91 lines
4.1 KiB
Markdown
91 lines
4.1 KiB
Markdown
|
# Herbalist
|
||
|
|
||
|
## Herbalist Table
|
||
|
|
||
|
| Level | Proficiency Bonus | Features | Magicite Efficacy |
|
||
|
|:-----:|:-----------------:|----------------------------------------------|:-----------------:|
|
||
|
| 1 | +2 | Balm mixing, Nature's Knowledge | 2 |
|
||
|
| 2 | +2 | Potion mixing | 3 |
|
||
|
| 3 | +2 | Path of Herbalist Feature | 3 |
|
||
|
| 4 | +2 | Ability Score Improvement, Bow & Arrow Proficiency | 3 |
|
||
|
| 5 | +3 | Befriending Animals | 4 |
|
||
|
| 6 | +3 | Gardening, Herbalist Expert | 4 |
|
||
|
| 7 | +3 | Potion & Balm Education | 5 |
|
||
|
| 8 | +3 | Ability Score improvement, Path of Herbalist | 5 |
|
||
|
| 9 | +4 | - | 5 |
|
||
|
| 10 | +4 | Potion Potency & Injections | 6 |
|
||
|
| 11 | +4 | - | 6 |
|
||
|
| 12 | +4 | Ability Score Improvement | 6 |
|
||
|
| 13 | +5 | Path of Herbalist - Merge | 6 |
|
||
|
| 14 | +5 | - | 6 |
|
||
|
| 15 | +5 | n/a | 7 |
|
||
|
|
||
|
## Class Features
|
||
|
|
||
|
### Hit Points
|
||
|
|
||
|
**Hit Dice:** 1d8
|
||
|
|
||
|
**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, medium armor, shields (herbalists will not use shields made out of metal)
|
||
|
|
||
|
**Weapons:** Clubs, daggers, darts, maces, quarterstaffs, sickles, slings, spears, javelins
|
||
|
|
||
|
**Tools:** Herbalism kit
|
||
|
|
||
|
**Saving Throws:** Intelligence, Wisdom
|
||
|
|
||
|
**Skills:** Choose three from Animal Handling, Insight, Medicine, Nature, Perception and Survival
|
||
|
|
||
|
### Equipment
|
||
|
|
||
|
You start with the following equipment, in addition to the equipment granted by your background:
|
||
|
|
||
|
- (a) a wooden shield or (b) any simple weapon
|
||
|
- any simple melee weapon
|
||
|
- Leather armor, an explorer's kit, a herbalism kit
|
||
|
|
||
|
### Abilities
|
||
|
|
||
|
Herbalists are specialists at using natural resources to make balms, powder, potions and injections.
|
||
|
|
||
|
#### Balm Mixing
|
||
|
|
||
|
Using oily plants or beeswax as base, herbalists can create balms to heal wounds on allies bodies.
|
||
|
These can be restocked by finding beecombs or oily plants and herbs in the wild.
|
||
|
|
||
|
**Healing Balm:** Apply using one stack from your pouch. Recovers 1 HP and stops bleeding.
|
||
|
|
||
|
##### Improvements
|
||
|
|
||
|
Improving on the craft of the healing balm, you can now create more versatile balms to prepare your allies for combat and weather situations.
|
||
|
|
||
|
- **Hardening Paste:** Using bark powder and oil, you can create a thick layer which you can apply to allies weakspots to protect from attacks. This allows to throw a saving throw to evade taking damage at covered locations.
|
||
|
|
||
|
- **Anti-Fire-Salve**
|
||
|
|
||
|
- **Anti-Freeze-Salve**
|
||
|
|
||
|
#### Potion Mixing
|
||
|
|
||
|
Instead of using oily bases, potions are based on watery solutions. Using this, herbalists can serve potions to enhance allies' powers from within, albeit regeneration, power or other.
|
||
|
|
||
|
Potion Brewing/Mixing can fail and you have to roll on Wisdom if you use sub par ingredients.
|
||
|
|
||
|
**Regeneration Potion:** Using water, berries and herbs you can brew these potions over a fire in a bottle. It regenerates (1+Constitution Modifier \* Level) HP at 1 HP per turn or instantly the player's Constitution Modifier \* (Level / 2, rounded up) out of battle. One-Time-Use.
|
||
|
|
||
|
#### Path of Herbalist
|
||
|
|
||
|
##### Medical Herbalist
|
||
|
|
||
|
Choosing this path increases the medial potency of your potions and balms.
|
||
|
|
||
|
##### Toxic Herbalist
|
||
|
|
||
|
Choosing this path allows you to create toxic potions and paralyzing balms to coat your weapons in.
|