Herbalist Class - GM Binder

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Herbalist

His feet tread lightly on the forest floor. Peering around, the
human locks his eyes on a small cluster of mushrooms. Upon
approaching it, he takes a small towel from his belt and begins
digging it out. Smiling, he stores the mushroom, a dull white
fungi with orange markings, in a bag hanging on his belt.
Standing up, he continues searching for any other ingredients.
"Heads up" shouts the dragonborn. She tosses a vial to her
companion, a scarred dwarf in golden armor facing a snarling
minotaur. Catching it, the dwarf quickly pours the foul liquid
on her blade, causing rancid smoke to bellow off of it. Without
hesitation, the dwarf plunges his blade into minotaur, the
poison causing havoc on its internal organs. The dwarf's
eyebrows shoot up as he sees a sickly, necrotic blackness
spreading from the wound.
An elf leans over his desk, scribbling into a notebook.
Muttering to himself from time to time, he grabs various
herbs, fungi, and an unknown powder from a jar. He grinds
them into a paste using a mortar. Adding some water, the
mixture starts to foam and bubble. Nodding, he sets the
mortar down. The elf cuts his palm using a knife. Wincing at
the pain, he grabs the mortar and pours the mixture on the
wound. The wound begins to close until no trace of the wound
is found.
Obessive Thirsty for Knowledge
Herbalists are known for their almost fanatical hunger for
knowledge. To them, they crave to learn more. Herbalists are
known for locking themselves in their workspaces until they
complete their goal. They are often compared to Wizards, as
their devotion to herblore makes them experiment for days
without sleep, only leaving their studies for resources or
occasional snacks, or travel to far off lands, in search of a
plant.

Artwork Credit:
http://pinosy.com/media/16888567337333489/

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Level Proficiency Bonus Features
1st +2 Basic Herblore
2nd +2 Herblore: Utilty Kit, Herblore: Common Poison Kit
3rd +2 Herblore: Wound-Setting, Herblore: Pain Relief
4th +3 Ability Score Improvement
5th +3 Herblore: Moderate Healing
6th +3 Self-Sufficient
7th +3 Herblore: Rare Poisons
8th +3 Workshop Side Effects
9th +4 Herblore: Hallucinogenics
10th +4 Herblore: Toxins and Acids
11th +4 Herblore: Advanced Healing
12th +4 Herblore: Rare Poisons
13th +5 Herblore: Extra Potency
14th +5 Quick Healing
15th +5 -
16th +5 Quick Crafting
17th +6 -
18th +6 Herblore: Unique Poisons
19th +6 Herblore: Expert Healing
20th +6 Herblore Mastery

Creating a Wizard Proficiencies


As you are creating a herbalist character, spend some time to Armor: Light armor, shields
think what is driving you. What goal are you striving for, as Weapons: Simple weapons, hand crossbows, shortswords
your knowledge of herblore grows as you adventure? Were Tools: Herbalism Kit
you unable to cure a loved one, or seeking a poison to extract Saving Throws: Constitution, Intelligence
revenge? Perhaps, in the middle of an ancient tome, you read Skills: Choose two from Insight, Nature, Medicine,
the myth of a blue flower residing in the tundra of the Dragon Perception, Survival
Plains, granting the ability to control your body temperature.
Equipment
Quick Build You start with the following equipment, in addition to the
You can make a herbalist quickly by following these equipment granted by your background:
suggestions. First, Intelligence should be your highest ability
score, followed by Constitution or Dexterity. Second, choose (a) a simple melee weapon or (b) a shortsword
the sage background. (a) a simple weapon or (b) a shield
Hand crossbow and 20 bolts
Class Features Leather Armor
(a) an explorer's pack or (b) a scholar's pack
As a herbalist, you gain the follow class features: Herbalism Kit, 5 jars, and 3 pouches
Hit Points
Hit Dice: 1d6 per herbalist level Herblore
Hit Points at 1st Level: 6 + your Constitution modifier Herbalists gain an increased knowledge of plants, herbs, and
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution foliage during their training and advancement. Herblore is the
modifier per herbalist level after 1st collective name for all such knowledge gained to that point. At
certain levels, your knowledge of herblore increases, allowing
you to utilize your skills in various ways.

Part 1 | Herbalist
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Herbal Kits Herbal Poison Treatment Kit
Herbalists are able to create special herbal kits, capable of This kit contains items to diagnose and cure many common
anything from numbing pain to transmitting deadly Poisons Poisons, such as Lotus Tears solutions and snakebites.
into a victim. The amount and variety of kits that a herbalist Standard Poisons will be completely expunged from the
can make and alter increases as your herbalist level increases. system, but extremely potent and rarer Poisons may only be
Creating, altering, and applying a herbal kit requires an temporarily halted, allowing transport to a place of Healing/ A
Intelligence (Medicine) check. typical kit is effective on 2 creatures of Medium size or
smaller. This Kit is exhausted after use.
Herbal Utility Kit The following are the effects of varying Poison Kits:
These simple Kits are non-combat in use, but are useful Poison
around the house and in the field. Their exact limitations will Treatment Cost Weight Description
be provided by the DM, but they are often used for such tasks
as minor cleaning/stain removal, fever treatments, heat wraps Common
Xg X lbs
Cures of common poisons, halts of
advancement of rare poisons for
and cool compresses, itch/rash relief, and the like. This Kit is Poison
24 hours
exhausted after 10 uses.
Cures any common and rare
Rare
Herbal Wound-Setting Kit Poison
Xg X lbs poisons, halts of advancement of
This kit contains items to staunch the flow of blood, to set unique poisons four 24 hours
minor wounds, and to halt further deterioration of the body. A Unique Cures common, rare, and unique
typical kit is effective on 2 creatures of Large size or smaller, Poison
Xg X lbs
poisons
or one Huge creature. This Kit is exhausted after ten uses.
Herbal Pain Relief Kit Herbal Hallucinogenic Kit
This kit contains items to relieve temporary or chronic body This kit contains items to affect the mind of those that receive
aches. It can also be used to reduce swelling and bruising. it. May be used to incite dreams and visions, create/clear
Temporary conditions will be wholly restored, but confusion and mental stress in an individual, or cause random
chronic/permanent pains will only affected for a short hallucinations. A typical kit is effective on 1 creature of Large
duration, usually a day. A typical kit is effective on creatures of size or smaller. This Kit is exhausted after use.
Large size or smaller, or one Huge creature. The kit has ten Herbal Toxin/Acid Kit
uses. This kit contains a variety of toxins and acids, useful for
Herbal Healing Kit combat and non-combat scenarios. Several toxins or acids can
This kit contains items to Heal and restore injured and be created, whether to supplement a Poison Kit or to create
otherwise damaged individuals. It can restore health, fix cuts acid for combat/weaponsmithing. A typical kit is effective for
and breaks, as well as other more extreme uses. A full kit has up to 3 months, after which the toxins and acids lose their
10 doses, each dose being a pack of herbs effective on potency. This Kit is exhausted after use.
creatures of Large size or smaller. However, many herbalist Basic Herblore
can make kits with less doses, decreasing the time and
amount of resources it takes to make the kit. At 1st level, you have the ability to use and create Herbal Kits.
The following are the effects of varying Healing Kits: This does not provide any proficiency in their creation or use,
but simply the knowledge of what they consist of and how to
Herbal Healing Kit Cost (1 dose) Weight HP Regained use them.
Moderate Healing 40g 1 lbs 1d6
Advanced Healing 300g 1 lbs 4d6
Herblore: Utility
Expert Healing 800g 1 lbs 8d6
Starting at 2nd level, you are able to create and and use a
variety of multi-purpose herbal kits. In particular, common kit
types created are anti-fever treatments, itch/rash relief,
Herbal Poisons Kit heat/cold treatments, and cleaning solvents. The effects of
Poisons are very useful in and out of combat. They come with these types are inherently limited, as they cannot be used to
various status effects and damage dealt. A herbal poisons kit harm or destroy, and are strictly non-combat in usage. You
can contain up to three doses of a poison, where one dose is gain proficiency in Herbal Utility Kits.
enough to affect a creature of Medium size. A creature of a
Small size can be given half a normal dose. If a half dose is Herblore: Poisons
given to a creature of Medium or Large size, then they gain Poisons are always a danger when out in the wilderness,
advantage on their saving throw. whether from a venomous creature lurking in the jungle, or an
Common Poison Kit: assassin's poison in your dinner, and it's always a good idea to
Rare Poison Kit: have a Poison Kit or two on hand, just in case. At 2nd level,
Unique Poison Kit: you gain proficiency in Common Poison Kits. You gain
proficiency in Uncommon Poisons at 7th level. You also gain
proficiency in Herblore: Poison Treatment Kits of the same
tier at the same level as its poison counterpart.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Herblore: Wound-Setting Herblore: Hallucinogeics
At 3rd level, you are able to make herbal kits for combat. This This intense new area of study focuses on mind-affecting
is the most basic of combat-related Herbal Knowledge. Such herbs and plant secretions, to explore and affect an
herbs and kits allow an Herbalist to set a wound, staunch individual's mind. This is very powerful knowledge, however,
bleeding or hemorrhaging, and otherwise stabilize an and can be extremely potent, and dangerous, in the right(or
individual. This will not relieve or heal cuts, scrapes, and other wrong) hands. Hallucinogenics are typically used to incite
serious injuries, but rather serve to prevent further Dreams, to confuse, and are commonly used by the lowe caste
deterioration of the victim's condition, so he may be safely of society to entertain, typically accompanied by drugs and
transported to a site of more advanced healing. The sister alcohol. You gain proficiency in Herbal Hallucinogenics Kits.
knowledge of Pain Relief, this field of knowledge focuses on
the physical aspect of injuries. You gain proficiency in Herbal Herblore: Toxins and Acids
Wound-Setting Kits. Similar to Poisons and Hallucinogenics, toxins and acids can
Herblore: Pain Relief be made from a variety of common plants. Somewhat
unwieldy in combat due to their volatility, this is nonetheless a
Similar to the herbs used to stop blood flow, this particular very important area of herblore. Toxins often go hand-in-hand
area of knowledge focuses on numbing the effects of pain, as with Poisons, while Acids are used for such purposes as
well as reducing swelling and bruising on an individual. This releasing bound characters, throwing at opponents, and for
will not relieve or heal cuts, scrapes, and other serious alchemical and metallurgical work. You gain proficiency in
injuries, but rather serve to prevent further deterioration of Herbal Hallucinogenic Kits.
the victim's condition, so he may be safely transported to a site
of more advanced healing. The sister knowledge of Wound- Herblore: Advancing Healing
Setting, this field of knowledge focuses on the By 11th far the most commonly-practiced type of Herblore,
mental/emotional aspect of injuries. You gain proficiency in the power to heal others is always of use. This second foray
Herbal Pain Relief Kits. into the field provides more advanced healing techniques,
Ability Score Increase usable both in combat and outside the arena. Focusing on
healing severe injuries, minor breaks and dislocations, and
When you reach 4th level, and again at 8th, 12th, 16th, and even effective for severed limbs when applied quickly enough,
19th level, you can increase one ability score of choice by 2, or this is essential knowledge for any Herbalist You gain
you can increase two ability scores of your choice by 1. As proficiency in Herbal Advanced Healing Kits.
normal, you can't increase an ability score above 20 using this
feature. Herblore: Extra Potency
Herblore: Moderate Healing At 6th Level, the Herbalist's advanced knowledge allows them
to increase the potency of their Herbal Kits. Your Potency
By far the most commonly-practiced type of Herblore, the Bonus is equal to half of your Herbalist level, rounded down,
power to Heal others is always of use. At 5th level, this first and is added to the roll to create, alter, or use a Herbal Kit.
foray into the field provides several essential techniques, Healing Kits are more effective at healing, Poison Kits
usable both in combat and outside the arena. Focusing on become deadlier, and Hallucinogenic/Toxic/Acid Kits become
healing cuts, gashes, burns, and other painful injuries, this is harder to resist. For example, a 7th Level Herbalist would add
essential knowledge for any Herbalist. You gain proficiency in +3 to her Herbal Kit healing results, and a 16th Level
Herbal Moderate Healing Kits. Herbalist would add +8 to her Poison Kit usage roll.
Self-Sufficient Quick Healing
At 6th Level, you are able to forge for more ingredients, At 14th Level, you have so much practice with applying Herbal
increasing the quantity you find and their rarity. You gain Kits, that you are able to apply/use a Kit as a Move action,
proficiency in the Nature skill. If you already have proficiency instead of an Action.
in Nature, you gain double proficiency in it.
Quick Crafting
Workshop Side-Effects At 16th Level, you’ve mastered creating Herbal Kits so such a
At 8th Level, through the amount of exposure to poisons gain degree that you’re able to create/alter an Herbal Kit twice as
resistance to poison damage and have advantage of saving fast. For example, a 2 hour Crafting decreases to 1 hour.
throws against poison.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Herblore: Unique Poisons
By the 18th level, Poisons are always a danger when out in the
wilderness, whether from a venomous creature lurking in the
jungle, or an assassin's poison in your dinner, and it's always a
good idea to have a Poison Kit or two on hand, just in case...
This expert knowledge of Poisons allows creation of
extremely effective remedies, the ability to create deadly and
untraceable Poisons, and techniques for preventing future
Poisonings and diseases. Also prevents accidental self-
poisoning when working with Herbal Poison Kits.
Herblore: Expert Healing
By far the most commonly-practiced type of Herblore, the
power to Heal others is always of use. This third and final
foray at the 19th level into the field provides several high-risk
and high-reward techniques, usable both in combat and
outside the arena. Focusing on healing extreme injuries,
severe breaks and dislocations, severed limbs and burns, this
is essential knowledge for any high-level Herbalist.
Herblore Mastery
Upon reaching 20th Level, the Herbalist is considered to be a
Master of all things related to plants and Herblore. He/She
can Use, Alter, or Create any Herbal Kit at a +3 Bonus. In
addition, the Herbalist can then begin imparting his/her
knowledge to others, providing a +2 Knowledge Bonus to any
student they may take on. As well, the intense knowledge of
Herblore and Herbal Kits allows the Herbalist to recognize
various Kits on sight, as well as fortify themselves from
Herbal Poison, Toxin, Acid, and Hallucinogenic Kits.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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