You learned to use the gifts of nature to heal your comrades and focus their strengths in battle. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with the herbalism kit if you don’t already have it.
- As part of a short rest, you can create special ointments, provided you have ingredients and a herbalism kit on hand. You can prepare enough ointments for a number of creatures equal to 3 + your proficiency bonus. At the end of the short rest, any creature the treated its wounds with the ointment and spends at least one Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can produce a number of stimulant pills equal to your proficiency bonus using your herbalism kit provided you have suiting ingredients. These stimulant pills (called mailsurgar "Harnischzucker") last 24 hours after being made. A creature can use a bonus action to eat one of those pills to gain temporary hit points equal to your proficiency bonus. Additionally the pill drives away tiredness and feeling of fatigue and hunger for 4 hours. Eating two pills in executive turns suppresses the effects of any levels of exhaustion for one hour. After one hour the creature gains one additional level of exhaustion. Repeated application can lead to addiction.
Previous Versions
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2/18/2022 12:09:16 AM
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