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 Spells
When you reach a Ranger level specified in the Nightshade Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Tasha's Caustic Brew |
| 5 | Wither and Bloom |
| 9 | Slow |
| 13 | Blight |
| 17 | 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
Tiny Fey Plant
Armor Class 12 (natural armor)
Hit Points 5
Speed 25 ft. Walking
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.
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