Ranger
Base Class: Ranger

Not all Rangers enter the wilderness in search of prey and meat; some go in search of rare herbs and plants. These Apothecaries specialise in healing through natural homemade remedies, from simple colds to infected wounds and deadly plagues. By infusing their natural magics into their poultices and salves, an Apothecary can even stave off magical maladies, and their knowledge of plants can also allow them to concoct solutions that buff their allies.

 

Apothecary Magic

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

Ranger Level                     Spell

3rd                                          Sleep

5th                                         Calm Emotions

9th                                         Aura of Vitality

13th                                      Confusion

17th                                       Contagion

Natural Remedy

At Level 3 your knowledge of plants can help heal you and your allies. You gain proficiency with Herbalism Kits, plus your choice of Nature or Medicine.

During a rest, you can take an hour to make a Remedy Pouch, a small bag containing a mix of different ingredients infused with natural magic. You can use this pouch yourself or give it to an ally. 

As a bonus action, whoever is holding the pouch can use it to gain a small boost of energy for one minute, in one of the following ways:

  • They heal 1d6 per round
  • THey can move an extra 5 feet per turn
  • THey gain advantage on either Strength or Dexterity saving throws

The pouch can be used a number of times equal to your Wisdom modifier (Minimum of 1) before the herbs will need replacing. You can only make one Remedy Pouch at a time

Poison-Tipped Blade

Also at 3rd Level, you can coat the blades of your weapons with plant sap to further hurt your enemies. Once per turn, when you hit a creature with a weapon, you can deal an extra 1d6 Poison damage.

This damage increases to 1d8 at 11th level

Natural Resistance

By 7th Level, being around so many poisonous plants has made you hardier. You gain proficiency in Constitution saving throws, advantage on saves against poison, and resistance to Poison damage.

Potent Remedy

At Level 11 your Concoctions are more powerful. You can now make a second Remedy Pouch each time, and its effects are improved in the following ways:

  • The healing increases to 1d8 per round
  • They can now move 10 feet more per turn, and ignore difficult terrain
  • You can choose to gain advantage on Wisdom or Intelligence throws

Also, as a bonus action, you may expend one use of the pouch to cure the following conditions: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Unconscious, and up to one level of Exhaustion.

 

You can perform this on another creature within touch range as a full Action

Combat Stimulant

At Level 15, your herbal remedies imbue your patients with extra energy. As an action you may give an ally within touch range a burst of energy, revitalizing them for battle. They may either regain a limited ability (Such as Action Surge or Channel Divinity) Or a spell slot less than or equal to your Wisdom modifier. Each ally can only receive this bonus once per long rest, and you can do this a number of times equal to your Proficiency Bonus, which recharges on a long rest.

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