The Forager is a unique and versatile class focused on harnessing the natural world to find, create, and use powerful items for both combat and utility. Specializing in foraging berries, herbs, and other natural items, Foragers use their knowledge of nature to enhance their combat abilities and support their allies.
hit dice:
1d8
hit points at 1st level:
1d8 + Constitution Modifier
hit points at higher levels:
1d8 + Constitution Modifier Per Level After 1st
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons, Thrown Weapons
tools:
Herbalism kit
saving throws:
Constitution, Wisdom
skills:
Choose two from Nature, Survival, Medicine, Perception, Investigation, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Leather armor, an herbalism kit, and 10 darts
spellcasting:
class features:
Level 1: Forage
You can spend 1 hour to search your environment for berries, herbs, and other natural items. After foraging, you gain a number of foraged items equal to 1 + your Wisdom modifier. These items are considered thrown weapons with a range of 20/60. When you make an attack with a foraged item, you can add your Wisdom modifier to the attack and damage rolls.
Level 2: Nature's Gift
You learn to identify and enhance the properties of foraged items. When you throw a foraged item, you can choose one of the following effects:
- Poisonous Berry: The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be poisoned until the end of your next turn.
- Healing Herb: A creature of your choice within 5 feet of the target regains hit points equal to your Wisdom modifier (minimum of 1).
Level 3: Forager Speciality
You gain one of the following subclasses: Herbalist or Toxicologist
Level 3: Foraged Techniques
You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.
- Explosive Nut: The foraged item explodes on impact. Each creature within 5 feet of the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 1d6 fire damage.
- Entangling Vine: The foraged item bursts into vines. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the end of your next turn.
Level 4: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Level 5: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6: Advanced Foraging
Your ability to forage improves. You can now forage in half the time, and you gain an additional foraged item whenever you use your Forage ability.
Level 6: Foraged Techniques
You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.
Level 7: Improved Nature's Gift
The effects of your Nature's Gift improve:
- Poisonous Berry: The target is poisoned for 1 minute. They can make another Constitution saving throw at the end of each of their turns to end the effect.
- Healing Herb: The healing increases to 2d4 + your Wisdom modifier.
Level 8: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Level 9: Quick Forager
You can now forage as a bonus action.
Level 10: Foraged Techniques
You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.
Level 11: Master Forager
You can use your Forage ability to find rare and powerful items. Once per day, you can find a special item with unique properties determined by the DM.
Level 12: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Level 14: Foraged Techniques
You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.
Level 15: Natural Resistance
You gain resistance to poison and disease, and you have advantage on saving throws against poison.
Level 16: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Level 18: Foraged Techniques
You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.
Level 19: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Level 20: Nature's Champion
You become one with nature. You can use your Forage ability at will, and your foraged items gain a +2 bonus to attack and damage rolls. Additionally, you can cast Commune with Nature without expending a spell slot.
Foraged Techniques (Expanded List)
- Blinding Spores: The target must make a Constitution saving throw or be blinded until the end of your next turn.
- Freezing Berry: The target must make a Constitution saving throw or be frozen in place, reducing their speed to 0 until the end of your next turn.
- Stunning Herb: The target must make a Wisdom saving throw or be stunned until the end of your next turn.
- Hallucinogenic Fungus: The target must make a Wisdom saving throw or be charmed by you until the end of your next turn.
subclass options:
Subclass: Herbalist
Level 3: Potent Remedies
Your healing herbs become more effective. When you use a Healing Herb from your Nature's Gift ability, the target regains additional hit points equal to your Forager level.
Level 7: Restorative Mixtures
You can create special restorative mixtures using your foraged items. As a bonus action, you can consume or give an ally a mixture that grants one of the following benefits for 1 minute:
- Advantage on saving throws against poison.
- Resistance to poison damage.
- Gain temporary hit points equal to your Wisdom modifier + half your Forager level (rounded up).
- You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.
Level 11: Healing Burst
As an action, you can expend a foraged item to heal all allies within 30 feet of you for 1d6 hit points + your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Level 15: Enhanced Nature's Gift
The healing effect of your Healing Herbs now restores hit points equal to 4d4 + your Wisdom modifier. Additionally, when you use your Healing Burst feature, it now heals 2d6 hit points + your Wisdom modifier.
Subclass: Toxicologist
Level 3: Potent Poisons
Your poisonous berries become more effective. When a creature fails its saving throw against your Poisonous Berry, it also takes poison damage equal to your Forager level.
Level 7: Toxic Mixtures
You can create toxic mixtures using your foraged items. As a bonus action, you can coat a weapon or piece of ammunition with a toxic mixture. The next time the coated weapon or ammunition hits a creature, the creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be poisoned for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.
Level 11: Poison Burst
As an action, you can expend a foraged item to release a burst of toxic spores in a 10-foot radius. Each creature in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 4d6 poison damage and be poisoned for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
Level 15: Enhanced Potency
Your poisonous effects become more potent. The poison damage of your Poisonous Berry increases to 2d6 + your Wisdom modifier, and the poison damage of your Poison Burst increases to 6d6. Additionally, creatures poisoned by your effects have disadvantage on saving throws against your poison effects.