I'm looking for help and advise when it comes to home-brewing a d&d 5e ranger archetype. One of my players wishes to build a healing Ranger, I said I'd create a new archetype. It is the Battlefield Medic. I know it needs some work, I was hoping you guys could help me out and give me some advise, give me new ideas etc...
Below is V1.1: (please excuse the shoddy formatting)
At 3rd level:
Expanded Spell List: These spells are added to your spell list, they don’t count against the number of spells known.
Cantrips: Spare the Dying
1st Level: Cure Wounds
2nd Level: Lesser Restoration
3rd Level: Remove Curse
4th Level: Death Ward
5th Level: Greater Restoration
-General Medic: You gain proficiency in the Herbalism Kit if not already proficient. You also gain proficiency in Medicine if not already proficient, for Medicine add twice your proficiency modifier.
-Healing Drought: Over a short/long rest you can create a number of healing droughts equal to your wisdom modifier. These Healing Droughts can be taken as a bonus action, however to give them to someone takes an action. You can only have a number of these equal to half your Ranger level at one time (a minimum of your Wisdom modifier). They heal 1d8 + your Wisdom modifier. This increases by 1d8 when you reach 5th level, 7th level, 9th level, 11th level, 13th level, 15th level, 17th level and 19th level. You can use one of these to cure a disease or end the Poisoned effect, to do so however you don’t gain gain any hit points.
At 5th level:
-Battlefield Medic: When you heal a creature with a Healing Drought you can make a single attack as a bonus action.
At 7th Level:
-Natural Anti-venom: You become resistant to Poison damage and have advantage on saving throws against poison.
At 11th level:
-Poisonous Touch: Your weapon attacks automatically do an additional 2d6 poison damage per turn as your weapons become naturally imbued with deadly herbs that you carry around with you. You can imbue other people's weapons with this over a short/long rest and this poison lasts until used once or until your next short rest. The damage increases by 1d6 once you reach 14th level, 17th level and 19th level.
At 15th level:
-Quick Response: If someone is downed in combat, you can use your reaction to move your full movement towards them. If you reach them, you have the ability to cast a Healing spell onto the downed creature of any description. The creature gains the maximum number of hitpoints from the spell. You can cast the spell in this way once per long rest.
Below is V1.1: (please excuse the shoddy formatting)
At 3rd level:
Expanded Spell List: These spells are added to your spell list, they don’t count against the number of spells known.
Cantrips: Spare the Dying
1st Level: Cure Wounds
2nd Level: Lesser Restoration
3rd Level: Remove Curse
4th Level: Death Ward
5th Level: Greater Restoration
-General Medic: You gain proficiency in the Herbalism Kit if not already proficient. You also gain proficiency in Medicine if not already proficient, for Medicine add twice your proficiency modifier.
-Healing Drought: Over a short/long rest you can create a number of healing droughts equal to your wisdom modifier. These Healing Droughts can be taken as a bonus action, however to give them to someone takes an action. You can only have a number of these equal to half your Ranger level at one time (a minimum of your Wisdom modifier). They heal 1d8 + your Wisdom modifier. This increases by 1d8 when you reach 5th level, 7th level, 9th level, 11th level, 13th level, 15th level, 17th level and 19th level. You can use one of these to cure a disease or end the Poisoned effect, to do so however you don’t gain gain any hit points.
At 5th level:
-Battlefield Medic: When you heal a creature with a Healing Drought you can make a single attack as a bonus action.
At 7th Level:
-Natural Anti-venom: You become resistant to Poison damage and have advantage on saving throws against poison.
At 11th level:
-Poisonous Touch: Your weapon attacks automatically do an additional 2d6 poison damage per turn as your weapons become naturally imbued with deadly herbs that you carry around with you. You can imbue other people's weapons with this over a short/long rest and this poison lasts until used once or until your next short rest. The damage increases by 1d6 once you reach 14th level, 17th level and 19th level.
At 15th level:
-Quick Response: If someone is downed in combat, you can use your reaction to move your full movement towards them. If you reach them, you have the ability to cast a Healing spell onto the downed creature of any description. The creature gains the maximum number of hitpoints from the spell. You can cast the spell in this way once per long rest.