has increased the effectiveness of your poultices. <wbr />Your poultices now restore 2d8+your wis modifier hit points. <wbr />Also, any creature who has used your poultices in the last eight hours will stabilize after only 1 successful death saving throw.
Scaling up the healing will likely tie in to what I advised above.
The second feature is very powerful though. This is odds on to have them stabilise after just a single roll every time making them nigh impossible to kill. You could look to do something like stabilise at 2 saves instead, increase the success range to 9+ (or grant a boost equal to your wis modifier), grant advantage on the first death save they make within 8 hours, etc.
11: Searcher’s Eye: You gain proficiency in perception checks if you did not already have it. <wbr />When casting Hunter’s mark, you have no maximum range. <wbr />Additionally you can use a bonus action to make a perception check to see an invisible target’s location, canceling the disadvantage on your attack. <wbr />Further, you can cast hunter’s mark without line of sight is you have spent a minimum of 24 hours with the creature you are trying to cast it on.
Combining infinite range on Hunters Mark with no requirement to see the creature is a bit creepy tbh. Not to say that Scrying and other spells aren't creepy, but it's just a bit odd. (but wait, the creep factor is about increase... >.< )
Assuming the intent is to find creatures who are hidden/buried/etc, allowing the Ranger to expend a use of their Primeval Awareness feature to mimic Locate Creature could be one way to go. It gets a bit iffy with spell levels though as you could burn a L1 slot for a L4 effect, admittedly taking a bit of time to do so. Maybe let them cast it only targetting a friendly creature once per short rest instead without requiring a slot?
Making perception checks as a bonus action is a nice feature thematically. I'm not as convinced by adding perception proficiency so far into the subclass though.
15: Adrenal Stimulator: at 15th level, you learn the recipe for a special herbal stimulant. <wbr />The herbs for this stimulant are rare, so you can only prepare one per day. <wbr />When applied, you effectively cast “Haste” on the subject, with the added changes: + They can take a bonus action to dash + If they were at 10 or less HP they gain temp HP equal to their maximum hit points. + all of their attacks are at advantage, but all attacks against them are at advantage. + when the effect ends, either from duration or you lose concentration, the temp HP is removed.
I'm not very confident on the level 15 ability, but any constructive feed back is welcome
I'm not sure that these modifications to Haste are the way to go here, especially a punishing feature of attacks against the creature having advantage. I'm also not sure what might fit in its place though, but hopefully my other feedback makes up for a lack of something for this part :)
@BazCG I really do appreciate the feedback. And given what you said i do have some thoughts:
Your spell choices were excellent for the theme I am going for.
So, Poultices
You have a pool of D6's equal to your ranger level. you can give a poultice (1 - wisdom modifier of these D6's) to a creature with intelligence of at least 6. They can, as a bonus action "apply the poultice" and roll those D6, and restore that many hit points to whatever creature they applied the poultice to.
Healer's Sanctuary
in addition, when you see a creature you consider friendly fall to 0 hit points, you may use your reaction to move up to your full movement speed directly toward them. This does not provoke an attack of opportunity.
Herbal stabilizers
If any creature who has used your poultices in the last 8 hours, if they succesfully make 3 death saving throws, instead of stabilizing, they will regain 1 hp.
Searcher's eye
Locate creature once per short rest? shouldn't be too OP and not tying it to a resource other than resting should keep form confusing the cost?
I still really don't know what to do at Level 15. Maybe a poultice does max healing to creature at 0 hit points?
@BazCG I really do appreciate the feedback. And given what you said i do have some thoughts:
Your spell choices were excellent for the theme I am going for.
Excellent :)
For L13 you could go for Death Ward and for L17 potentially Greater Restoration then, however there are other spells which fit into the same kind of role. The best advice though is to just look through all the spells for that level and see what you feel fits best.
You have a pool of D6's equal to your ranger level. you can give a poultice (1 - wisdom modifier of these D6's) to a creature with intelligence of at least 6. They can, as a bonus action "apply the poultice" and roll those D6, and restore that many hit points to whatever creature they applied the poultice to.
I would maybe mix the poultices up a bit so they're not as similar to the other two classes. Maybe:
You have a number of d6 poultice dice equal to your Ranger level. Over the course of an hour, you can create a number of magical poultices up to your proficiency modifier. Each poultice can have a maximum number of poultice dice up to 1 + your Wisdom modifier (minimum of one die). This hour counts as light activity and can occur over a short or long rest.
(You could also swap those numbers over so Wisdom affects the number, and proficiency is how good you are at making them.)
This lets you split them up depending on how you feel. For example. At level 5 with a 14 Wisdom you have a few options as you have 5 dice to spread over 3 poultices. That could be done as 3/1/1, 3/2, 2/2/1. You could also create 1/1/1 and wait for those to be used, or spend another hour and create more.
I would keep the application as an action though. You're letting other creatures heal other creatures as well, so something like this would start to come into the same action economy as Cure Wounds or the Restorative Ointment.
If any creature who has used your poultices in the last 8 hours, if they succesfully make 3 death saving throws, instead of stabilizing, they will regain 1 hp.
I like this. It's a nice mechanical benefit without unbalancing things too greatly or making it awkward to track for players.
Locate creature once per short rest? shouldn't be too OP and not tying it to a resource other than resting should keep form confusing the cost?
Yeah. It's probably not bad getting one use of the spell once per short rest. Alternatively just set it as you being able to cast Locate Creature for free a number times equal to your Wisdom modifier, regaining all expended uses on a Long Rest.
It's not an additional spell slot they can use, and it's still requiring concentration. Plus, full casters would have multiple uses of it by then anyway if it's on their list.
I still really don't know what to do at Level 15. Maybe a poultice does max healing to creature at 0 hit points?
That's pretty good actually. It would depend on exactly what mechanics the poultices use, but that fits quite well with the "emergency" nature of things.
An alternative could be something involving temp hp, but max healing is probably the way to go at the moment.
I think I prefer up to proficiency modifier of dice and number of poultices equal to 1+wisdom modifier per hour preparation.
those additional spells fit just fine.
So it's either 1 use of locate creature per short rest, or a flat 3-5 uses per day. I actually like your idea of tying it to your wisdom modifier.
Okay so actual wording on the last ability.
Emergency Aid: Starting at 15th level, if one of your poultices is applied to a creature who is at 0 hit points, instead of rolling the dice to determine healing, simply heal the maximum possible based on that poultice.
Hi,
There's some feedback below about each of the features you added, however you may also want to consider if this will add any Spells to the class list or not (like Gloomstalker, Horizon Walker, etc) as those can be a good way to add flavour. For example:
L3: Expeditious Retreat (allow the Ranger to move rapidly or enhance the speed of an ally so they can get out of trouble quicker after being healed)
L5: Gentle Repose (if you get there too late and need to take someone back to town for burial rites)
L9: Revivify (if you're just too late)
etc
I'm not sure this will balance well at low or high levels as you end up with a lot of extra healing at low levels, and probably less healing at higher levels than a comparable feature like the healing dice on Celestial Warlocks or Circle of Dreams Druids. Those both scale with an additional use per level, recharging on a long rest.
Additionally, if you were to find yourself in an inhospitable area for a prolonged period then the feature could easily lose a lot of value as you can't go hunting for ingredients, etc.
You could either implement a similar mechanism to the above mentioned Druid and Warlock subclasses, or say that after a short/long rest you just create some poultices and state the number of them.
This is probably fine. A fun thing to bundle it with would be an ability to use a reaction to dash towards an ally within range of your movement speed when they go down. That captures part of the "Emergency Rescue" theme quite nicely.
Scaling up the healing will likely tie in to what I advised above.
The second feature is very powerful though. This is odds on to have them stabilise after just a single roll every time making them nigh impossible to kill. You could look to do something like stabilise at 2 saves instead, increase the success range to 9+ (or grant a boost equal to your wis modifier), grant advantage on the first death save they make within 8 hours, etc.
Combining infinite range on Hunters Mark with no requirement to see the creature is a bit creepy tbh. Not to say that Scrying and other spells aren't creepy, but it's just a bit odd. (but wait, the creep factor is about increase... >.< )
Assuming the intent is to find creatures who are hidden/buried/etc, allowing the Ranger to expend a use of their Primeval Awareness feature to mimic Locate Creature could be one way to go. It gets a bit iffy with spell levels though as you could burn a L1 slot for a L4 effect, admittedly taking a bit of time to do so. Maybe let them cast it only targetting a friendly creature once per short rest instead without requiring a slot?
Making perception checks as a bonus action is a nice feature thematically. I'm not as convinced by adding perception proficiency so far into the subclass though.
I'm not sure that these modifications to Haste are the way to go here, especially a punishing feature of attacks against the creature having advantage. I'm also not sure what might fit in its place though, but hopefully my other feedback makes up for a lack of something for this part :)
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
@BazCG I really do appreciate the feedback. And given what you said i do have some thoughts:
Your spell choices were excellent for the theme I am going for.
So, Poultices
You have a pool of D6's equal to your ranger level. you can give a poultice (1 - wisdom modifier of these D6's) to a creature with intelligence of at least 6. They can, as a bonus action "apply the poultice" and roll those D6, and restore that many hit points to whatever creature they applied the poultice to.
Healer's Sanctuary
in addition, when you see a creature you consider friendly fall to 0 hit points, you may use your reaction to move up to your full movement speed directly toward them. This does not provoke an attack of opportunity.
Herbal stabilizers
If any creature who has used your poultices in the last 8 hours, if they succesfully make 3 death saving throws, instead of stabilizing, they will regain 1 hp.
Searcher's eye
Locate creature once per short rest? shouldn't be too OP and not tying it to a resource other than resting should keep form confusing the cost?
I still really don't know what to do at Level 15. Maybe a poultice does max healing to creature at 0 hit points?
Excellent :)
For L13 you could go for Death Ward and for L17 potentially Greater Restoration then, however there are other spells which fit into the same kind of role. The best advice though is to just look through all the spells for that level and see what you feel fits best.
I would maybe mix the poultices up a bit so they're not as similar to the other two classes. Maybe:
You have a number of d6 poultice dice equal to your Ranger level. Over the course of an hour, you can create a number of magical poultices up to your proficiency modifier. Each poultice can have a maximum number of poultice dice up to 1 + your Wisdom modifier (minimum of one die). This hour counts as light activity and can occur over a short or long rest.
(You could also swap those numbers over so Wisdom affects the number, and proficiency is how good you are at making them.)
This lets you split them up depending on how you feel. For example. At level 5 with a 14 Wisdom you have a few options as you have 5 dice to spread over 3 poultices. That could be done as 3/1/1, 3/2, 2/2/1. You could also create 1/1/1 and wait for those to be used, or spend another hour and create more.
I would keep the application as an action though. You're letting other creatures heal other creatures as well, so something like this would start to come into the same action economy as Cure Wounds or the Restorative Ointment.
I like this. It's a nice mechanical benefit without unbalancing things too greatly or making it awkward to track for players.
Yeah. It's probably not bad getting one use of the spell once per short rest. Alternatively just set it as you being able to cast Locate Creature for free a number times equal to your Wisdom modifier, regaining all expended uses on a Long Rest.
It's not an additional spell slot they can use, and it's still requiring concentration. Plus, full casters would have multiple uses of it by then anyway if it's on their list.
That's pretty good actually. It would depend on exactly what mechanics the poultices use, but that fits quite well with the "emergency" nature of things.
An alternative could be something involving temp hp, but max healing is probably the way to go at the moment.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
I think I prefer up to proficiency modifier of dice and number of poultices equal to 1+wisdom modifier per hour preparation.
those additional spells fit just fine.
So it's either 1 use of locate creature per short rest, or a flat 3-5 uses per day. I actually like your idea of tying it to your wisdom modifier.
Okay so actual wording on the last ability.
Emergency Aid: Starting at 15th level, if one of your poultices is applied to a creature who is at 0 hit points, instead of rolling the dice to determine healing, simply heal the maximum possible based on that poultice.
Yeah, that looks good :)
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
Instead of “preparing” the poultices you could simplify it my letting them use it X times per short rest.
Nope, never mind. I see you want to be able to hand them out.
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