Base Class: Rogue
These masters of botany have become one with Mona and nature itself. They gained the understanding that nearly every obstacle can be eased or be completely erased with the help of nature. Poison, Pint, or Poultice, problems are always temporary with the help of nature.
Botanical Awarness
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. You also gain Expertise with the herbalism kit.
Starting at 9th level when you search for resources you have a 50 percent chance to find double the resources.
Potent Product
Starting at 3rd level you have learned the best materials from each region to create poison and elixirs with. When you take time to look for materials you can choose Potion or Poison. The materials must be used within a month or they will dry up and crack.
Poison- You can create poisons for various needs and effects that cause different conditions to the creature. When you choose poison roll a d4 and then a 1d6 to determine which and how much you find of them.
This poison has can be rubbed on the tips of 12 arrows or two uses for a single blade.
Poisonous Pettles- You can use 2 of these petals to create a poison. When a creature is attacked by a weapon with this poison applied they must make a Constitution saving throw equal to your Botanical Save. On a failed save the creature takes an additional 3d6 poison damage and is considered poisoned for 1 minute. The creature can attempt to shake off the effect at the end of its turn. (Creation DC = 12)
Fearsome Fungus- You can turn 4 of these mushrooms into a thick viscous liquid. When a creature is attacked by a weapon with this liquid is applied must make a wisdom saving throw equal to your Botanical Save. On a failed save the creature takes 3d6 necrotic damage and is frightened of the attacker for 1 minute. The creature can attempt to shake off the effects at the end of its turn. (Creation DC =14)
Maleficent Moss- You can turn 4 bundles of this moss into a sandy vail of liquid. When a creature is attacked by a weapon with this liquid applied must make a Strength saving throw equal to your Botanical Save. On a failed save the creature takes 2d8 poison damage and for the next minute, they have a disadvantage on strength and dex-based attacks and ability checks. The creature can attempt the save again at the end of its turn. (Creation DC = 16)
Paralyzing Posy- You can turn 6 of these flowers into a glowing red liquid. When a creature is attacked by a weapon with this liquid applied must make a Constitution saving throw equal to your Botanical Save. On a failed save the creature takes 1d12 psychic damage and is paralyzed for the next minute. The creature can attempt the save again at the end of its turn.
(Creation DC = 18)
Elixirs-You can create an elixir for various needs and effects that cause different conditions to the creature. When you choose elixir roll a d4 and then a 1d6 to determine which and how much you find of them. A creature can ingest multiple of these potions but must make a Constitution saving throw equal to your Botanical Save.
Healing Herbs- You can use 3 of these assorted herbs to create a mint green liquid. When a creature ingests this liquid they regain 2d4 hit points and gain +1 to their AC for 1 minute. The AC bonus of this elixir can stack up to a +4 if a creature makes an attempt to drink another they immediately fail the save. (Creation DC = 12)
Speed Sap- You can use 4 applications of this thick liquid into a honey-like substance. When a creature ingests this liquid their speed is increased by 5 ft. for 8 hours. The bonus to movement can stack up to 15 ft. if a creature makes an attempt to drink another they immediately fail the save. (Creation DC = 14)
Protective Perrenials- You can use 5 applications of these flowers to create a colorful elixir. When a creature ingests this liquid they gain 2d8 temporary hit points for 8 hours. Also as long as the creature has the temporary hitpoints they have advantage on any Dexterity-based ability checks and saving throws. (Creation DC = 16)
Hormonistic Hibiscus- You can use 6 applications of these flowers to create a nearly clear elixir. When a creature ingests this liquid it can choose to regain a spell slot of first level. Also for the next hour, they have advantage on all spells and magical effects that would affect the mind of the creature. (Creation DC = 18)
Starting at 6th level all damage and effects of your poisons are not affected by resistance.
Starting at 18th level all damage and effects of your poisons are not affected by immunity.
Botanical Save
Your Botanical Save is equal to 10+Wisdom or Intelligence+Proficency Bonus.
Natural Remedy
Starting at 9th level you can spend 1-hour finding materials to cleanse both mind and body of a creature of your choice. During this hour you can either find the materials to cast either Greater Restoration or Raise Dead with spending a spell slot or material components. Using either your spiritual or pure intellectual connection with nature. After you use this feature you can use it again for 1d12 days.
Botanical Adept
Starting at 13th level you can now choose what materials you find when searching for ingredients for elixirs and poisons instead of rolling a d4. You also have a 50 percent chance to gain twice as many materials when you search for them.
Verdant Strike
Starting at 17th level you have created the perfect poison for weapons. When you deal sneak attack damage instead of bludgeoning, piercing, or slashing damage it deals poison damage. Also when you critically strike you can choose a poison and the creature must make the save or be affected by the poison chosen.
Comments