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

Pracitce 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.