Herbalist

Herbalists attempt to find the root cause of illness. Practitioners will choose herbs based on the symptoms or ailments a patient describes during the consultation. They will also perform a clinical exam, inspecting certain areas of the body and create a personalized prescription. Patients may use just one herbal treatment or a combination of herbal supplements.

 

It's because of this mastery of herbs that they are priceless for reckless adventurers that get hurt far more than they should.


 

The modifier for Herbalist is: Wisdom. This will be used in all related rolls regarding this profession.

 

Tier 1

You can now use your limited knowledge to add tinges of flavors. You also know what is generally poisonous and what is safe to consume.

Teas

Along with your new knowledge of general herbs, you now know how to make different teas. They do not do anything other than just taste relatively good

Cost: x2 common herbs

 

While there is no fixed market price for this, creativity will be rewarded.

 

Salve

Composed almost entirely of roots, leaves, and aloe, this pasty green mush is a healing agent that helps with minor injuries. When rolling a medicine check, you may use Salve in order to lower the DC.

Cost: x10 common herb


Tier 2

Much more efficient at gathering, your knowledge expands as you may now grow your own herbs.

Gardening

With your knowledge of herbs, you’re now able to emulate the soil condition and humidity needed to grow certain herbs.. You may now attempt to plant one of the herbs you’ve gathered, in an attempt to make a self-sustaining farm.


Self-sustaining farms can not hold legendary herbs.

Weaponize Plants

You may extract oil (poison damage) and put it in a vial for later use on any weapon. Deals an extra 1d4 poison damage and has a chance to apply the de-buff: Poisoned.

Cost: x15 common herb

 

Nettle Power

Using your kit, you’re able to extract the nettles of a plant in order to create a blinding powder. As an action, you can throw a handful of blinding powder at a creature within 10ft of you. This creature must succeed a DC 12 dexterity saving throw or take 1 damage and become blinded.

Cost: x2 common herb

 

Tier 3

Much more sophisticated when it comes to your profession, your failures and victories have shaped you for the better. You may now craft potions that promote healing for specific scenarios.

 

Healing remedies

All healing remedies may be used at any time, but if it is not healing the specific damage type, the healing will default as follows for minor, moderate, and masterworks respectively: 1d4, 1d4+2, or 1d6+2. HOWEVER, you may create healing remedies for specific damage types for double the healing (or double the dice rolled).

Training cost: 20gp

 

Cost:

NOTE: cost for healing remedies is universal. This means that the following costs are for each healing remedy.

Minor: x10 common, x3 uncommon

Moderate: x30 common x10 uncommon, x5 rare

Masterwork: x60 common, x5 uncommon x5 epic, x1 legendary

Venom Cleanse Tea

This herbal tea helps cleanse the body of normal toxins. It is normally imbibed but can also be used to clean a poisoned wound. When a creature suffering from the poisoned condition is treated with this remedy, they may roll a new saving throw to end the poisoned condition immediately with Disadvantage, normally, or with Advantage.

Training Cost: 10gp

Cost: X30 poor herbs, x5 common herbs, x1 uncommon

Burnsoothe Ointment (Burning damage)

This paste, composed primarily of roots and plant oils, reduces pain and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes of the end of an encounter during which they took fire damage from any source, the creature heals 3 (1d6), 5 (1d6+2), or 6 (1d8+2) hit points depending on the quality. If the damage taken in the last 10 minutes was the specific damage listed, the healing will double (or double the dice when rolling). EXPIRES AFTER 2 LONG RESTS.

Healing Potions (regular healing)

This liquid, composed primarily of leaves and flowers, is green rather than the usual reddish maroon paste that healing potions usually come in. When drunk by a creature they will regain a flat number of hit points depending on the quality of craft: 2 hit points, 4 hit points, 6 hit points.

 

Training cost: 100gp

Cost:

Minor: x10 common, x10 uncommon

Moderate: x30 common x15 uncommon, x10 rare

Masterwork: x60 common, x10 rare x10 epic

 

Tier 4

Your mastery and dedication has proven you to be worthy to be a student under a master.

Your skills in identifying herbs and concoctions with said herbs have increased tremendously and the DC is drastically lowered. Medicine checks now have a permanent advantage and proficiency. You are now able to manufacture healing remedies for several more types of damage as well as several other concoctions.

 

Woundbind Poultice (slashing damage)

 

This is a spongy mass of absorbent moss treated with a number of herbs designed to staunch bleeding, cleanse wounds, and dull pain. If bound over a wound, it promotes quick healing. When applied to a wound, the recipient heals 2 (1d4), 4 (1d4+2), or 5 (1d6+2) hit points depending on the quality. If the damage taken in the last 10 minutes was the specific damage listed, the healing will double (or double the dice when rolling). EXPIRES AFTER 2 LONG RESTS.

 

Suture Moss (bludgeoning damage)

This is a stringy green strip made of moss and aloe that is designed to improve the healing of a large surface area of flesh. Once placed over a wound, it promotes quick healing. When applied, the recipient heals 2 (1d4), 4(1d4+2), or 5(1d6+2) healing, depending on the quality. If the damage taken in the last 10 minutes was the specific damage listed, the healing will double (or double the dice when rolling). EXPIRES AFTER 2 LONG RESTS

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Mangled Roots (Piercing damage)

Long brown roots with hooks on the end that are designed to be put into the wounds in order to improve healing. The roots will expand once it touches liquid and will be pushed out naturally by the body’s healing. When applied, the recipient heals 2 (1d4), 4(1d4+2), or 5(1d6+2) healing, depending on the quality. If the damage taken in the last 10 minutes was the specific damage listed, the healing will double (or double the dice when rolling). EXPIRES AFTER 2 LONG RESTS.

 

Healing remedies

All healing remedies may be used at any time, but if it is not healing the specific damage type, the healing will default as follows for minor, moderate, and masterworks respectively: 1d4, 1d4+2, or 1d6+2. HOWEVER, you may create healing remedies for specific damage types for double the healing (or double the dice rolled).

Training cost: 20gp

 

Cost:

Minor: x10 common, x3 uncommon

Moderate: x30 common x10 uncommon, x5 rare

Masterwork: x60 common, x5 uncommon x5 epic, x1 legendary

   

Tinglefoot Tea

A dark yellow clear brew that smells of combinations of mint and basil, it goes smooth down the throat and leaves a tingling sensation behind. For the next duration of 1 hour, the player has an additional +15 feet of movement.

 

Training cost: 100

Cost: x100 uncommon, x50 epic, x2 legendary

 

Blessing Boba

Black tea with snow and black roots. Dark little spheres made nearly entirely of rare herbs of magical nature give it it’s arcane properties. For the remainder of the day, add a 1d4 to anything. Expires in 10 minutes if not consumed.

Training cost: 500gp

Cost: x120 uncommon, X60 epic, x2 legendary

 

Beauty Cream

Made from grinding several different herbs to a fine paste and mixing it with boiling water, this smooth creamy paste cleans the pores of one's face impeccably. Has no real in-game implications but is extremely valuable.

Training cost: 500gp

Value: 1,000 gold

Cost: x100 epic, x2 legendary

 

Lady Solstice

A spicy brown tea made from 2 cinnamon sticks, 2 cloves, 1 whole black peppercorn and sweetened condensed milk. It resembles a coffee liquid with white suds circumventing the cup. For the next hour, whoever drinks this tea has dark vision for 60ft. EXPIRES AFTER 2 LONG RESTS.

Training Cost: 250gp

Cost: x130 uncommon, x100 epic, x2 legendary

 

Mayhem Sunleaf

Green tea with filtered sunlight from Nuxca’s dawns. It’s a cool drink that leaves you feeling refreshed and light. Once you drink this, you gain a +5 temp HP for the rest of the day.

Training Cost: 120gp

Cost: x150 uncommon, x120 epic, x2 legendary

 

Tier 5

You have become a master.

DC’s have been lowered for everything involving this profession and anything below Tier 4 have been made incredibly easy to make, with little to no chance of failure. Your gathering skills have increased 10 fold and you can now pass on your knowledge to the future masters of the world.

 

Your knowledge of herbs and general medicine have become so fine-tuned that you are able to identify herbs and brews and oddities with no roll. Additionally, you are now able to create healing remedies for all damage types as well as much more powerful brews and pastes.

 

Modifier is now: Wisdom + Expertise

 

Tiefling Fire

A rooibos with cayenne infused with smoke. A crunchy red snack that gives whoever eats it resistance for fire damage for the next hour.

 

Training Cost: 310gp

Cost: x150 uncommon, x140 epic, x3 legendary

 

Sharin-root

A spongy red mass with a hard center that’s been marinated with temperamental herbs that have been specifically crushed to the find middle point between being dust and not. Anyone who eats this concoction gets magically enhanced eyesight, being able to see the minute distributions of weight in an opponent's attack that allows you to predict attacks before they are fully committed. Gain advantage on attacks as well as a +1 to your AC for the next 30 minutes.

Training Cost: 820gp

Cost: x150 uncommon, x100 rare, x150 epic, x3 legendary

Auratic Saulve

A reddish cream that is applied under the eyes and on the forehead. A slight tingling will be felt as the saulve is absorbed by the skin. You become more aware of slight goosebumps one gets when experiencing deception to one’s true self. For the next 5 minutes, you have an advantage with all insight checks. Auratic salve expires after 2 long rests.

Training Cost: 750gp

Cost: x180 uncommon, x100 rare, x150 epic, x3 legendary

 

Healing Remedies (Upgraded)

Healing remedies may now be applied too all damage types. All healing remedies may be used at any time, but if it is not healing the specific damage type, the healing will default as follows for minor, moderate, and masterworks respectively: 1d4, 1d4+2, or 1d6+2. HOWEVER, you may create healing remedies for specific damage types for double the healing (or double the dice rolled).

Training cost: 400gp

Minor: x10 common, x3 uncommon

Moderate: x30 common x10 uncommon, x5 rare

Masterwork: x60 common, x10 uncommon x8 epic, x2 legendary

 

Nectar of the Gods

A brew made with magically boiled roots found near arcane explosions of epic proportions. Once you drink this brew, you have a heightened sense of self, effectively gaining advantage on all rolls for the next 10 minutes. Expires after 1 long rest.

Training Cost: 1,250gp

Cost: x200 uncommon, x150 rare, x180 epic, x3 legendary


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