Ranger
Base Class: Ranger

The wilds are full of both deadly and beneficial flora and fauna. As a Forager, you have unearthed the ability to use nature to it's most lethal potential.

Reagent Adept

When you take this subclass at 3rd level, your experience with natural reagents gives you proficiency in the Herbalism and Poisoners kits.

Additionally, you may apply a dose of any injury-type poison, such as those listed in the DMG (pg 257-258), as a bonus action, rather than as an action. You may use your Ranger spell save DC instead of the normal DC for any poison applied in this way.

Toxins

Also at third level, your studies of the flora and fauna of the environment allows you to create toxins that can help your friends and hinder your foes. At all times, you carry with you various poisons and remedies as well as the means to apply them.

You have a pool of toxin dice equal to your wisdom modifier + 1. Your toxin die are d4s, and improve as you level up; d6 at 7th level, d8 at 11th level, and d10 at 15th level. When you complete a short or long rest you lose all unspent toxin dice and then gain a number of toxin dice equal to your wisdom modifier (minimum of 2). If the rest was taken in your favored terrain, gain an additional 2 toxin dice.

You have access to three toxin recipes of your choice. (listed below) The toxins are divided into poisons and salves. 

Poisons:

Poisons are harmful substances applied through your weapons that can impair your enemy. When you hit with a weapon attack, you may spend one of your toxin dice to apply the effect of one poison recipe you know to that target. the extra damage done by each poison is determined by one roll of your toxin die. You may never apply more than one poison to a single attack.

Salves

Salves are beneficial substances applied to the skin of yourself and your allies. You may use a bonus action to apply the effects of one salve you know to yourself or an ally you can touch by spending a toxin die. The target gains the effect of that salve until the start of your next turn. When the salve is applied, roll your toxin die, and the number rolled will be used in the effect of that salve.

 

You learn one additional toxin recipes at 7th, 11th, and 15th level. Additionally, you may exchange one toxin recipe you already know for a different one when you level up.

Adrenaline Salve

Salve- the target gains 15 ft of movement and a bonus to AC against opportunity attacks equal to a roll on your toxin die.

Blackrot Poison

Poison- Deal your toxin die of necrotic damage and the target may not regain hit points until the start of your next turn.

Focus Salve

Salve- The target either increases the DC of the next saving throw they cause by the end of your next turn by a roll of your toxin die, OR, they gain a bonus to each attack they make before the end of your next turn by a roll of your toxin die.

Frost-Blood Poison

Poison- Deal your toxin die of cold damage and the target cannot take reactions until the start of your next turn.

Gut-Worm Poison

Poison- Deal your toxin die of acid damage and the target is poisoned until the start of your next turn.

Iron-Skin Salve

Salve- The target gains +2 AC and temporary hit points equal to your toxin die until the end of your next turn.

Mindfire Poison

Poison- The attack deals your toxin die of fire damage. The target has disadvantage on concentration checks until the start of your next turn, including any made as a result of this attack.

Mist-Eye poison

Poison- Deal your toxin die of poison damage, and the target is blinded until the start of your next turn.

Resistance Salve

Salve- The target has advantage on saving throws until the start of your next turn.

Salve of Skill

Salve- The target gains advantage on the next ability check they make before the start of your next turn and may add one roll of your toxin die to the result of that check.

Steel-Nerve Poison

Poison- Deal your toxin die of lightning damage, and the target's speed is reduced by half until the start of your next turn.

Wrath-Blade Salve

Salve- The target gains advantage on their next attack, and, if that attack hits, it deals extra weapon damage equal to a roll on your toxin die.

Reliable Salves

At 7th level, your ex[perience working with reagents has allowed you to stabilize the effects of your salves. 

When you roll a toxin die as part of the effect of a salve, you may choose to re-roll that die once, but you must take the new roll.

Veteran's Immunity

Also at 7th level, your body has become used to ingesting and working with dangerous substances.

You have resistance to poison damage. Additionally, you have advantage on saving throws against any effect that would give you the poisoned condition.

Multidose

At 11th level, you have become so adept at applying your salves and poisons that you can now apply them to multiple targets at once, and even use your magic to apply their effects.

You may use this feature in three ways:

Salve Feedback: When applying a salve to an ally, you may also apply the salves effects to yourself. Use the same result on your toxin die for both you and your ally.

Poison Barrage: Once during your turn, you may choose to apply a poison to every attack you make until the end of your turn. To do so, choose one poison you know the recipe for and spend one toxin die. Each attack that you make this turn applies the effect of the chosen poison on a hit. The toxin die is spent regardless of weather any attacks hit or miss.

Toxic Spells. When you cast a Ranger spell that uses either a weapon or piece of ammunition as a material component (Such as Cordon of Arrows or Conjure Volley), you may spend one toxin die to apply one poison you know the recipe for to that spell. Any creature that is hit by the effect of that spell or fails a saving throw against damage from that spell is also effected by the chosen poison. 

You may use this feature a number of times equal to your wisdom modifier. The number of uses refreshes after a long rest.

Master of Venom

At 15th level, you have become a master of your craft, and can always find a way to get the most out of your toxins.

When you roll initiative, if you have no toxin dice, regain two toxin dice.

Additionally, your poisons ignore a target's resistances to their damage type, treat immunity to their damage type as resistance instead, and ignore a target's immunity to any conditions applied.

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