Herbalist (5e Class)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: Features are not worded right. See the 5e Class Design Guide.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class uses the rules from the Octavian's Guide to Herbalism and Alchemy


Herbalist[edit]

A tree like creature picks a flower from the center of a meadow, smells it, and then crushes the petals into a bottle of swirling liquid. He downs the potion, growing in size to tower over all of his friends.

Creating an Herbalist[edit]

An herbalist is an adventurer who uses their knowledge of plants to help their friends, poison their enemies, and enchant all those in between. Most herbalists come from a certain tribe that taught them the ways of herbalism. Why did your herbalist leave their tribe to become an adventurer? What is their area of expertise, potions, poisons, or enchantments. Remember, Herbalists do not have magic within themselves, but they have the knowledge required to use magical plants to make potions that embody magical effects.

Quick Build

You can make an Herbalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the sage background. Third, choose a hand crossbow and a blowgun.

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 armor
Weapons: Hand crossbow, Blowgun, Short sword
Tools: Herbalism Kit, Alchemists Tools
Saving Throws: Wisdom, Dexterity
Skills: Nature, two from Animal Handling, Stealth, Acrobatics, Survival, Insight, Perception, Medicine

Equipment

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

  • (a) padded armor or (b) leather armor
  • (a) two daggers or (b) hand crossbow
  • (a) explorer's pack or (b) dungeoneer's pack
  • blowgun and 30 darts
  • If you are using starting wealth, you have 4d4×10 gp in funds.

Table: The Herbalist

Level Proficiency
Bonus
Features Potions Ready Enchantments Ready
1st +2 Herbalism Guide, Herbalism Journal 3 -
2nd +2 Poison Resistance, Common Herb knowledge 3 -
3rd +2 Herbalism Tribe Feature 3 -
4th +2 Ability Score Increase 3 -
5th +3 Alchemical Composition 4 1
6th +3 Herbal Expertise 4 1
7th +3 Herbalism Tribe Feature 5 2
8th +3 Ability Score Increase 5 2
9th +4 Uncommon Herb Knowledge 6 2
10th +4 Herbal Expertise 6 3
11th +4 Herbalism Tribe Feature 7 3
12th +4 Ability Score Increase 7 3
13th +5 Rare Herb Knowledge 8 4
14th +5 Herbal Expertise 8 4
15th +5 Herbalism Tribe Feature 9 4
16th +5 Ability Score Increase 9 5
17th +6 Very Rare Herb Knowledge 10 5
18th +6 Herbal Expertise 10 5
19th +6 Ability Score Increase 11 5
20th +6 Legendary Discovery 11 5

Herbalism Guide[edit]

Herbalism Journal

Your Herbalism Journal holds all of the herbs you have encountered. It is both a self-written tome held dear to your character's heart and a physical sheet of paper outlining the the herbs you have found on your journey.

Known Potions

At 1st level, you can choose 3 potions to be able to create during downtime (provided you have the appropriate Prima Materia). At each level after this, you can choose 2 more potions to add to the list of potions you can create. (Treat it like a spell list)


Herbal Knowledge[edit]

At 2nd level, your Herbalism Journal is filled up with all Common herbs. At 9th level, your Herbalism Journal is filled with Uncommon herbs. At 13th level, your Herbalism Journal is filled with Rare herbs. At 17th level, your Herbalism Journal is filled with Very Rare herbs.

Identifying Ingredients

An Herbalist can spend an hour of downtime to research an herb they collected during downtime. They must roll a Nature Check with the following DC.

Rarity DC
Common 5
Uncommon 10
Rare 15
Very Rare 20
Legendary 25

On a successful check, you learn all of the herb's important information. On a failed check, you don't learn anything during the hour, but may try again as many times as necessary.

Herbal Tribes[edit]

At 3rd level, you chose an Herbalism tribe. Choose between Poisoner Tribe and Cure-all tribe, both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th levels.

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.

Herbal Expertise[edit]

At level 6, you gain expertise in one potion of common rarity. At level 10 you may do the same with a potion of uncommon rarity. At level 14, you can do so with a rare potion, and a very rare potion at level 18. Gaining Expertise in a potion gives you advantage on the Herbalism Check for the Gathering Phase. If doing a Specific Search, you get two chances to harvest instead of one, if you are looking for the Prima Materia for a potion you have expertise in. You can make one of these potions without it counting towards your maximum potion count. If you make a second potion of the same type, it takes up a spot in your total potions.

Legendary Discovery[edit]

At 20th level, you discover an herb never seen or researched before. You and the DM must decide the details for the Prima Materia and the effects and length of effect of the potion made from this herb. It is an herb of Legendary rarity. Every Herbalist strives to discover a new herb, and upon reaching 20th level, you do just this.

Fungus Tribe[edit]

The fungus tribe is a tribe of herbalists who excel in making and using poisons. They mainly rely on stealth to attack.

Poison Adept

At 3rd level, you may add your proficiency bonus(expertise if you already got to add proficiency) on checks to harvest and craft poisons.

Splitting and Concentrating Poisons

At 5th level, you can concentrate or split a dose of poison. Splitting- You can spend 30 minutes to take a dose of poison and split it into 2 different doses of the same poison. Both doses do 1d4 less damage or last one less turn(DM's discretion). You must make a check using the Herbalist's kit with a DC according to the chart below to see if you succeed in Splitting the doses.

Concentrating- You can spend 30 minutes to take 2 doses of the same poison and concentrate them into 1 dose of the same poison. The one dose you make does an +Alchemy Modifier damage and lasts an extra turn(if applicable). You must make a check using the Herbalist's kit with a DC according to the chart below to see if you succeed in Concentrating the doses.

Alchemy Supplies Concentration/Splitting DC
Simple Alchemy Vials 15
Portable Alchemy Tools 10
Standard Alchemy Laboratory 5
Poison Expertise

At 7th level, you may choose one common or uncommon poison to get expertise in that poison. At 15th level, you may do so with a rare poison in addition to the previous one.

Stealth Poisoner

At 11th level, you may deal +Alchemy modifier damage to an enemy who does not have line of sight to you when you deal poison damage. This only take effect once per enemy, per combat. This bonus only works on the first turn poison damage is dealt(you do not add your Alchemy Modifier on subsequent turns if poison deals damage over more than one turn).

Cure-all Tribe[edit]

The cure-all tribe is a tribe made up of non-magical healers who use herbs and concoctions to heal those around them. They can be an invaluable part to an adventuring party.

Elixir Adept

At 3rd level, you may add your proficiency bonus(expertise if you already got to add proficiency) on checks to harvest and craft poisons.

Splitting and Concentrating Elixirs

At 5th level, you can concentrate or split a dose of elixir.

Splitting- You can spend 30 minutes to take a dose of elixir and split it into 2 different doses of the same elixir. Both doses heal 1d4 less health or last one less turn(DM's discretion). You must make a check using the Herbalist's kit with a DC according to the chart below to see if you succeed in Splitting the doses.

Concentrating- You can spend 30 minutes to take 2 doses of the same elixir and concentrate them into 1 dose of the same elixir. The one dose you make heals +Alchemy Modifier health and lasts an extra turn(if applicable). You must make a check using the Herbalist's kit with a DC according to the chart below to see if you succeed in Concentrating the doses.

Tools Concentration/Splitting DC
Simple Alchemy Vials 15
Portable Alchemy Tools 10
Standard Alchemy Laboratory 5
Elixir Expertise

At 7th level, you may choose one common or uncommon elixir to get expertise in that poison. At 15th level, you may do so with a rare elixir in addition to the previous one.

Regenerative Touch

At 11th level, you may draw upon a deep wellspring of natural magic, only taught to those in the Cure-all tribe. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Herbalist level x 5. As an action, you can administer a poultice to a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 10 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one. This feature has no effect on Undead and constructs.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Herbalist class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Herbalist class, you gain the following proficiencies: Herbalism Kit, Nature Skill

1.00
(one vote)

Template:5e Class

Home of user-generated,
homebrew pages!


Advertisements: