Herbalist (3.5e Class)

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Herbalist[edit]

The Herbalist is a mystical practitioner who draws power directly from the heart of nature.

Through a harmonious blend of ancient herbal knowledge and melodic invocations, Herbalists wield the forces of plants and elements to create potent potions, curative elixirs, and deadly poisons. Their spells and abilities are not cast through rote memorization but are instead sung or chanted in communion with nature, each incantation a tribute to the world around them. With a voice that calls to the spirits of flora, Herbalists derive their magic through song, bringing forth spells that can mend wounds, shield allies, and channel the fierce defenses of the wild.

Making an Herbalist[edit]

Abilities: An Herbalist relies on his wisdom, much like a druid when casting incantations, representing their deep connection to the world around them. An Herbalist relies on their intelligence as well, using the knowledge of nature around them in order to create herbal remedies and poisons, as well as other potions and poultices created from natures bounty. Herbalists rely on their dexterity during combat, most choosing to provide support and attacking from afar. Many Herbalists as well, sell their wares, so charisma can also be quite valuable, in order to interact with other people.

Races: A character of any race may become an Herbalist, however many tend to find it a long and arduous journey.

Alignment: A character of any alignment may become an Herbalist.

Starting Gold: 4d6 x 10 gp | Average: 140 gold

Starting Age: Complex


Table: The Herbalist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Incantations per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Herbal Incantations, Herbal Infusions, Herbal Lore 2 0
2nd +1 +3 +0 +3 Natural Bond, Nature's Spellsong 3 1
3rd +2 +3 +1 +3 Herbalist's Path 3 2 0
4th +3 +4 +1 +4 Crafting Specialty, Shrewd Creation 4 3 1
5th +3 +4 +1 +4 Songs of Nature 4 3 2 0
6th +4 +5 +2 +5 Herbalist's Path II 4 3 2 1
7th +5 +5 +2 +5 Forest Stride 4 4 3 2 0
8th +6/+1 +6 +2 +6 Crafting Specialty II, Sagas of Nature 5 4 3 2 1
9th +6/+1 +6 +3 +6 Herbalist's Path III, Poison Immunity 5 4 3 3 2 0
10th +7/+2 +7 +3 +7 Warden of the Wilds, Crafting Mastery 5 4 4 3 2 1
11th +8/+3 +7 +3 +7 Verdant Mastery, Epics of Nature 5 5 4 3 3 2 0
12th +9/+4 +8 +4 +8 Crafting Specialty III, Secrets of the Wilds 5 5 4 4 3 2 1
13th +9/+4 +8 +4 +8 Nature's Harmony 6 5 4 4 3 3 2
14th +10/+5 +9 +4 +9 Legends of Nature 6 5 5 4 4 3 2
15th +11/+6/+1 +9 +5 +9 Heart of the Wilds 6 5 5 4 4 3 3
16th +12/+7/+2 +10 +5 +10 Crafting Specialty IV 6 5 5 5 4 4 3
17th +12/+7/+2 +10 +5 +10 Voice of the Ancients 6 5 5 5 4 4 3
18th +13/+8/+3 +11 +6 +11 Herbal Mastery 6 5 5 5 5 4 4
19th +14/+9/+4 +11 +6 +11 Guardian of the Land 6 5 5 5 5 4 4
20th +15/+10/+5 +12 +6 +12 Voice of the World 6 5 5 5 5 5 4


Class Skills[edit]

The Herbalist's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (any taken individually) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).

Skill Points at 1st Level

(4 + Int modifier) ×4.

Skill Points at Each Additional Level

4 + Int modifier.

Class Features[edit]

All of the following are class features of the Herbalist.


Weapon and Armor Proficiency

Herbalists are proficient with light armor and simple weapons. Herbalists may treat thrown splash weapons, as well as vials as simple weapons for the purpose of avoiding attack penalties.


Herbal Incantations (Spells)

An Herbalist casts incantations, which are drawn from the Herbalist incantation list. Every Herbalist incantation has a verbal component (singing, or reciting). An Herbalist may cast any incantation they know without preparing it ahead of time.

To learn or cast an incantations, an Herbalist must have a Wisdom score equal to at least 10 + the incantation level. The Difficulty Class for a saving throw against an Herbalist's incantation is 10 + the spell level + the Herbalist's wisdom modifier.

Like other spellcasters, an Herbalist can cast only a certain number of incantations of each incantation level per day. Her base daily incantation allotment is given on Table: The Herbalist. In addition, she receives bonus incantations per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.


Herbal Infusions

Crafting: An Herbalist can craft numerous things from the natural world, from healing salves to poisonous draughts. At 1st level, the Herbalist gains access to brewing potions and poison making, and gains the (Craft: Herbalism) skill, which may be used in place of the (Craft: Alchemy) and (Craft: Poison) skills. The Herbalist also starts with an Herbalists Kit which has all the required tools, apparatuses, and gear to make potions and poisons.

As long as an herbalist has the required ingredients and materials, crafting a potion or poison has no XP cost. Crafting time varies depending on the complexity of the potion or poison being made, taking anywhere from 5 minutes up to a few hours.

Infusions: The Herbalist also has access to Infusion Points which can be spent to create Infusions. The Herbalist has a number of Infusion Points per day equal to the (Herbalist Level) + (Intelligence Modifier) + (Half her ranks in Craft: Herbalism, rounded down). The Herbalist may choose to not use all of her Infusion Points in a single day. Half of any unused points, rounded down, may be added to a surplus pool from which she may draw upon at any time. The Herbalist may keep this pool as long as they may need, but it degrades at a rate of her Herbalist level per day if she is unable to get a good night's sleep.

Infusions may be crafted from Table 1.1.2 below. In order to craft an infusion, the Herbalist must have a level equal to or greater than the level of the Infusion being crafted, and must spend points equal to the level of the infusion being created. Crafting an Infusion may be performed as a standard action.


Table 1.1.2 Infusions
Level Result
1 Minor Healing Poultice, Scent Masking Balm, Cooling Salve, Insect Repellent Oil, Calming Draught
2 Fortifying Tonic, Anti-Toxin Poultice, Numbing Salve, Stamina Brew, Thornbite Liniment
3 Quickstep Draught, Field Medic Salve, Rootbond Paste, Vinewoven Shield Wraps, Sharp-Eye Salve
4 Fireroot Balm, Ironroot Tonic, Clarity Tonic, Spore Cloud Capsule, Purifying Poultice
5 Mountain Heart Draught, Quick-Heal Poultice, Stonefoot Balm, Night-Eye Salve, Mind-Calming Elixir


Herbal Lore

An Herbalist has a deep understanding about nature and the various plants that inhabit it. The Herbalist gains a +2 bonus to (Knowledge: Nature), (Search) when looking for plants and flora, and to (Craft) checks involving plants or other natural flora.


Natural Bond

At 2nd level the Herbalist gains the service of an animal companion or a plant companion, representing their ever growing bond with nature.

The Herbalist may select from the following list of animal companions: badger, dog, riding dog, eagle, hawk, owl, fox, lizard, cat, raven, rat, snake, toad, weasel, or wolf (this list is subject to the Game Master's discretion, if you wish to have an animal companion not listed here, ask the Game Master first). The player may choose to give their animal companion the plant typing. The animal companion retains their base stats but gains plant traits. The animal companion may grow stronger as the Herbalist gains levels, the Herbalist's animal companion functions like the druid's animal companion, however the effective druid level of an Herbalist is half of her Herbalist Level.

If the Herbalist chooses a plant companion, they gain the service of a small or medium sized plant companion, that functions similarly to a sorcerers/wizards familiar. The plant companion uses the plant template, and uses the rules for building a familiar.


Nature's Spellsong

At 2nd level the Herbalist gains the ability to manipulate plants around them to enhance their natural resilience, accelerate their growth, or in some cases cause them to regrow.

The Herbalist gains access to Spellsongs, and learns three distinct spellsongs upon attaining this feature: Song of Resilience, Song of Flourishing, and Song of Renewal, each with their own distinct effects. The herbalist may use spellsongs an amount of times equal to 1 + the Herbalist's (Wisdom Modifier) per day, and can be done as a standard action unless stated otherwise.

Song of Resilience: The Herbalist's song bolsters the natural defenses of plants, hardening them, and making them more difficult to destroy.

  • Within a 30-foot radius, non-magical plants gain increased durability. The Natural AC of all affected plants is increased by +4, and they gain DR 5/Magic.

Song of Flourishing: By singing a melody that stimulates life, the Herbalist causes plants to grow at an accelerated rate within a specific area.

  • In a 20-foot radius within 30 feet, plants experience rapid growth, doubling or even tripling their size in a short period. Grass becomes thick and tall, vines lengthen, flowers blossom instantly, and bushes fill out. Any plant used for cover provides an additional +2 circumstance bonus to hide and move silently checks due to density.

Song of Renewal: The Herbalist’s song revitalizes plants, encouraging the recovery of damaged or dying flora.

  • Damaged or withered plants within a 10-foot radius are healed, restoring leaves, flowers, and branches to their former health over one minute. Regrowth can restore uprooted or cut plants, reattaching stems and roots as long as the base remains intact. Dead plants are unaffected, but dying or weakened plants regain their vitality.


Herbalist's Path

At 3rd level the Herbalist can choose an Herbalist Path. This path represents the way the Herbalist expresses themselves through their craft. The Herbalist can choose between the Crafter's Path, or the Spellweaver's Path, and may switch between paths as they wish as they gain this class feature, but will not gain the specialization bonus from following the path from start to finish.

Crafter's Path: Specializing in natural remedies, and poisons, the Herbalist who ventures down the Crafter's Path enhances their expertise with creating long-lasting effects and harnessing plants for maximum potency.

  • Level 3 - Wildcrafting: You become adept at identifying and using the unique properties of plants in various environments. You gain a +2 circumstance bonus on (Survival), and (Knowledge: Nature) checks to locate rare herbs, identify flora, or safely forage. You can now craft level 1 Infusions as a bonus action instead of a standard action. Additionally, if you craft an Infusion that provides healing, it heals an additional 1d4 HP.
  • Level 6 - Potent Recipes: Your crafted items and remedies become more powerful, as your understanding of nature's ingredients deepens. You may now spend your Infusion Points during (Craft: Herbalism) or making Infusions in order to double the potency of the item being created. When you craft a potion or infusion, you may spend an amount of Infusion Points equal to a third of the crafting DC for a potion, and an amount of Infusion Points equal to two times the level of the Infusion being created. Examples of doubling potency, include healing double the amount of hp, and dealing double the amount of damage with poison.
  • Level 9 - Adaptable Artisan: Through thoughtful experiments and creativity you have learned how to adapt, and deliver your potions, poisons, and infusions in other ways. Upon creating a potion or infusion that requires the user to consume it, you can alter it instead to release a gas that once inhaled applies the same effects as if it was consumed. This gas is sealed inside of a small vial, that once broken, creates a misty area covering a 10 ft. radius that lasts for 1 round. Creating a potion or poison in this way costs an amount of Infusion Points equal to (half the crafting DC), and Infusions cost an amount equal to (three times the level) of the Infusion being created.
In addition, you can adjust the effects of any crafted item on the spot. Once per day, as a swift action, you may alter a crafted items primary effect (e.g., converting a minor healing salve into a mild poison or changing a resist fire tonic into resist cold). The altered item retains its new effect for 24 hours or until used.
  • Crafter's Path - Specialization: If an Herbalist chooses all the features of the Crafter's Path they gain the Crafter's Path Specialization bonus.
  • Improved DC: The DC to resist any poison or potion effect is increased by +2.
  • Additional Dose: When creating an infusion, potion, or poison, you can make a second dose at no extra cost once per day.
  • Extended Duration: All beneficial effects from potions and infusions last twice as long.


Spellweaver's Path: The Spellweaver Path focuses on the Herbalist’s deep connection with nature, allowing them to influence plants, call upon natural elements, and channel mystical energy through incantations and spellsongs.

  • Level 3 - Savage Spellsong: You gain access to the Song of Thorns, and once per day may use a spellsong as a swift action.
  • Song of Thorns: You can sing a mystical song that covers all plants around you in spiny thorns. As a standard action, you may cause all plants within a 20 ft. radius of you to burst with spiny thorns. Any square that has a plant with these thorns counts as difficult terrain that lasts for 1 minute, and all enemies that move through each of these affected areas take 1d4 piercing damage, unless they make an (Escape Artist) check with the DC equal to (10 + Wisdom Modifier + Half the Herbalist's level). Allies may move through this terrain freely as the thorns retract and shift.
  • Level 6 - Herald of Nature: Spellsongs that you sing, increase their effective area by 50%, and spellsongs that require a full-round action require a standard action instead.
  • Level 9 - Voice of the Seasons: You may activate the effects of two spellsongs at the same time. Each spellsong still requires a use of that spellsong to be subracted from the Herbalist's daily allotment of Spellsongs.
  • Spellweaver's Path - Specialization: If an Herbalist chooses all the features of the Spellweaver's Path they gain the Spellweaver's Path Specialization bonus.
  • Improved DC: The DC for checks and saves involving your spellsongs increases by +2.
  • Savage Sagas: You may choose an additional Saga, and you can cast an additional saga per day.
  • Extended Duration: All spellsongs you sing last 50% longer.


Crafting Specialty

Starting at 4th level, and every 4 levels after, the Herbalist can gain a Crafting Specialty.


Elixir Specialist: Your skill with crafting beneficial elixirs is unmatched, allowing you to create powerful potions with longer-lasting effects.
  • Elixir Potency: Potions you create that restore HP, increase attributes, or provide resistances last 50% longer.
  • Elixir Savant: When creating an elixir that restores HP, add an additional +2 to the healing amount.
  • Bonus: Once per day, you may craft one elixir without expending materials.


Toxin Expert: You specialize in crafting potent poisons with debilitating effects, mastering the art of creating deadly toxins.
  • Potent Poisons: Poisons you create deal an additional 1d6 poison damage and impose a -4 circumstance bonus on the target’s next saving throw against poison.
  • Lingering Effects: Choose one of the following effects for each poison: Weakness (target gets -2 on Strength for the duration of the poison), Dizziness (-2 to Dexterity for the duration of the poison), or Nausea (-2 to Constitution for the duration of the poison).
  • Bonus: Once per long rest, you may craft a second dose of any poison you create for free.


Healing Specialist: Your expertise in healing salves and herbal remedies allows you to treat injuries quickly and effectively.
  • Rapid Remedy: You can apply a healing salve as a swift action rather than a standard action, and each healing salve restores and additional 1d3 HP.
  • Soothing Poultices: Healing remedies you create can also reduce exhaustion by 1 level when used during a rest.
  • Bonus: Once per day, you may craft a potent healing item that grants temporary HP equal to your Herbalist Level for 4 hours in addition to its regular healing effect.


Tool Crafter: Your expertise allows you to craft useful tools and equipment from natural resources, enhancing the party’s utility and survival options.
  • Improvised Tools: You can create improvised tools (e.g., rope, light armor, simple weapons) from natural materials. These items gain +1 durability and last for up to 24 hours.
  • Shelter Builder: You may create a reinforced shelter from nearby materials that provides shelter for up to four creatures, stabilizes the temperature, and offers full cover for 12 hours.
  • Bonus: You may repair a broken or damaged piece of equipment once per day without using materials.


Adaptive Brewer: Your familiarity with ingredients enables you to adapt your brews to create multi-purpose potions and tonics.
  • Multi-Effect Elixirs: You can combine two beneficial effects into a single potion, such as a healing effect with a temporary AC boost or resistance. (Combining effects costs double the usual ingredients.)
  • Versatile Brewing: You may attempt to craft a potion even if you do not have all the required materials. When crafting a potion in this way for each missing ingredient add +4 to the DC of the craft check.
  • Bonus: You can use a swift action to change an unused potion or tonic into a different one of equal level once per long rest.


Enhanced Venoms: You specialize in crafting advanced poisons that incorporate unique effects, debilitating your foes with toxins derived from rare plants and herbs.
  • Debilitating Poisons: Choose one of the following effects when you create a poison: Paralysis (target is paralyzed for 1 round on a failed save), Confusion (target gets -2 on Wisdom checks for the duration of the poison), or Slowed Reflexes (target’s speed is reduced by 10 feet for 1 minute).
  • Stabilized Venom: Poisons you create retain their potency for 48 hours rather than 24 hours, even if stored in non-magical containers.
  • Bonus: You may apply a poison to a weapon as a swift action.


Resilience Crafter: You can craft items that grant physical protection or resilience, allowing you and your allies to endure harsh environments and impacts.
  • Protective Wraps: You can create wraps or coverings that grant DR 5 to a single damage type (bludgeoning, slashing, or piercing) for 1 hour. These wrappings reduce the damage of up to three attacks, after that the wrap is destroyed.
  • Endurance Elixirs: When you create a potion you may give the following effect to that potion: +2 bonus to Fortitude saves and checks against extreme weather for 8 hours.
  • Bonus: Once per day, you may craft a protective amulet from herbs or vines, which grants +2 AC for 24 hours.


Conservationist: You have mastered the art of using resources efficiently, allowing you to create powerful potions, poisons, and other items using minimal materials.
  • Ingredient Efficiency: You can craft any item (potion, poison, salve) using half the usual amount of ingredients twice per day.
  • Reusable Containers: Oils and poisons you craft last twice as long as usual and can be reused or reactivated once (for example, a poison retains potency for a second dose).
  • Bonus: Once per long rest, you can recover a portion of the ingredients used to craft a potion, poison, or salve.


Shrewd Creation

At 4th level, the Herbalist begins to further refine their craft. Items, potions, and poisons, created by the Herbalist require 20% less time to create and sell for 10% more than the base price.


Songs of Nature

At 5th level, the Herbalist becomes more in tune with nature. She learns two new songs: Song of Soothing Spores, and Song of Transference.

  • Song of Soothing Spores: This gentle melody cause plants within 30 ft. to release a cloud of spores, filling an area within a 20-foot radius with a sense of peace and serenity. Creatures within the area must succeed on a Will save (DC equal to: 10 + Wisdom Modifier + Half the Herbalist's level) or become pacified, unable to take hostile actions while within the area. They may defend themselves if attacked, but otherwise, they are calmed and unwilling to engage in violence. Allies within the area gain a +2 bonus on saves against fear and charm effects. This spellsong requires a full-round action and lasts for up to a minute.
  • Song of Transference: This powerful, resonant song compels nearby plants with 30 ft. of the Herbalist, to shift, grow, or extend, allowing the Herbalist to move vegetation within range to new positions. This spellsong requires a full round action, and lasts for 1 minute. By singing, the Herbalist can manipulate plants to aid allies, hinder enemies, or create flexible barriers. Each round, the Herbalist can choose one of the following transference effects:
  • Barrier Shift: The Herbalist commands plants to move and form a defensive barrier in a new position. The Herbalist selects up to a 10-foot section of nearby vegetation, such as a bush, hedge, or group of thick vines, and moves it to a new spot within range, creating partial cover (+2 AC) for creatures behind it. The barrier can be moved each round as a free action on the Herbalist's turn, and it retains its cover benefit for the duration of the song.
  • Entangling Transference: The Herbalist directs plants to entangle and slow down enemies. The Herbalist can move or extend vines, roots, or other plant matter to an unoccupied 5-foot space within range. Any creature entering the area must succeed on a Reflex save (DC 10 + Wisdom modifier + half the Herbalist’s level) or be entangled for 1 round. Entangled creatures can use a standard action to make a Strength or Escape Artist check to break free. The Herbalist can transfer the entangling plants to a new spot each round, creating a mobile hazard for enemies.
  • Supportive Growth: Plants gather beneath an ally, lifting them slightly to provide improved positioning or mobility. The Herbalist chooses one ally within range. Vines, roots, or branches shift and grow beneath them, granting them a +1 bonus to AC and a +2 bonus on Reflex saves. Additionally, the ally gains +4 on their next Tumble or Jump check. This support lasts until the end of the song but can be transferred to a different ally each round.


Forest Stride

At 7th level, Herbalists can move through natural undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at their normal speed without taking damage or suffering any other impairment.


Sagas of Nature

At 8th level, the Herbalist gains access to powerful spellsongs called sagas. An Herbalist may cast one saga per day. The Herbalist may choose up to 2 sagas from the choices below.

  • Saga of the Restorative Bloom: This soft, nurturing melody encourages flowers within 30 ft. of the herbalist to release calming, restorative pollen, enveloping allies in a healing bloom. Allies within a 20 ft. radius of the flowering area regain 1d6 HP at the start of each of your turns while you maintain the song, and gain +2 to their AC. Allies in the area also gain +4 to saving throws against fear effects and recover from one level of exhaustion if they remain within the bloom for at least 3 rounds. The effect only works in areas with live plants or wildflowers and dissipates when the song ends. Requires a full round action to activate, and lasts for 1 minute.
  • Saga of the Turning Seasons: As you sing this evocative saga, the area within a 30 ft. radius begins to shift, cycling through effects that reflect the four seasons. Each round, you can select a different season, altering the battlefield to suit your needs and reflecting nature’s transformations. Once you shift to a new season, the effects of the previous season end. This spellsong requires a full round action, and lasts for 1 minute.
  • Spring’s Renewal: The area fills with new buds and tender growth, granting each ally within the radius 1d4 temporary HP at the start of their turn. Damaged plants and vegetation within the area slowly repair themselves, forming partial cover that grants a +2 bonus to AC for allies. Allies also gain +4 on saving throws against poison, as spring’s freshness cleanses impurities.
  • Summer’s Blaze: Effect on Foes: Plants take on the vibrant, intense hues of summer, releasing a light but persistent heat in the area. Enemies within the radius take 1d6 fire damage at the start of their turn. The brightness in the area is enhanced, giving -8 on hide checks for enemies within the radius, as they’re fully illuminated by the summer glow. Allies within the area are invigorated, gaining a +2 bonus to melee attack rolls and damage.
  • Autumn’s Harvest: The area fills with rich, golden hues, and the ground becomes soft and nutrient-rich, improving stability. Allies gain a +2 bonus to Dexterity and Constitution while in the area. Each ally within the area may reroll one damage die per turn, taking the higher result, as autumn’s abundance supports their attacks. Falling leaves scatter in the winds, imposing -2 to ranged attacks made by enemies.
  • Winter’s Embrace: Plants in the area become brittle, as frost and icy crystals coat them, creating an icy barrier that slows movement. Enemies within the radius must make a Strength saving throw (DC 10 + Wisdom modifier + Half the Herbalists Level) at the start of each of their turns or have their movement halved until the end of their turn. Any creature that ends its turn in the area takes 1d4 cold damage, as winter’s chill seeps into them. Allies gain resistance 5 to cold damage while within the area and +4 on saves against being restrained, as winter’s endurance strengthens them.
  • Saga of the First Spore: This earthy, grounding song awakens nearby fungi in a 30 ft. radius, transforming them into a powerful support network that enhances and protects those within its range. Allies within the 30 ft. radius gain a +3 bonus to AC and resistance 10 to poison and acid damage, as a fine mist of spores coats their skin, reducing harmful effects. Allies in the area can telepathically communicate simple messages with each other while within the spore cloud, thanks to the fungal network that links them. Additionally, allies as a swift action, can transfer up to 10 HP from themselves to another ally within the spore cloud once per turn. This Saga requires a full round action, and lasts for 1 minute.
  • Saga of the Verdant Bastion: This strong, protective song calls upon nearby plants to form a thick barrier, providing a wall of natural defense. Plants within a 30-foot line thicken and intertwine, forming a solid wall that provides three-quarters cover (+5 AC) and acts as difficult terrain. The wall has 100 hp, an AC of 10, and has hardness 10. While the saga continues, the Herbalist can cause the wall to grow up to 10 feet tall, providing full cover to creatures hiding behind it. The wall is permanent until it is destroyed.
  • Saga of Verdant Embrace: This vibrant, uplifting melody encourages rapid and healthy plant growth, allowing the Herbalist to transform the landscape or revitalize plants for agricultural or ecological purposes. Plants within a 50 ft. radius grow at an accelerated rate, sprouting leaves, branches, or even flowers. Over the course of 8 hours, small plants can reach their full size, while mature trees can grow several feet taller. Crops within the area of effect mature twice as fast as they normally would, effectively yielding an early harvest or supporting year-round planting in areas that would otherwise struggle to sustain agriculture. This song can restore plants affected by blight, drought, or other environmental damage. Dead or dying plants within the area, if roots are intact, regain vitality and start to sprout new growth. The Herbalist may transform barren or damaged soil into fertile ground capable of supporting life, allowing new plants to grow where they would normally struggle. Under the influence of the saga, the ground becomes blanketed in soft grass, wildflowers, or dense vegetation, creating a lush environment. This saga requires 10 minutes to fully sing, and lasts for 8 hours after singing.


Poison Immunity

At 9th level the Herbalist, becomes immune to all poisons.



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