Base Class: Ranger
Rangers who specialize in concocting potions to bolster their abilities and inhibit that of their enemies.
Alchemical Arcana
Alchemist Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Alchemical Artistry Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Alchemical Artistry Spells
Ranger Level Spells
3rd Detect Poison and Disease
5th Protection from Poison
9th Speak with Plants
13th Sickening Radiance
17th Cloud Kill
Harvesting the Land
Over the period of 8 hours, such as a short rest, you can scavenge for alchemy materials, providing you with materials sufficient to make a number of Ranger Potions equal to your proficiency modifier.
Alchemical Prodigy
You gain proficiency with Alchemist Supplies, if you already have proficiency you instead gain expertise.
During a long rest you can create a number of Ranger Potions up to your proficiency modifier provided that you have the necessary materials.
These Ranger Potions remain potent until your next long rest, after which they become inert.
Once applied to non-bludgeoning weapons the poisons remain potent for 1 minute.
Can be applied to 5 pieces of ammunition, remaining potent for 1 minute.
Ranger Potions cannot be applied onto a piece of ammunition or a weapon whilst another Potion effect is currently active on that item.
Ranger Potions: You know a number of Ranger Potion Recipes equal to your Ranger level +1
C = Contact, W =Wound, I = Ingestion
Potion Name: |
Effect: |
Goodberry Wine (W, I) |
The potion has 10 portions, it takes an action to drink one of these portions, each portion heals the drinker 2hp and provides nourishment for the day. |
Zephyr Mead (W, I) |
The drinker gains the effect of Haste for 30 seconds. However, the potion has an intense effect on the drinker's body, requiring them to concentrate on the effects. When the potion effect ends, the drinker can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. |
Elder Sap Cider (W, I) |
The creature subjected to this poison must make a Constitution saving throw versus your Ranger Spell Save DC, upon failure they take [Half of your Proficiency rounded down] d10 poison damage and are poisoned until the end of their next turn. |
Oozian Booze (W, I) |
The creature subjected to this poison must make a Constitution saving throw versus your Ranger Spell Save DC, upon failure they are stunned until the end of their next turn. |
Scaled Root Whiskey (W, I) |
The drinker gains resistance to all non-magical slashing, piercing and bludgeoning damage for the next minute. |
Boiled Blood Flower Brandy (C, W, I) |
The creature subjected to this poison must make a Constitution saving throw versus your Ranger Spell Save DC, upon failure they are blinded for the next minute, they can repeat the saving throw at the end of their turn. |
Fey-Touched Trig Gin (I) |
The creature subject to this potion fall under the effects of Zone of Truth for the next 10 minutes. |
Algae Cocktail ((C, W, I) |
The drinker gains the ability to breathe underwater for a number of hours equal to your proficiency modifier. |
Dire Rock Fern Vodka (C, W, I) |
The drinker gains tremor sense for the next 10 minutes. |
Tumbleweed Rum (C, W, I) |
The drinker casts the Misty Step spell. |
Shrew Shard Shandy (C, W, I) |
The drinker gains a burrowing speed of 20 ft. for the next minute. |
Acidic Acorn Ale (C) |
Dissolves inorganic substances, destroying non-reinforced locks, and degrading non-magical equipment (-1) |
Salted Sea Spirit (C, W, I) |
The creature subjected to this poison must make a Constitution saving throw versus your Ranger Spell Save DC, upon failure they are deafened for the next minute, they can repeat the saving throw at the end of their turn. |
Skeleton Flower Sap (C, W, I) |
The drinker gains the benefit of invisibility whilst they are immobile. Whilst moving they gain a benefit of +10 to their stealth rolls, and do not require cover to hide. The Hide action is also a bonus action. These effects last 10 minutes. |
Rose-Tinted Wine (C, W, I) |
The creature subjected to this poison must make a Constitution saving throw versus your Ranger Spell Save DC, upon failure they are charmed of you for the next minute, they can repeat the saving throw at the end of their turn |
Thorn-Spiked Wine (C, W, I) |
The creature subjected to this poison must make a Constitution saving throw versus your Ranger Spell Save DC, upon failure they are frightened of you for the next minute, they can repeat the saving throw at the end of their turn |
Potent Poisons
At 7th level, you have learnt to take advantage of the potency of various poisons. Poisons, once applies to ammunition or a weapon lasts up to twice as long, or can be applied to twice as many ammunitions/weapons.
Arcane Poison
At 11th level, you learn the arcane make up of various poisons. By extending a spell slot you can add spell slot level*d10 poison damage to your attack. You can apply this damage before or after you know your attack hits.
Odorous Defence
At 15th level, your years of experimenting with poisons have left your body transformed by their potency, as a reaction you can radiate this poisonous danger. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
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