Ranger
Base Class: Ranger

Nightshades are a small group of Rangers that take their namesake from the deadly yet beautiful flower of the same name. These rangers use the toxic oils from this flower to coat their weapons, adding to their lethality.

Nightshade Magic

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

Nightshade Spells

Ranger Level Spell
3rd tasha's caustic brew
5th wither and bloom
9th slow
13th blight
17th cloudkill

Toxic Blessing

At 3rd level, you learn how to safely handle the deadly toxins of the nightshade flower from which you draw your namesake. As a bonus action, you can imbue a weapon with nightshade oil for 1 minute.

Whenever a weapon imbued this way deals damage to a creature, that creature must make a Constitution saving throw against your spell casting modifier or become poisoned for 1 minute.

You may imbue a weapon this way a number of times equal to your Proficiency bonus per long rest.

Cultivator of Death

Also at 3rd level, your skills and knowledge of poisonous flora grants you proficiency with the Poisoner's Kit, Herbalism Kit, and the Medicine skill. Additionally, you have advantage on any skill check pertaining to plant life.

Acute Toxicity

By 7th level, you have honed your deadly concoction to be far more potent than usual. Creatures targeted by a weapon imbued by Toxic Blessing lose any immunity or resistances to the poisoned condition.

Additionally, if a weapon imbued by Toxic Blessing deals a critical hit, it deals an additional 1d6 necrotic damage.

Violet Bloom

At 11th level, you've begun to infuse your own magic into the deadly oil you use to coat your weapons. Whenever a weapon imbued with your Toxic Blessing deals damage to a creature, you may use your reaction to deal 2d6 necrotic damage to every other creature within 10 feet of the original target.

You may use this feature a number of times equal to your Proficiency bonus per long rest.

Death Blossom

When you reach 15th level, your magic causes sentient nightshade blossoms to burst from the ground to viciously attack your foes. Whenever you cast a spell of 1st level or higher, you create a number of Death Blossoms equal to 1 plus the spell's level. The Death Blossoms are created in unoccupied spaces within 30 feet of you.

Each Death Blossom is friendly to you and your companions, and they obey your commands. See their game statistics in the accompanying Death Blossom stat block.

In combat, each Death Blossom shares your initiative count, but they take their turns immediately after yours. They can move on their own, but the only action they take on their turn is the Attack action. A Death Blossom attacks the closest hostile creature to it, unless you take a bonus action on your turn to command it to target another creature.

Each Death Blossom remains until it is reduced to 0 hit points, 1 hour has passed, or until you die, whichever occurs first. Anything a Death Blossom was wearing or carrying is left behind when it vanishes.

Death Blossom

Armor Class 12 (natural armor)

Hit Points 5

Speed 25 ft. Walking

STR
8 (-1)
DEX
20 (+5)
CON
8 (-1)
INT
6 (-2)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws Dex +5

Purple Haze The Death Blossom produces a cloud of deadly poison. Any creature that ends its turn within 5 feet of it takes 1d4 necrotic damage.

Senses Passive Perception 16

Languages Common, Sylvan

  

Doom Bloom. When the Death Blossom successfully hits a creature with an attack, its hit points are reduced to 0, and it dies. When the Death Blossom dies, it deals 2d6 necrotic damage to every creature within 5 feet of it. 

Actions

Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6 necrotic damage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/6/2023 11:56:46 PM
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