User:Obsidian Lich

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Herbalist (3.5e Class)[edit]

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 7th 8th 9th
1st +0 +2 +0 +2 Herbal Incantations, Herbal Infusions, Herbal Lore 3 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 0
14th +10/+5 +9 +4 +9 Legends of Nature 6 5 5 4 4 3 2 1
15th +11/+6/+1 +9 +5 +9 Heart of the Wilds 6 5 5 4 4 3 3 2 0
16th +12/+7/+2 +10 +5 +10 Crafting Specialty IV 6 5 5 5 4 4 3 2 1
17th +12/+7/+2 +10 +5 +10 Voice of the Ancients 6 5 5 5 4 4 3 3 2 0
18th +13/+8/+3 +11 +6 +11 Herbal Mastery 6 5 5 5 5 4 4 3 2 1
19th +14/+9/+4 +11 +6 +11 Guardian of the Land 6 5 5 5 5 4 4 3 3 2
20th +15/+10/+5 +12 +6 +12 Voice of the World 6 5 5 5 5 5 4 4 3 2


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.

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.

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.