Ranger
Base Class: Ranger

To a War Florist, flowers are more than just decoration: they are a secret source of power. Medicinal herbs, bewitching fragrances, slashing barbs, and deadly poisons all have applications in warfare, and each Florist seeks out the most impressive specimens for experimentation. The massive variety among flowering plants is mimicked by the Florists themselves; any two can be as different as a Venus flytrap and a daisy.

The Language of Flowers

Flowers hold symbolic meanings that predate written language and extend across cultures. By exchanging flower arrangements, you can attempt communication with any creature that knows at least one language. If it doesn’t have this feature, it must succeed on a DC 15 Intelligence (Nature) check to understand your arrangements or to create intelligible arrangements of its own.

War Florist Magic

You can use a flower or bouquet as a spellcasting focus for your ranger spells.

You get to choose additional spells at certain levels in this class. Your choices include cantrips from the druid spell list, as well as the following 1st-level spells: charm person, entanglefaerie fire, inflict wounds, sanctuary, or sleep. These spells count as ranger spells for you but don't count against the number of ranger spells you know. Whenever you gain a level in this class, you can replace one of these spells with another from the same list.

Spell Choice I

At 3rd level, you learn a cantrip and a 1st-level spell.

Spell Choice II

At 7th level, you learn another cantrip and another 1st-level spell.

Spell Choice III

At 11th level, you learn another cantrip and another 1st-level spell.

Living Raiment

By 3rd level, you have crafted clothing out of living flowers that have a will of their own, offering a backup defense when your own methods fail. Choose one of the following options.

Cloak of Blossoms

You have enveloped yourself in a layer of swirling petals and enchanting perfumes. You gain proficiency in the Persuasion skill.

While incapacitated, you are under the effects of a sanctuary spell.

Coat of Thorns

You have wrapped yourself in cruel, spiked vines to ward off aggressors. You gain proficiency in the Intimidation skill.

At the start of each of your turns, any creature that has you grappled, swallowed, or engulfed takes piercing damage equal to 4d4 + twice your ranger level, or half as much if it uses its reaction to release you.

Nature's Blade

Beginning at 7th level, when you use your action to cast a cantrip that is on the druid spell list, you can make one weapon attack as a bonus action.

Pharmacognosy

By 11th level, you have extensively studied the impact that different flowers can have on the body. Choose one of the following options.

All-Purpose Antidote

You are proficient with the herbalism kit.

As a bonus action, you can give yourself 2d6 temporary hit points for 1 hour. You are also cured of, and gain immunity to, one condition of your choice: blinded, charmed, deafened, diseased, frightened, paralyzed, petrified, poisoned, stunned, or unconscious. The immunity ends after 1 hour, if you are reduced to 0 hit points, or if you use this feature again.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.

Black Leaf Blade

You are proficient with the poisoner’s kit.

When you deal piercing, slashing, or bludgeoning damage to a creature, you can deal an additional 2d6 poison damage. The creature must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of your next turn. If it fails the save while already poisoned by this feature, the duration of that poison is reset instead. If the creature starts at or is reduced to 0 hit points while poisoned, it remains poisoned indefinitely.

When the creature first becomes poisoned, and again whenever the duration is reset, it acquires another condition. Choose one of the d6s. The number rolled on that die determines the condition, as shown in the Black Leaf Toxins table below. When the poison ends, all associated conditions are cured.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.

Black Leaf Toxins

d6

Condition

1

Can't regain hit points

2

Blinded

3

Deafened

4

Paralyzed

5

Unconscious

6

Suffers one level of exhaustion

Living Regalia

By 15th level, you and the flowers you wear have achieved perfect harmony in battle, becoming as fearsome and deadly as you are beautiful. You gain a new use for your reaction based on your choice from the Living Raiment feature.

Armor of Thorns

Prerequisite: Coat of Thorns feature

When a creature touches you or hits you with a melee attack, you can use your reaction to deal piercing damage to the creature equal to 1d4 + half your ranger level. Any damage dealt to you by the touch or hit is reduced by the same amount.

Mantle of Blossoms

Prerequisite: Cloak of Blossoms feature

When a creature hits you with an attack, you can use your reaction to add your Wisdom modifier to your AC for that attack. If this causes the attack to miss, then you can add your Wisdom modifier to your next attack roll against the creature before the end of your next turn.

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