Herbalist 5.5E Image

Life on a far flug island such as Orthos breeds resilience and self sufficiency. Those who know the land and it’s resources will always be at an advantage to those who rely on imported goods, and there is hardly a place more full of resources than the Abyss.

You spent most of your life studying the flora of Orthos and the Abyss. You know which herbs can soothe a fever and which oils can create different potions. Not all medicine is good for the body, though: you have also learned which toxins can stop the heart or drive a man to madness. You know how to manufacture and refine all of these things, dispensing tonics and tinctures to those in need.

As a child you were tasked with cultivating your parents garden, you were able to study, identify, and sort thousands of species of plants. Fungi, herbs, fruits, vegetables, weeds, grasses, and other breeds of plants and you cataloged them all in your little book of plants, you have a list of what plants are safe, what plants are not, and what not to do with certain plants.

 
Ability Scores: Dexterity, Constitution, Wisdom
Feat: Healer
Skill Proficiencies: Nature and Medicine
Tool Proficiencies: Herbalism kit
Equipment:

Choose A or B: (A) Quarterstaff, Herbalism Kit, Healer’s Kit, Iron Pot, Shovel, Traveler’s Clothes, 20 GP; or (B) 50 GP

 

 

 
Feature: Healer

Origin Feat

You gain the following benefits.

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

 
Herbalist 5.5E Image

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