Base Class: Ranger
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Toxic Remedy Strikes
3rd-level Wild Herbalist feature
You have the ability to quickly apply a toxic concoction on to your weapon to damage enemies in a pinch. When you hit a creature with a weapon, you can deal an extra 1d8 poison damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d10 when you reach 11th level in this class.
Wild Herbalist Magic
3rd-level Wild Herbalist feature
You learn an additional spell when you reach certain levels in this class, as shown in the Wild Herbalist Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Wild Herbalist Spells
| Ranger Level | Spells |
|---|---|
| 3rd | druidcraft, color spray, healing word |
| 5th | gentle repose, prayer of healing |
| 9th | haste, remove curse |
| 13th | private sanctum, blight |
| 17th | hallow, mass cure wounds |
You exposure to potent herbs of both natural and supernatural origin has altered your appearance in some small way as a Unnatural Sign.
Unnatural Sign
| d6 | Appearance |
|---|---|
|
1 |
Grass and small flower buds will grow around you while you take a short or long rest. |
| 2 | Fresh, common flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Herbs gain a stronger tastes when you eat or handle them. |
| 5 | Dirt frequently accumulates on your feet and hands. |
| 6 | The tips of your fingers gain a slight green coloring. |
Herbal Expertise
3rd-level Wild Herbalist feature
Your herbal experience give you a keen eye for all plant matter. As a result, whenever you make a check to identify flora and its properties, you get to roll with advantage.
In addition, you gain proficiency in Herbalism kit and one of the following skills of your choice: Medicine, Nature, or Survival.
Healing Power of Nature
7th-level Wild Herbalist feature
At 7th level, you've developed masterful artistry over the herbs you use, enhancing the healing and damage you create through them. Whenever you cast a ranger spell you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Natural Responce
11th-level Wild Herbalist feature
When you or a creature you see within 30ft gets attacked by a creature with 10ft. You can use your reaction to command roots and vines to circle around the attacking creature and constrict them. The creature must make a strength saving throw against your spell DC, on a failed save the target gets the grappled condition and repeats the save at the end of each of they turns for a number of minutes equal to your wisdom modifier {{modifier:wis@min:1#unsigned}} (at a minimum of 1 minute).
You can use this a ability number of times equal to your proficiency bonus and regain uses after a long rest. In addition you can use this ability on multiple targets at once.
Travel Through Foliage
15th-level Wild Herbalist feature
You can slip in and out of the foliage for far distance travel: you can cast transport via plants without expending a spell slot. You can do it once per long rest.
In addition, whenever you cast transport via plants. You have the option to also transfer to a shrubby, flowerbed or any foliage that is either the size Large or larger.
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