Herbalism Master Image
Prerequisite: Dexterity or Intelligence of 13
 

You become a seasoned herbalist and brewer of remedies. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with a herbalism kit, if you don't already have it. If you already have proficiency; you gain expertises with a herbalism kit or Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • In addition, you are no longer required to be a spellcaster in order to create healing potions (but must still have the required minimum level, as per 'Crafting a Magic Item' in the Dungeon Master's Guide).
  • Each 'Healing Potion' you make, you inspected to determine the potential quality of your potion.  No potion will be less that a basic Potion of Healing (2d4+2) but may gain additional recovery hit points for higher quality brews. (Roll 1d100; 50 is 0 - more than 50 potion is above average, less than 50 below average; farther away from 50 may  add or reduce hit points regained.)
  • In addition, to a creature drinking them, all beneficial potions (and antitoxins) you craft have their effects gained by absorption (on contact or inhalation) including when they hit a creature when thrown as part of a ranged weapon attack.
    • Thrown (Ranged weapon) attack range 20/40
      • Friendly creatures who are prone do not have disadvantage with 20 feet
    • As an action, as long as you are not blind, you can convert any beneficial potions (and antitoxins) that you have crafted in to one of the following:
      • Smoke Bomb - at the end of your turn a 10 foot radius on yourself makes a plume of smoke. Any Friendly creatures (not blind or grappled) within the plume of smoke can use their reaction inhale the potion.  As a result of the conversion some of the potion is lost within the environment.  Potion losses the +1 for every d4; i.e. basic Potion of Healing (2d4+2) in now 2d4, to each.
      • Rain Cloud -  at the end of your turn a 20 foot radius rain cloud, 10 feet overhead forms at a point you choose within 15 feet. All Friendly creatures under the cloud not grappled or undercover can regain hit points at the start of their next turn.   (Those undercover can use their reaction to reach out and touch the raindrops.) As a result of the conversion some of the potion is lost within the environment.  Potion losses the +1 and gains -1 for every d4; i.e. basic Potion of Healing (2d4+2) in now 2d4-2 minimum of 1, to each.
Herbalism Master Image

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