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# Ranger Subclass: Toxic Bloom ### Practiced Herbalist Starting at 3rd level, you've learned through practice and experimentation with natural substances how to make different deadly poisons. You gain proficiency with Herbalism Kits and Poisoners kits and you can make toxins out of natural materials that you carry with you. Starting at 3rd level you gain access to 2 toxins of your choice from those listed at the end of the subclass. These toxins are only as powerful as your understanding of the natural substances that make them, as such their effects are dependent on your Wisdom modifier. Any toxin that requires a saving throw uses your toxin save DC. You can learn to create one additional toxin at 7th, 11th, and 15th level.
Toxin save DC = 8 + your proficiency bonus + your Wisdom modifier.
You can create a number of toxins to carry with you equal to your wisdom modifier on a long rest, these toxins can be of the same type, and last 24 hours before spoiling and becoming inert and worthless. It's an action to apply a toxin to your weapon, and you may only apply one at a time. The toxin will only effect your next weapon attack. ### Acquired Tolerance At 7th level your experimentation with toxic natural substances has become an everyday part of your life, and as such you've slowly built up a tolerance to the effects. In fact, it seems to have made your body hardier than ever, granting you immunity to the poisoned condition, resistance to poison damage, and proficiency in constitution saving throws. ### Deadly Concotions At 11th level there's no creature alive that can withstand the effects of your toxins. You've developed a way of creating toxins that allows them to push past creatures defenses. Your toxins ignore any creatures resistances to poison damage. If a creature is immune to poison damage or any conditions your toxins would apply, they are instead resistant to the poison damage, and not immune to the conditions, unless it is physically impossible (a creature with no eyes cannot be blinded, a creature with no blood cannot be poisoned, etc). Additionally, your toxins now apply to all attacks you make in a turn instead of just the first. If a toxin requires a save, the target still only makes the save once. ### Consistent Toxicity Practice makes perfect, and with the amount of practice you've had, your knowledge of the materials and your speed in making toxins is beyond belief. at 15th level, it now takes a bonus action, instead of an action to apply a toxin to your weapon. Additionally, twice per long rest, you may quickly throw together materials you carry as an action to create one of any toxin you know.
\pagebreakNum ## Toxin List Any Toxins that deal damage have their number of damage dice doubled at 11th level. **Berserk (7th level required).** A collection of natural hallucinogens distilled into a fluid. A target hit with berserk takes 1d6 poison damage immediately and must make a wisdom saving throw. On a failure, they must immediately move to the nearest creature and attack them with whatever weapon they have in hand. If there are no creatures within their movement range, they must still move as close as possible, but make no attack. **Caustic (11th level required).** A combination of toxic materials that become extremely acidic when force is exerted upon them. A creature hit by caustic takes 1d4 acid damage, and if your attack roll is higher than your targets AC by at least 5, reduce targets AC by 1. You may only prepare one caustic per day and it cannot be made through Consistent Toxicity. **Garotte.** A simple to make but still very potent toxin, when a creature is hit with Garotte they take 3d4 poison damage. **Nightmare (7th level required).** A powerful hallucinogen known for giving those who ingest it horrible waking nightmares. A target hit with nightmare takes 1d6 poison damage and must make a wisdom saving throw against your poison save DC. On a failure, the target starts to see horrific images, and they gain the frightened condition. They may repeat the saving throw at the end of every turn after the first until they succeed or until a number of rounds equal to your wisdom modifier have passed (minimum of 1). **Shudder (11th level required).** Shudder is a toxin that causes a temporary stiffening of the body. The creature affected by shudder must make a constitution saving throw or be paralyzed. They creature repeats the saving throw at the start of their following turns until successful or until a number of rounds equal to your wisdom modifier have passed (minimum of 1). **Silence.** A toxin that causes the affected creatures throat to tighten. A creature hit by Silence takes 1d8 poison damage immediately and must make a constitution saving throw or be silenced until the end of their next turn. **Toll.** A pervasive toxin that spreads throughout ones blood stream. A creature hit with toll takes 1d6 poison damage immediately and must make a constitution saving throw. On a failed save, the toxin continues to spread throughout their system. They take an additional 1d6 poison damage at the start of their next turn and must repeat the save until successful or until a number of rounds equal to your wisdom modifier have passed (minimum of 1). **Torment.** Torment is a toxin not made to kill, but made to cause suffering. A creature hit by this toxin suffers immense pain throughout their body. They take 1d6 poison damage and must make a strength saving throw. On a failure, the pain is too much for them, and it forces them to collapse to the ground, becoming prone. They may repeat the saving throw at the end of every turn after the first until they succeed or until a number of rounds equal to your wisdom modifier have passed (minimum of 1). They may stand up during their turn, but if the fail the save at the end of it they again fall prone. **Twilight (7th level required).** A toxin known for being extremely debilitating to the bodies of those affected. The target hit suffers 1d6 poison damage and must make a constitution saving throw. On a failure, the target is afflicted by the poisoned condition and repeats the saving throw at the start of their following turns until successful or until a number of turns equal to your wisdom modifier have passed (minimum of 1).