Apothecary

Students of the wild and the gifts of nature, apothecaries learn the arts of creating both medicine and hazardous mixtures. A single component may be the difference between a salve helping to close a wound or worsening it further, and apothecaries exercise judgement and caution in all their work.

Apothecary Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell 3rd purify food and drink 5th aid 9th revivify 13th elemental bane 17th greater restoration

Nature's bounty

Upon joining this conclave, you learn how to make healing balms from natural components. You gain proficiency with herbalism kits and create a batch of balms represented by a pool of d8s. The number of dice in the pool equals your ranger level. Over the course of a minute, you may apply your balm to a creature within 5 feet of you, spending dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest, as you take the time to restock your balms.

Nature's malice

Also at 3rd level, you can synthesize damaging concoctions from all things hazardous, trivial to make and restock yet potent enough that even small amounts are painful to the touch. As a bonus action, you may dip a weapon or piece of ammunition into a concoction, coating it. If your next attack with that weapon or piece of ammunition is successful, the target takes an additional 1d8 damage of a type depending on the chosen concoction. Whether or not the attack is successful, the coating is lost. The coating automatically evaporates at the end of the round.

Caustiscshroom Extract: The damage is acid damage

The damage is acid damage Chilling Brew: The damage is cold damage

The damage is cold damage Seeping Poison: The damage is poison damage

The damage is poison damage Woundfire Venom: The damage is fire damage

Draughts of life

At 7th level, your practice in brewing has improved the efficacy of your creations. When you restore hit points with your balms, you end an effect causing the target to be blinded, deafened, paralyzed, or poisoned for each d8 expended.

Concentrated samples

At 11th level your developing talent for formulations has carried over into your concoctions as well. The damage of your Nature's Malice feature increases to 2d8. When you successfully damage a target through your Nature's Malice feature, the target must make a Constitution saving throw against your ranger spell DC. On a failure, the target is subject to an additional effect depending on the concoction.

Caustiscshroom Extract: The acid's sting lingers and distracts, causing the target to have disadvantage on Constitution saving throws to maintain concentration on a spell until end of your next turn.

The acid's sting lingers and distracts, causing the target to have disadvantage on Constitution saving throws to maintain concentration on a spell until end of your next turn. Chilling Brew: The cold inhibits the target's mobility, reducing their speed by 10 until the end of your next turn.

The cold inhibits the target's mobility, reducing their speed by 10 until the end of your next turn. Seeping Poison: The poison inhibits regeneration, causing all healing done to the target to be halved until the end of your next turn.

The poison inhibits regeneration, causing all healing done to the target to be halved until the end of your next turn. Woundfire Venom: The target becomes slightly delerious, causing it to have disadvantage on the next attack it makes before the end of your next turn.

Alchemical pinnacle

At 15th level you perfect the brewing of medicine, allowing you to create a supreme poultice when you complete a long rest. Over the course of a minute, you may expend the poultice to apply it to a creature within 5 feet of you. Choose one of the following effects when you create the poultice.

Regeneration: A severed body part regrows over the next hour. If you instead apply the poultice to a severed body part and hold it to its stump, it knits to the stump.

A severed body part regrows over the next hour. If you instead apply the poultice to a severed body part and hold it to its stump, it knits to the stump. Relief: One level of exhaustion is removed from the target.

One level of exhaustion is removed from the target. Return: If the creature has died within the past 5 minutes, it revives with 1 hit poit and one level of exhaustion. The poultice does not restore any missing body parts.

If the creature has died within the past 5 minutes, it revives with 1 hit poit and one level of exhaustion. The poultice does not restore any missing body parts. Restoring: One disease, one effect that causes the target to be petrified, one effect that reduces one ability score, or one effect that reduces hit point maximum ends.

Art by ALRadeck