Base Class: Ranger
Rangers of the Apothecary Conclave blend the art of hunting with the science of alchemy, utilizing herbs, poisons, and various concoctions to gain an advantage in both combat and exploration. These rangers carry the scent of herbs and solvents, their attire often adorned with pouches, vials, and intricate sigils of natural alchemical design. Their tools speak of countless hours spent refining their craft in both the wilderness and makeshift laboratories.
Additional Spells
At 3rd level, you always have certain spells prepared after reaching specific levels in this class, as shown in the table below. These spells don’t count against the number of spells you can prepare each day.
| Ranger Level | Spells |
|---|---|
| 3rd | Healing Word |
| 5th | Locate Animals or Plants |
| 9th | Plant Growth |
| 13th | Revivify |
| 17th | Mass Cure Wounds |
Alchemical Proficiency
At 3rd level, you gain proficiency with the herbalism kit, poisoner’s kit, and alchemist’s supplies. These tools can also serve as a spellcasting focus for your ranger spells.
Analytical Observer
Analytical Observer
Starting at 3rd level, you can use a bonus action to make a Wisdom (Medicine) check to analyze a creature you can see within 60 feet. On a success, you learn one of the following traits of your choice:
- Resistances
- Vulnerabilities
- Immunities
Alchemical Concotions
Alchemical Concotions
Your downtime is marked by soft glows and delicate wisps of smoke as you work tirelessly over your kits. The resulting preparations are stored in intricately labeled vials or wrapped in natural bindings, their colors and shapes reflecting their effects.
At 3rd level, you can craft a number of alchemical formulas equal to your Wisdom modifier (minimum of one) without expending materials whenever you complete a short or long rest, provided you have access to an herbalism kit, poisoner’s kit, or alchemist’s supplies. When crafting these formulas, choose their effects from the list below.
There are three types of formulas: Balms, Toxins, and Bombs.
- Bombs (Items 1–5) require alchemist’s supplies.
- Balms (Items 6–10) require an herbalism kit.
- Toxins (Items 11–15) require a poisoner’s kit.
Usage:
- Balms: Use an action to apply a balm to a willing creature within touch range.
- Toxins: Use an action to apply a toxin to a weapon or piece of ammunition. The toxin takes effect on the next hit with that weapon or ammunition.
- Bombs: Throw a bomb up to 30 feet. It affects all creatures within a 5-foot radius of the impact point. The saving throw DC for bombs is equal to your spell save DC.
| Preparation | Effect (At 11th level, enhanced effects are listed) |
|---|---|
| 1. Alchemist’s Fire | 1d4 fire damage at the start of the target’s turn until extinguished. (2d4 fire damage) |
| 2. Acid | 2d6 acid damage on hit. (4d6 acid damage) |
| 3. Explosive Seed | Creatures in range take 1d8 bludgeoning damage. (2d8 bludgeoning damage) |
| 4. Frost Bomb | Creatures in range take 1d8 cold damage and their movement is reduced by 10 feet for 1d4 turns. |
| 5. Volatile Spores | Creatures in range take 1d10 force damage and are pushed 5 feet away. (2d10 force damage, pushed 10 feet) |
| 6. Healing | The drinker regains 2d4 + Wisdom modifier hit points. (4d4 + Wisdom modifier) |
| 7. Haste | The drinker’s movement speed increases by 10 feet for 1 hour. (20 feet) |
| 8. Resilience | The drinker gains +1 AC for 10 minutes. (+2 AC) |
| 9. Boldness | The drinker adds 1d4 to attack rolls and saving throws for 1 minute. (2d4) |
| 10. Flight | The drinker gains a flying speed of 10 feet for 10 minutes. (20 feet) |
| 11. Undead Blood | Target takes 1d6 necrotic damage and their max HP is reduced by the damage dealt. (2d6 necrotic damage) |
| 12. Muscle Relaxant | Target’s movement is halved, and it has disadvantage on Strength saves and deals half damage with Strength-based weapon attacks until the end of its next turn. (Lasts 2 turns) |
| 13. Neurotoxin | Target is stunned until the end of its next turn. (2 turns) |
| 14. Liquid Darkness | Target is blinded and deafened for 1 minute, repeating the save at the end of its turns. (2 minutes) |
| 15. Tranquilizer | Target falls unconscious for 1 hour, waking if damaged or shaken awake. (2 hours) |
Elemental Resistance
As you invoke this feature, the air around you hums with energy. A fine mist, shimmering with the chosen element’s color, spreads outward, coating your allies like a protective alchemical veil or emboldening them with a surge of focused energy.
Starting at 7th level, you can use an action to grant a number of creatures of your choice within 15 feet resistance to one of the following damage types: acid, fire, cold, lightning, or poison. Alternatively, you may grant them a bonus to weapon damage rolls equal to your Wisdom modifier (minimum +1). This effect lasts for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest.
Enhanced Concotions
Your concoctions now carry a vivid intensity. Bombs ignite with more ferocity, balms shimmer with otherworldly light, and toxins radiate an almost predatory aura, reflecting your refined mastery of alchemical transformation.
At 11th level, your alchemical preparations become more potent. The effects of your preparations are enhanced as detailed in the table below. Additionally, you can add your Wisdom modifier to damage rolls made with ranged weapon attacks and thrown objects.
Reactive Immunity
When you call upon this ability, your form briefly radiates alchemical energy, the chosen element shimmering over your skin in a translucent, protective sheen. The air around you crackles, hisses, or steams, warding off harmful forces.
At 15th level, when you are hit by an attack or targeted by a spell, you can use your reaction to become immune to one of the following damage types until the end of your next turn: acid, fire, cold, lightning, or poison. You can use this feature a number of times equal to your proficiency bonus per long rest.
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