I feel like the Naturalist needs a lot of work. My question is, "What would make someone want ot play a Naturalist Ranger rather than a Cleric?" The once-per-24-hours abilities of the Naturalist are almost always inferior to once-per-long-rest spells of a Cleric of similar level. A Cleric could be a weapon combatant throughout and save all spells for healing and easily surpass the Naturalist in most areas of play. I like the goals of this subclass, but I feel it is underpowered.
Herbalist
At 2nd level, you are able to create Healing Poultices. You spend 1 minute bandaging a creature’s wounds. That creature regains a number of hit points equal to your Ranger level + your Wisdom modifier. A creature can only benefit from a poultice once every 24 hours. This has no effect on undead or constructs.
If you are in your favored terrain, you add your proficiency bonus to the amount of hit points restored.
I like this ability, but it is strictly worse than the Healer feat, except that it scales with level. I think you should consider changing it to once per creature per short rest. Especially since the Naturalist has no magic, I think this should be at least as good as the Healer feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
I'm glad that this carries over from the standard Ranger.
Improved Herbalist
Also at 5th level. your knowledge of herbs and medicines has improved. You can now create natural cures. You spend 1 minute preparing the appropriate reagents and treating a creature. That creature is cured of any poison afflicting it or one the following conditions: blinded, deafened, paralyzed, or poisoned. A creature can only benefit from Improved Herbalism once every 24 hours. This has no effect on undead or constructs.
This is a nice upgrade.
Poison Knowledge
At 7th level, you knowledge of poisons grants you immunity to poison damage and the poisoned condition.
This is good. How does it compare to 4th level spells? I think you should give resistance to poison and advantage on saving throws at 2nd level, and then this at 7th.
Trap Master
Also at 7th level, you learn to set traps for your enemies. You can spend at least 10 minutes to set one of the following traps. If a trap calls for a DC check or save, the trap DC equals 8 + your proficiency bonus + your wisdom modifier.
Once a trap has been sprung, it is rendered useless.
Alarm
Choose a door, a window, or an area within range that is no larger than a 25-foot cube. For the next 24 hours, as long as you or an ally is within sight or sound of the trap, it alerts you when a small or larger creature touches or enters the alarmed area. You choose the nature of the alert, either audible or visual.
Snare
Choose a door, a window, or an area within range that is no larger than a 5-foot cube. For the next 24 hours, when a small or medium creature enters the area, they must make a dexterity or strength (your choice based on the nature of the trap) saving throw or be restrained.
A creature restrained by the trap can use its action to repeat the saving throw against your trap DC. On a success, it frees itself.
If you set the trap in your favored terrain, creatures have disadvantage on the saving throw.
Hazard
Choose a door, a window, or an area within range that is no larger than a 5-foot cube. For the next 24 hours, when a small or larger creature touches or enters the trapped area, they must make a dexterity or strength (your choice based on the nature of the trap) saving throw. The creature takes damage of a type appropriate to the trap equal to your Hunter’s Mark damage + your wisdom modifier on a failed save, or half as much on a successful one.
If you set the trap in your favored terrain, creatures have disadvantage on the saving throw.
This is fun and special. I like it. I think you should move "If you set the trap in your favored terrain, creatures have disadvantage on the saving throw." to the top rather than having it repeat. You should also add a clause about disarming the trapd: "A creature can disarm one of your traps with a successful Dexterity (Sleight of Hand) skill check against a DC of 15 + your Wisdom modifier."
Improved Poison Knowledge
At 11th level, your knowledge of poisons has further improved. You may spend a bonus action to coat a weapon or piece of ammunition in poison. The poison stays on the weapon for 1 minute before dissipating. A creature hit by an attack with that weapon or ammunition must make a Constitution saving or be poisoned for 1 minute. The DC equals 8 + your proficiency bonus + your wisdom modifier.
Additionally, you gain proficiency in the poisoner’s kit. If you already have proficiency, you double your proficiency bonus.
I like this ability.
Master Herbalist
At 15th level, your knowledge as an herbalist and healer knows no bounds. You can cure even the most serious of ailments. By spending 1 hour diagnosing a creature and preparing a cure, you can attempt to remove one level of exhaustion or undo a debilitating effect. Choose one of the following:
- One effect that charmed or petrified the target
- Any reduction to one of the target’s ability scores
- One effect reducing the target’s hit point maximum
Make a Wisdom saving throw against the DC of the effect that caused the condition. On a success, you cure the creature. If the effect had no DC, you succeed automatically.
You may only attempt to cure a creature once every 24 hours. This has no effect on undead or constructs.
This 15th-level ability is basically Greater Restoration, a 5th level spell which a Cleric can get at 9th level. By 15th level, a cleric has two 5th level slots and three higher level slots. Not only that, but the Cleric always succeeds! Now, the Naturalist can use it on multiple creatures, so that's one difference, but the Naturalist already has no spellcasting; giving this spell/ability at such a late level seems rather lackluster.
If you gave back spellcasting to the Naturalist, this would be a better fit.
Now, I understand you want the Naturalist to be spell-free, so what if you take some more healing spells and re-skin them as class features?
Some other possible abilities:
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain advantage on checks you make with it.
- When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
- On a turn when your action or bonus action is to restore HP or cure a condition on a creature and you do not attack, your speed is doubled, and you do not provoke opportunity attacks as you run to the creature's aid.
- Quick Cover: You have the uncanny ability to use the items around you to create cover around an injured creature, even in an apparently empty room. As an action you can use items immediately around you to give a +2 AC bonus to yourself and a creature you are trying to help. If you do this a second time, the AC bonus increases to +5. The cover you create protects the space(s) occupied by you and the creature and lasts for 1 minute before its structural integrity fails. A creature may use its action to attack and destroy the cover you create.
- You are becoming a world-class physician. You gain the non-magical ability to perform the actions described in several spells. Only other Naturalists of similar level know the secrets to your incredible skill.
-- You gain expertise in Medicine, Nature, and Survival, as well as with the herbalist kit, adding double your proficiency bonus to any ability check you make with them.
-- You gain the following abilities at the specified Ranger level, recharging after 24 hours or after a long rest:
----9th, 14th Level: Greater Restoration
----10th, 15th Level: Heal
----11th, 16th Level: Heroes' Feast
----12th, 17th Level: Resurrection
----13th, 18th Level: Regenerate
----14th, 19th Level: Mass Heal
----15th, 20th Level: True Resurrection