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Ranger Subclass: Alchemist

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools: Alchemy Kit (has the necessary ingredients to perform most alchemical abilities)
saving throws:
skills:
starting equipment:
Alchemy Kit
spellcasting:
class features:
Poison Weapon: Starting at third level, you may spend five minutes preparing ingredients and apply a poison to a projectile for your weapon which lasts eight hours. The poison affects the first target you hit with slashing or piercing damage. The type of poison you can use depends on the environment you are in when you prepare it. At 7th Ranger level, you may apply it to two projectiles. At 15th Ranger level, you may apply it to three projectiles.    
  • Forest: Affected target must make a constitution save (8+your proficiency bonus+your dexterity modifier). On failure they are poisoned, taking 1d6 poison damage. They must make a constitution save at the beginning of every turn or take 1d6 poison damage. Upon success, they are no longer poisoned.
  • Plains: Affected target is goaded by the next creature that damages them. They have disadvantage on attack rolls against all other targets for the next 30 seconds or until that target reaches zero hitpoints.
  • City: The affected target must make a constitution saving throw. On failure, they are silenced and unable to cast spells which require verbal components for 30 seconds.
  • Village: The affected target must make a constitution saving throw. On failure the target is unable to receive healing of any kind for five minutes.
  • Beach: The affected target must make a constitution saving throw. On failure, the target has disadvantage on their next three attacks of any kind.
  • Mountain/Cave: The affected target must make a constitution saving throw. On failure, the target is paralyzed for the next 30 seconds.
Explosive Weapon: Starting at 7th level, you may spend 30 seconds creating an explosive trap. It may be pressure-activated or tripwire. Roll d20 plus your proficiency bonus. The creature who activates it must roll higher than your result to detect the trap. If triggered, all creatures within 5 feet must take 2d8 fire damage. The trap is effective for 30 minutes.   Potion Master: At 7th level, all potions you use on yourself have their effects doubled.   Veil of Darkness: Starting at 11th level you may spend 30 seconds preparing a vial of liquid that upon release will create a cloud of darkness in a 15 ft radius. The darkness is magical for the purpose of resistances and lasts two minutes. The vial of liquid is effecting for 10 minutes.   Fragmentation Grenade: Starting at 15th level, once per short or long rest you may spend 5 minutes creating a fragmentation grenade which lasts 12 hours. Once detonated, any creature within 20ft must make a dexterity saving throw. On failure, they take 8d8 piercing damage; half that on a success.
subclass options:

Created by

Redlettershow.

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