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Herbalist Ranger
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Herbalist Ranger
A
big part of your life has been learning how to live off the land and use nature’s bounty to your advantage. Herbalists have a natural curiosity for experimentation, testing out new concocts on their enemies, unsuspecting party members and anyone else they can convince to take a sip. A good Herbalist can adapt to new terrain and discover the useful properties of its fauna and flora. A Herbalists unmatched curiosity is there greatest ally in designing more elaborate remedies and tinctures. ###
Herbalist Magic
You learn an additional spell when you reach certain levels in this class, as shown in the 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. ##### Class Name | Ranger level | Spells | |:---:|:---:|:---|:---:| | 3rd | Goodberry | Something | — | | 5th | Spike Growth| ─ | — | | 9th | Plant Growth | ─ | ─ | | 13th | Guardian of Nature| ─ | ─ | |17th | Greater Restoration ###
Herbalist Expert
At 3rd level, You gain proficiency in the Medicine and Nature skills, and you gain proficiency with the herbalism kit. Also the gold and time you must spend to create antitoxins and potions using an herbalism kit is halved. ###
Magical Poisons
At 3rd level, you learn to apply special magical poisons with some of your attacks. Once per turn when you hit a creature with your weapon you can apply one of the following special poison effects to that target. * The target and each creature within 5 feet of it takes an additional 1d4 acid damage. * The target takes an additional 1d4 cold damage and its speed is reduced by 10 feet until the start of your next turn. * The target takes an additional 1d4 fire damage and 1d4 fire damage at the start of it's next turn. * The target takes an additional 1d4 necrotic damage and it can't regain hit points until the start of your next turn. * The target takes an additional 1d4 poison damage and it is also poisoned until the end of your next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 7th level and to 1d8 at 15th level. ###
Nature's power
Beginning at 7th level, you can use your experience of living off the land to brew herbal remedies to help aid you and your allies. You can spend 1 minute applying herbs to a wounded ally. That ally regains a number of hit points equal to your ranger level and is cured from any disease that they may have. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish long rest. Additionally, when you heal a creature using this feature or a spell of 1st level or higher the creature also gains temporary hit points equal to your proficiency bonus. ###
Herbalist's Resistance
Starting at 11th level, your magical poisons are available whenever battle starts. If you roll initiative and have no uses of the Magical Poisons feature remaining, you regain two uses. Also whenever you use your Magical Poisons feature you can use your bonus action to grand yourself resistance to the type of damage that you choose to attack with (acid, cold, fire, necrotic, poison) ###
Herbalist's Touch
At 15th level you learn to cast the reincarnate spell with this feature once, without expending a spell slot. When you cast it using this feature the gold value of the material component is halved and when you roll on the d100 race table you can roll the die twice and choose which of the two races you want. If your result is the same on both dice, you can ignore the result and choose any race on the table. Once you use this feature, you can’t use this feature again for 1d4 days
Both arts are from clayscence