Medicinal Ecologist (5e Feat)
Medicinal Ecologist
Prerequisites: Proficiency with Nature, Medicine, and the Herbalism Kit
You have had extensive training in using plants and fungi to create potent medicines and ingredients.
During a short rest, you may use an Herbalism Kit to forage your surroundings and create a poultice with a clean strip of cloth. The type of poultice produced depends on your environment. Each poultice lasts up to 1 day and is consumed on use by any character. Applying the poultice in combat requires 1 action. Poultices do not affect aberrations, constructs, or undead. Repeat applications do not stack, only refresh the duration of the effects.
Aquatic: Increases swim speed by 30ft and grants underwater breathing for 1 hour.
Desert: Reduces Exhaustion level by 1.
Forest: Regenerate 2 spent hit dies.
Hills: Gain +5 to all initiative rolls until your next long rest.
Marsh: Cures 1 Poison and 1 Disease of your choice.
Mountain: Cannot be knocked prone or frightened by any means for 1 day.
Plains: Gain proficiency in Animal Handling, Perception, and Survival for 1 day. If you are already proficient in a skill, add double your proficiency bonus to checks you make with it. If you already have expertise in a skill, gain advantage on it.
Underground: Gain Darkvision for 60ft for 1 hour. If you already have Darkvision, add 60ft to it or gain Blindsight for 60ft.
Urban: Gain 5 Charisma for 1 hour or 10 Charisma for 10 minutes, both up to a maximum of 30.
Back to Main Page → 5e Homebrew → Feats