Base Class: Ranger
Rangers with knowledge of healers, they are experts in working with herbs, drugs, and potions. While the art is considered rudimentary in the presence of healing magic, they still work hard trying to learn the limits of flesh and medicine in the hope achieving what's impossible with healing magic.
For my group homebrew campaign. Credit: mostly based on the "Doctor Class, 5e" by jules_homebrew on GMBinder.
Medical Training
Beginning at 3rd level, due to your meticulous study into the healing arts you gain proficiency in the alchemy's kit and herbalism kit. In addition your proficiency bonus is doubled for any Medicine checks that you make.
First Aid
Beginning at 3rd level you can apply basic first aid to an adjacent creature you can touch.
- When you use a healer's kit to stabilize a creature, they also regain 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and heal 2 hit points per ranger level to it. That creature can't regain hit points in this way again until they finish a short or long rest.
Routine Chemist
By 7th level you have made crafting healing potions a daily part of your life and it takes considerably less time, effort, and money. Use the chart below to craft potions.
Potion | Crafting Time | Cost |
Antitoxin | 1 Hour | 20 gp |
Potion of Healing | 2 Hour | 20 gp |
Potion of Greater Healing | 6 Hour | 100 gp |
Potion of Superior Healing | 12 Hour | 2,000 gp |
Potion of Supreme Healing | 24 Hour | 10,000 gp |
Vaccination
At 7th level you have spent countless hours attempting to aid those suffering from disease and have developed a number of treatments. As an action you can cure a target of a single disease afflicting them. Alternatively, you can inoculate a target against disease for the next 24 hours.
In addition, due to exposure from numerous patients you gains immunity to all disease.
Enchanced Elixirs
By 11th level after countless hours of work you have found a way to increase the potency of your potions of healing. Any potion you create that provides healing now utilize d6’s rather than d4’s.
Vitality Boost
Upon reaching 11th level you have become an expert at healing at a moment’s notice. As an bonus action you can heal an adjacent creature you can touch for 4d6 hit points. This increases by 2d6 when you reach 15th level (6d6).
You can use this feature a number of times equal to your Intelligence modifier + 1. You regain any expended uses when you finish a Short Rest.
Refined Replication
At 15th level you have mastered the art of crafting potions you are familiar with, allowing you to focus more on potions you are unfamiliar with. You take a potion in your possession and attempt to learn its formula by researching its components.
The rarity of the potion determines the time it takes to study, at the end of which you must make a Medicine check, depending on its rarity's learning difficulty. On a success you gain the ability to craft that potion, however the original potion is destroyed regardless of your success or failure. Crafting the potion costs half the normal potions value in materials and a certain amount of time determined by its rarity, listed below. (Cost is already halved)
Rarity | Learning Difficulty | Crafting Time | Cost |
Common | DC15 | 2 Hours | 25 gp |
Uncommon | DC20 | 6 Hours | 125 gp |
Rare | DC25 | 12 Hours | 2,500 gp |
Very Rare | DC30 | 24 Hours | 12,500 gp |
Legendary | DC40 | 48 Hours | 250,000 gp |
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