Herbalist (5e Class)

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Herbalist[edit]

please do not modify the page is currently being created ♥[edit]

Nature[edit]

A herbalist is a person who uses plants to make good or bad potions...

Creating a Herbalist[edit]

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A herbalist using plant


Quick Build

You can make a Herbalist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by wisdom or dexterity. Second, choose the Sage or Hermit background.

Class Features

As a Herbalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Herbalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Herbalist level after 1st

Proficiencies

Armor: Light or Medium
Weapons: Simple, blowgun
Tools: Poisoner's kit, Doctor's Tools
Saving Throws: Int, Dex
Skills: Choose three from History, Insight, Investigation, Nature, Medicine, Perception, survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Poisoner's Kit or (b) Doctor's Tools
  • (a) 2 Dagger or (b) Sickle or (c) Blowgun and 20 dart
  • (a) Quarterstaff or (b) Spear
  • (a) 2d8 Corked Flasks and a Herbalism Kit or (b) 3d12 Corked Vials and a Herbalism Kit
  • If you are using starting wealth, you have 4d4x10 GP in funds.

Table: The Herbalist

Level Proficiency
Bonus
Features Cantrips Known
1st +2 Ingredient Substitution, imagine from plants 2
2nd +2 Herbalist Archetype 2
3rd +2 Herb Expert 2
4th +2 Ability Score Improvement 2
5th +3 Herbalist Apprentice 3
6th +3 Herbalist Archetype feature 3
7th +3 Dirty Fighting 3
8th +3 Ability Score Improvement 3
9th +4 Poisoner Adept 4
10th +4 Adaptive Poisons 4
11th +4 Poisoner Archetype feature 4
12th +4 Ability Score Improvement 4
13th +5 Poison Expert 5
14th +5 Powerful Poisons 5
15th +5 Ingredient Substitution 5
16th +5 Ability Score Improvement 5
17th +6 Taste of your own medicine 5
18th +6 Poisoner Archetype feature 5
19th +6 Ability Score Improvement 5
20th +6 Death drink 6

Ingredient Substitution[edit]

At first level, when Brewing a Potion, you may substitute one ingredient per potion. You can only do this if the ingredient is the same type, is of equal or more value, and of equal or more rarity.

imagine from plants[edit]

At 1st level you learned to be more inventive in your mixtures. You can invent your own recipes from plants with the agreement of your GM. For you, plant-based potions are 25% cheaper and twice as quick to prepare.

Herbalist Archetype[edit]

At 2nd level, you chose a Herbalist archetype. Choose between cursed herb, sacred herb, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 11th, and 17th.

Herb expert[edit]

At 3rd level you are now an expert in the use of plants and with all your characteristic rolls relating to them you can add twice your mastery bonus. You can choose a type of herb (mushroom, bark, plant and root)

Ability Score Increase[edit]

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.

Herbalist Apprentice[edit]

At level 5, you can craft 25 gp of concoction per day. The preparations you create also have 2 additional damage or healing dice (preparations that do not cause any damage or healing naturally gain 2d6). You can analyze preparations that you have not made for 30 minutes in order to discover their ingredients. This consumes one dose of the preparation.

Dirty Fighting[edit]

Weapons you use at 7th level that are poisoned have an extra d6 of damage and retain 1d4 +proficiency uses of poison rather than just a single use.

Poison Adept[edit]

At 9th level you can make 50gp worth of poison a day and use only a fifth the ingredients. Poisons you create gain another 2 die of damage. You may alter poisons you haven’t made to add 2 die to the damage. You may perform 2 analysis of poisons you haven’t made. The second analysis consumes the poison.

Adaptive Poisons[edit]

At 10th level you get the ability to create poisons that have different up take techniques from the usual. You and the DM will need to discuss the effects these changes will have on the poison (ex. Injury based assassin’s blood may need to deal less damage.)

Poison Expert[edit]

At 13th level your poisons become very effective against almost all creatures. All poisonous attacks you make against anyone or anything that creature must make a DC16 constitution saving throw or take double damage. You also are able to poison weapons in the middle of combat as a bonus action.

Powerful Poisons[edit]

At 14th level you create such powerful poisons that creatures with a physical form that are normally immune to poison only have resistance to them and creatures with resistance have none. This does not apply to items and only to the damage type poison.

Ingredient Substitution[edit]

At 15th level your intensive study on different ingredients has allowed you to find combinations of ingredients that can substitute more expensive ingredients in poisons. This makes the poison less potent but can greatly reduce the cost of creation of the poison.

Taste of your own medicine[edit]

Starting at 17th level any poison that you are affected by has the opposite effect depending on the poison. You are also able to convert other potions into deadly poison. For all poisons you are affected by the constitution saving throw is subtracted by your proficiency + your constitution modifier.

Death Drink[edit]

Starting at 20th level you may take one action to change a basic poison into any poison of value that is less than 500 gp. This transformation last for a total of 1 minute and you may perform this up to three times per day.


Cursed herb:[edit]

Poisonned weapon[edit]

At level 3, you gain dual nature mastery for extracting venom and finding poisonous plants. You can coat your weapons with your preparations (1D4 weapon / 10 min)

These weapons inflict the effect of the preparation for 1D4 day

Piercing Bottles[edit]

At level 3 your bottles are designed to help distribute toxins. By throwing a bottle of a poison it will break each creature in a 10 foot range will take 1 piercing damage and will then get the poison effects.

Misleading Appearance[edit]

At level 6, you learn how to disguise your poisons. Poisons taste and smell sweet and will apear to most as a sweet drink. People who drink your poisons will not notice what it truly is.

Deadly Mixture[edit]

At level 11, you can mix poisons to create those with multiple effects. The max amount of effects is equal to 1/2 Intelligence modifier round up

Mad Scientist[edit]

At level 17, you gain one permanent long term madness effect and you deal 50% more poison damage


Sacred herb:[edit]

[edit]

At level 3,You gain proficiency in the stealth or sleight of hand skill. Your proficiency bonus is doubled when using this skill.

Bloodlust[edit]

At level 3, after killing an enemy you can make another attack against a new target. This ability can be used once per turn.

Suffering[edit]

At level 6, you can cause immense pain on a creature without killing them. When you deal lethal damage against a creature that is your size or smaller you can instead leave them bleeding out. They will be at one health, prone, have disadvantage on all saving throws and skill checks, and all attacks against them have advantage. They won't be able to talk louder than a normal talking voice and will die unless treated after 2 minutes.

Blood of Death[edit]

At Level 6 your powers of death fills your blood with necrotic power. You gain resistance against necrotic damage and you are vulnerable against Radiance damage. You can mix your blood into your poisons to have them deal 1d8 extra necrotic damage. This damage increases to 2d8 at level 10 and 3d8 at level 14.

Smoke Screen[edit]

At level 11 Your can potions provide a smokescreen with a radius of 20 feet which decreases perception checks involving sight and smell by 10 of all that are in it. Lasts 2 rounds with a range of 50 feet. Can be used d4 times after a long rest.

Soul Reap[edit]

At level 17, the people you kill power your poisons. After you kill someone poisoned weapons deal 1d10 extra necrotic damage (stacks up to 3 times) for 6 rounds. Your necrotic damage is no longer resisted by enemies.

Death of the Reaper[edit]

At level 17, your powers of death bring you closer to it. You have disadvantage on death saving throws and revival spells cost twice the amount of components to revive you if you have killed a creature withen the last 24 hours.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the poisoner class, you must meet these prerequisites: Intelligence 13 or Dexerity 13

Proficiencies. When you multiclass into the poisoner class, you gain the following proficiencies: poisoners kit, 1 skill from Deception, History, Insight, Investigation, Nature, Medicine, Perception, Sleight of Hand

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