Ranger
Base Class: Ranger

Apothecary job for Ranger

Level 3: 3rd-Level Feature: Field Medicine

 

At 3rd level, your knowledge of herbs, medicine, and natural remedies allows you to treat wounds and ailments even in the harshest conditions.

You gain proficiency with the Medicine skill and the Herbalism Kit. If you are already proficient in Medicine, you instead gain Expertise in the skill.

Whenever you finish a Long Rest, you can prepare a number of Remedies equal to your Wisdom modifier (minimum of one). A creature can use a Remedy as a bonus action to gain one of the following benefits:

  • Regain hit points equal to 1d8 + your Wisdom modifier.

  • End the Poisoned condition.

  • Gain temporary hit points equal to your proficiency bonus.

Any unused Remedies lose their potency when you finish your next Long Rest.

Level 7: 7th-Level Feature: Concoct

 

At 7th level, you have mastered the art of combining ingredients to create powerful concoctions.

Whenever you finish a Long Rest, you prepare a number of Concoctions equal to your Wisdom modifier (minimum of one). As an action, you can expend one Concoction to create one of the following effects:

  • Healing Draught. A creature within 30 feet regains 3d8 + your Wisdom modifier hit points.

  • Poison Flask. One creature within 30 feet must succeed on a Constitution saving throw against your Spell Save DC or take 4d6 poison damage and become Poisoned until the end of your next turn.

  • Smoke Bomb. Create a 10-foot-radius cloud centered on a point within 30 feet. The area is heavily obscured until the start of your next turn.

  • Fortifying Tonic. A creature within 30 feet gains 2d8 temporary hit points and has advantage on its next saving throw before the end of your next turn.

Any unused Concoctions lose their potency when you finish your next Long Rest.

Level 11: 11th-Level Feature: Rehabilitate  

 

At 11th level, your remedies become exceptionally potent, allowing you to restore vitality and purge debilitating ailments.

Whenever a creature regains hit points from one of your Remedies or Concoctions, it also gains temporary hit points equal to your Wisdom modifier (minimum of 1).

Additionally, whenever you use a Healing Draught, you may choose one of the following conditions affecting the target to end: Blinded, Deafened, Paralyzed, or Poisoned.

Finally, when you use a Remedy or Concoction that restores hit points, you may choose a second creature within 10 feet of the original target. That creature regains hit points equal to half the amount restored to the original target (rounded down).

Level 15: 15th-Level Feature: Dohter's Charity

 

At 15th level, your mastery of restorative arts allows your remedies to aid entire groups rather than a single creature.

Once per Long Rest, when you use a Remedy or Concoction that targets only one creature, you can instead have it affect up to three creatures of your choice within 30 feet of you.

Each affected creature gains the full benefit of the Remedy or Concoction.

Additionally, creatures that regain hit points from your Remedies or Concoctions have advantage on the next saving throw they make before the end of your next turn.

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