Herbal Brewer (5e Class)
Herbal Brewer[edit]
The healer lifts a spoon out of a cauldron of steaming liquid, and hands it to a sickly green patient, who drinks it. Then, the green color starts draining away, back to normal. The witch mixes her cauldron and takes a sip of the liquid, and swells to double her size. Then, she drinks a flask of pink liquid that shrinks her down to normal size. The potion-mixer observes the wounded adventurer, coughing from the wyvern's sting. She places a bead in his mouth. It dissolves on his tongue, and he stops coughing.
Herbal Brewers are healers and potion specialists who can create potions and antidotes on the go. With their wide range of knowledge of plants, magic, and alchemy, they can work wonders.
Prerequisites[edit]
In order to become a herbal brewer, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
- Wisdom 13. Herbal brewers have great traditional wisdom.
- Character level 5th level or higher You need some experience before you journey the path of the herbal brewer.
- Proficiency with the Herbalist Kit. You need to have some previous experience with herbalism before joining this prestige class.
Class Features[edit]
As a Herbal Brewer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Herbal Brewer level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Herbal Brewer level
- Proficiencies
Tools: Alchemist tools, Poisoner's Supplies
Saving Throws: None
Skills: None
Level | Proficiency Bonus |
Features | Brewing Dice | Secrets Points |
---|---|---|---|---|
1st | Blowgun Expert, Herbal Brews | 2d10 | - | |
2nd | Superior Potions | 3d10 | - | |
3rd | Herbal Secrets | 4d10 | 1 | |
4th | Enhancing Brew | 5d10 | 1 | |
5th | Toxic Cloud | 6d10 | 2 | |
6th | Antitoxin | 7d10 | 2 | |
7th | Herbal Pills, Brewing Specialist | 8d10 | 3 | |
8th | Active Regeneration | 9d10 | 4 | |
9th | Toxic Cloud Improvement | 10d10 | 5 | |
10th | Panacea | 11d10 | 6 |
Blowgun Expert[edit]
Starting at 1st level, you gain proficiency with the blowgun. In addition, you add your proficiency bonus to the damage caused by the blowgun.
Herbal Brews[edit]
Starting at 1st level, when you finish a long rest, you can gather herbs to prepare herbal brews. The maximum amount of brews you can prepare are shown on the Brewing Dice column above. You must spend 1 minute for brew you prepare. You can spend your brewing dice in the following ways:
Any brew created by your Herbal Brewer features last for 8 hours before losing their potency. You need vials to place your created brews in.
Some of your brews and abilities require a save to resist its effects. The save DC is 8 + your proficiency bonus + your Wisdom modifier.
- Herbal Potion
You can spend one die to create a potion. As an Action, a creature can drink the potion, regaining hit points equal to the dice rolled.
- Poisonous Darts
You can spend one die to create poison. A creature can use its bonus action to coat a piece of ammunition or darts in a vial of poison. When you hit a creature with an attack from the poisoned needle or dart, the target takes additional poison damage equal to the brewin die and is also poisoned until the end of your next turn.
- Oil of Hardening
You can spend one die to create a hardening oil. A creature can spend 1 minute to rub the oil on its body, gaining temporary hit points equal to a roll of the brewing die.
Superior Potions[edit]
Also at 2nd level, you can create a concentrated version of your Herbal Potion, that can be consumed using a Bonus Action. You can spend a number of brewing dice up to your your proficiency bonus to create this potion.
Herbal Secrets[edit]
Starting at 3rd level, you learn the deep knowledge of herbalism. You gain a number of secret points equal to the amount shown on the Herbal Secrets column on the Herbal Brewer table.
You can use these points to buy secrets. Whenever you gain an Ability Score Improvement, you can re-spend your points in new secrets. Some secrets have prerequisites. You can meet a prerequisite in the same level you bought the secret.
Enhancing Brew[edit]
At 4th level, any creature who consume from your potions gain Advantage on all attacks, checks and saves made until the end of their next turn.
Antitoxin[edit]
Also, at 5th level, gain the ability to protect creatures from toxins. Your potions give the effects of protection from poison for 1 hour.
Toxic Cloud[edit]
At 6th level, when you finish a long rest, you can craft a toxic bomb. As a bonus action you can hurl a vial of poison in a point you can see within 30 feet. All creatures in a 10-foot radius from that area must succeed on a Constitution saving throw against your Herbalism Save DC or they are poisoned for 1 minute. A poisoned creature can make a saving throw at the end of each turn to endt his effect.
In addition, while poisoned, the creature is considered vulnerable to poison damage, unless it is immune or resistant to it.
If there's fire in the area in which you thrown the bomb, the cloud ignites. Instead of the effect before the creatures in the area must succeed on a Dexterity saving throw, or suffer 4d12 fire damage (half on a success).
Herbal Pills[edit]
Starting at 7th level, you learn how to create a small mixture of herbs that can be quickly consumed, causing a healing effect. Herbal pills cost 1 die each, and restore hit points equal to your herbal die upon consumption. They can be consumed as a Bonus Action.
After consumed, the creature add the number rolled on the brewing die to all attacks, checks and saves made until the end of its turn.
Brewing Specialist[edit]
Also at 7th level, you add your Wisdom modifier to the maximum amount of brewing dice you have.
Activate Regeneration[edit]
At 8th level, your potions can enhance natural healing. When a creature drinks from your potions, it can use a reaction to roll a hit die, and regain additional hit points equal to the number rolled on that die plus its Constitution modifier.
Toxic Cloud Improvement[edit]
At 9th level, when a creature fail a saving throw against your toxic cloud, it also takes 3d6 poison damage. If the creature inside the cloud fails the save and is already poisoned, on a failed save it takes additional 1d6 psychic damage and is also stunned.
Panacea[edit]
At 10th level, any creature that drinks from your potion gains the benefits from the lesser restoration spell. In addition, your superior potion grants a creature who drinks from it the benefits of a greater restoration spell.
Secrets List[edit]
- Herbal Enhancer (1 point)
You can spend a number of brewing dice up to your proficiency bonus to create a special oil that can enhance a weapon in which it is applied. The next time within the next 8 hours a creature is hit with that weapon, it takes additional damage equal to the number of dice spent.
- Druidism (1 point)
You are versed in the ancient art of druidism. You learn the druidcraft cantrip and the goodberry spell. You can cast this spell once, and can't do it again until you finish a long rest, unless you spend 1 brewing point to cast it again.
- Naturalist (2 points).
You have deep knowledge of nature. You gain proficiency with Nature and Survival, and add twice your proficiency bonus on checks with these skills if you are already proficient.
- Concentrated Brew (2 points)
The healing properties of your brews is enhanced. A creature gain additional 2 hit points for each brewing point spend on the brew.
- Master Potion (2 points)
When you create a potion, you can turn that into a master potion. Your master potion restore twice the normal amount of hit points. Once you create a Master Potion, you can't do it again until you finish a long rest.
- Universal Antidote (3 points)
You can spend 1 brewing point to concoct an universal antidote. A creature who drinks from it gains Advantage on the next saving throw it makes within 8 hours.
- Stimulant Tea (3 points)
You can use a brewing die to brew a cold tea that boost the drinker's abilities. Choose one of the effects available with the enhance ability spell. The drinker gain those benefits for the next 10 minutes or until it is knocked unconscious.
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