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View Full Version : D&D 5e/Next Blackblot Herbalist: Venomous Ranger (PEACH)



sandmote
2020-04-23, 02:23 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/GSRdwvjxw)
I tried to make a ranger with some additional healing, to better serve as an out of combat/backup healer, given how the class struggles with this normally. Ended up with a limited healing feature with reduced range from the Circle of Dreams & Celestial Patron and minimal combat use. But the other features I think handle poisons pretty well.

Not entirely sure about the 'paralyzed till end of turn,' feature though. You do have to be in melee, hit, have it fail its saving throw, and then hit again to have it do anything, although you do get advantage on that last attack roll. On the other hand your allies could prepare to attack "after you," at which point it could become broken against lone targets.




Blackblot Herbalist Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Blackblot Herbalist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Blackblot Herbalist Spells
Spell Level Spells
3rd Ray of Sickness
5th Protection from Poison
9th Revivify
13th Death Ward
17th Greater Restoration

Herbal Practitioner
When you choose this archetype at 3rd level, you have learned to maintain a supply of herbs and poisons for use in healing. As an action, you can apply your herbs, mixed with a bit of magic, to heal other creatures, expending a use of this feature to restore 2d4 hit points to a creature, or to remove one poison or disease from the creature. You can use this feature a number of times equal to your ranger level.

You regain all uses of this feature at the end of a long rest.

A bit of additional healing. More than Healing Hands, but It can't be stacked into one round.


Venomous Weapon
You have trained to maintain powerful poisons on your weapons. During a short or long rest, you can apply a valve onto a weapon of your choice that squeezes out toxins as you use the weapon. Once during your turn you can choose to deal an additional 2d4 poison damage when you hit with a creature with weapon bearing such a valve

You can maintain this effect on up to two weapons at a time. Other creatures can still use the weapon, but are not trained in the techniques needed to apply the venom after a hit.

Standard. See the 11th level feature for mitigating poison's weakness.


Identify Ailments and Reagents
At 7th level you learn the detect poison and disease and locate animals or plants spells, and can cast each spell as a ritual.

This concept probably fits better for barbarians, but these are on top of the subclass spells. Note Ranger's don't normally get ritual casting.


Paralyzing Poisons
By 11th level, you have learned to maintain more powerful toxins on your weapons. When you damage a creature using your Venomous Weapon feature, you can choose to force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned until the end of your turn, and paralyzed while poisoned in this manner.

Additionally, you may ignore resistance to poison damage and treat immunity to poison damage as a resistance when using your Venomous Weapon feature.

Very strong, to mitigate the weakness of the class in general. Wis is typically less focused on for rangers, and this only lasts till the end of your turn. Can work with an enemies' readied action, but they would be giving up extra attack and can't actually count on the effect going off (you could miss both attacks or it could make its save).


Toxic Control
By 15th level, you are inured to the worst of most toxins and ailments. You have resistance to necrotic and poison damage, are immune to the poisoned condition, and have immunity to poison and disease.

Defensive, to supplement the offensive bonuses from 11th.