Base Class: Druid
The Herbomancer is a Druid subclass that focuses on the magical use of herbs, spices, and aromatics to create unique effects in combat and healing. These druids channel the elemental powers of nature through different seasonings, using them to enhance spells, protect their allies, and control the battlefield. With a deep connection to the earth's natural flavors, Herbomancers bring a flavorful and powerful twist to Druidic magic.
Herbomancer Spells (Level 2)
Herbomancers gain access to a unique selection of spells that draw upon the elemental properties of herbs and spices. These spells enhance their ability to heal, protect, and unleash nature’s wrath, flavored with the essence of the earth's natural bounty.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Herbomancer Spells
Druid Levels - Spell
2nd Level - Goodberry / Grease
3rd Level - Calm Emotions / Enthrall
5th Level - Create Food and Water / Fireball / Plant Growth
7th Level - Dominate Beast / Conjure Woodland Beings
9th Level - Animate Objects / Maelstrom
Spice Infusion (Level 3)
Starting at 2nd level, your deep connection with nature's flavors allows you to infuse your magic with the essence of elemental spices. When you finish a long rest, choose one type of seasoning: Fiery Chili (Fire), Cooling Mint (Cold), Zesty Citrus (Lightning), or Smoky Pepper (Thunder).
- Fiery Chili (Fire): Your spells and abilities can be infused with the heat of chili peppers, adding a fiery burst to your attacks.
- Cooling Mint (Cold): The refreshing essence of mint cools the air around you, allowing you to channel the biting cold.
- Zesty Citrus (Lightning): The tangy spark of citrus infuses your magic with electrical energy, crackling with power.
- Smoky Pepper (Thunder): The deep, rich aroma of smoky pepper enhances your attacks with the rumble of thunder.
You gain resistance to the chosen damage type until you choose a different one after a subsequent long rest. Additionally, when you deal damage of the chosen type with a spell or ability, you can add your Wisdom modifier to the damage dealt.
Flavored Casting (Level 6)
At 6th level, your mastery over the magical properties of herbs and spices deepens, allowing you to imbue your spells with additional effects. As a bonus action, for 1 minute, when you cast a spell that deals damage or restores hit points, you can choose to infuse it with one of the following aromatic properties:
- Peppermint Cool: The spell creates a soothing aura around the target, granting them temporary hit points equal to your Wisdom modifier (minimum of 1) until the start of your next turn.
- Cinnamon Heat: The spell leaves a lingering warmth, causing the target to shed light in a 10-foot radius and deal an additional 1d4 fire damage with their next melee attack before the end of their next turn.
- Lavender Calm: The spell emits a calming fragrance, giving the target advantage on Charisma (CHA) saving throws against being frightened or charmed for the next minute.
- Ginger Zest: The spell invigorates the target, allowing them to add 1d4 to their next saving throw or ability check made before the end of their next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. You can also use this feature by using a wildshape charge.
Essence of the Earth (10th Level)
At 10th level, you’ve learned to draw upon the deeper, more potent energies of the earth's most powerful herbs and spices. As an action, you can select an area within 60 feet and infuse it with one of the following elemental effects for 1 minute:
Herbs and Spices ( Level 14)
At 14th level, your expertise in herbology allows you to tap into the very essence of nature’s elemental forces. As an action, you can create a potent infusion that harnesses the power of herbs and spices, granting you or an ally a powerful effect, or unleashing a devastating attack on your enemies. Choose one of the following effects:
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Revitalizing Elixir: You create a restorative concoction that, when consumed, heals the drinker for 4d8 + your Wisdom modifier hit points. The drinker also gains resistance to one damage type (fire, cold, lightning, or thunder) of your choice for 1 hour.
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Elemental Surge: You release a burst of elemental energy at a point within 60 feet. Choose fire, cold, lightning, or thunder. Each enemy creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC, taking 5d6 damage of the chosen type on a failed save, or half as much on a successful one.
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Protective Essence: You create a protective aura around yourself or an ally within 30 feet. For the next 10 minutes, the target gains a +2 bonus to AC and advantage on saving throws against spells and other magical effects. Additionally, they gain temporary hit points equal to your Wisdom modifier at the start of each of their turns.
- Come One, Come All! : You cook a grand meal for your allies. Each ally gains additional max hit points equal to half your hit dice + double your Wisdom modifier. This does not stack with other uses of this feature.
- Bloom and Dungeon: You make a potion that gives you advantage on weapon attack rolls, WIS ability checks, and saving throws against spell saves.
- Chew the Cud: You create a good berry that when fed to a pet, mount, beast companion, familiar, or allied best, you gain +2 to your AC and can cast spells from them even while wildshaped.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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