Herbologist’S Path Image

Level 1–3: Budding Greenwitch

  • Gain proficiency in Herbalism Kit and Nature or Arcana (choose one).

  • You can now cultivate and harvest magical plants during long rests or while foraging.

  • Once per long rest, you can roll on the d20 Common Plant Table and grow 1 magical plant in 3 quantities (e.g., 3 doses, leaves, pods, or fruits).

  • You can store up to 3 types of common plants at once in a pocket garden (a magically grown pouch, belt garden, or terrarium).

  • You can substitute common magical plants for material components (under 5 gp) in druid spells.

 

Level 4–6: Mycologist’s Touch

  • You can now roll on the Common and Uncommon Plant Tables.

  • Once per long rest, choose:

    • Grow 1 Common plant (3 qty), or

    • Grow 1 Uncommon plant (2 qty)

  • You can now craft simple potions or poultices from plants you’ve harvested (DC 13 Herbalism check):

    • Healing salves (1d6 or 1d8 healing)

    • Buff elixirs (e.g., resistance, darkvision, minor spell effects)

  • Increase your pocket garden capacity to 5 types of plants.

 

Level 7–9: Cultivator of the Wilds

  • You can now roll on the Common, Uncommon, and Rare Plant Tables.

  • Once per long rest, choose:

    • 1 Common plant (3 qty),

    • or 1 Uncommon plant (2 qty),

    • or 1 Rare plant (1 qty)

  • Every 2 levels starting from level 7, you may grow 1 additional plant per long rest (choose independently each time).

  • You can now animate one harvested plant into a Small elemental plant companion (once per long rest; HP = Druid level × 2, AC 13, 1d6 attack).

  • With 8 hours of effort and a Rare plant, you can craft limited magical items or effects with DM discretion (e.g., resistance potion, temporary AC boost, healing blossom).

 

Level 10–13: Verdant Mastery

  • You can now roll on the Common, Uncommon, Rare, and once per week, the Legendary Table (Legendary plants still only grow at higher levels — see below).

  • Once per long rest:

    • Grow 2 plants: choose from any accessible rarity

    • Use total of 4 quantity points (e.g., 2 Common @3 qty and 1 Rare @1 qty)

  • You may quick-grow 1 plant as an action by expending a spell slot:

    • 1st-level slot = Common plant (1 qty)

    • 2nd-level slot = Uncommon plant (1 qty)

    • 3rd-level slot = Rare plant (1 qty)

  • Gain Fungal Familiar: once per long rest, summon a Puffshroom Scout (Tiny, 10 HP, blindsight 30 ft, can self-destruct for 1d8 poison, DC 14 CON).

 

Level 14–16: Groveweaver

  • You may now attempt to cultivate Legendary Plants once per long rest (roll on the Legendary table with DM permission — DC 20 Nature/Arcana to succeed).

  • Once per long rest:

    • Grow 2 plants + 1 bonus plant (3 total), chosen from any unlocked tables

    • Gain 6 quantity points total to divide (e.g., Rare ×2, Common ×3, etc.)

  • Activate your Mobile Garden Aura (1x/day, 10 minutes):

    • 10-ft radius follows you

    • Allies regain +2 HP/round inside

    • Plant spells cast at +1 level

    • Enemies must save vs. vines restraining them (DEX save = spell save DC)

 

Level 17: Arch-Herbologist

  • You may now grow 1 Legendary Plant (1 qty) per long rest — no check required.

  • Once per long rest:

    • Grow 3 plants of any rarity

    • Use up to 8 quantity points

  • Unlock Seed of Life:

    • When you or an ally within 30 ft drops to 0 HP, a magical root revives them with 1 HP and stabilizes them instantly. No components required. Recharge on long rest.

  • Gain Speak with Plants permanently, and resistance to poison and necrotic damage.

  • Once per week, you may Awaken a Plant into a sentient being. The awakened flora may follow you, defend your grove, or become an NPC (DM-controlled).

 

Common Magical Plants (d20 Table)

Typically found in forests, fields, meadows, or cultivated gardens. Requires DC 10 Nature/Survival to find.

d20 Plant Name Use
1 Silverdew Moss Can be brewed into a salve that grants +1d4 temporary HP.
2 Whistleweed Crushed and burned to create a faint whistling scent; grants +2 to Perception checks for 10 minutes.
3 Stingerleaf Ground and applied to a blade; next weapon hit deals +1 poison damage.
4 Sunlace Fern Restores 1d4 HP when boiled and drunk.
5 Cobweb Clover Stops minor bleeding; stabilizes a dying creature automatically.
6 Glowcap Mushroom Emits light in a 10-ft radius for 1 hour. No heat.
7 Frostbloom Pressed into the skin to cool fever or reduce fire damage taken by 1 for 1 hour.
8 Drowsy Daisy Causes mild drowsiness; DC 10 CON save or fall asleep for 1 minute.
9 Faegrass Smoked or inhaled to grant advantage on Insight checks for 10 minutes.
10 Snaproot Chewed to wake up from unconsciousness or charm effect (one attempt only).
11 Sootleaf Can mask scent from trackers for 1 hour.
12 Witchmint Restores 1d4 spell points (or a cantrip use) once per long rest.
13 Tanglevine Tendril Acts like a rope but is semi-living; can climb or wrap on command once/day.
14 Blisspetal When brewed into tea, grants resistance to being frightened for 10 minutes.
15 Bumbleberry Pod Explodes in sweet pollen; creatures in 5 ft radius make DC 10 WIS save or become charmed for 1 round.
16 Spikewort Thorny leaf; can be placed in a trap for +1d6 piercing damage.
17 Ashfern Grows from recently burned land; grants resistance to fire damage for 1 hit.
18 Chorus Lily Vibrates slightly when danger is nearby. Acts like alarm.
19 Wispblossom Used to trace invisible creatures (faint shimmering particles linger on invisible beings for 1 min).
20 Heartroot Once chewed, allows creature to reroll a failed death saving throw. One use only.
Herbologist’S Path Image

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