You use your pestle and mortar to grind protective herbs. Once they are ground, you scatter the herbs over your allies within 20 feet of yourself. For the next 10 minutes you can sense the health of affected allies through smell, knowing whether they are above or below half maximum hit points and whether they are suffering from any negative status effects.
Empowered. You can empower the herbs by casting a spell of 3rd level or higher that restores hit points to an ally, or an abjuration spell that grants an ally a beneficial effect. When empowered, the herbs burrow deeper into the pores of your allies strengthening your connection to them. You can now sense their exact hit points and the specific status effects on them. Additionally, once per turn, you can use your reaction to restore hit points to one affected ally equal to 1d6 + your spellcasting modifier. This healing increases by 1d6 for each spell level above 3rd used to empower the herbs. While empowered, the duration of the protective herbs shorten to 1 minute.
* - (a pestle and mortar and 1gp worth of herbs that will be expending on use)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/3/2026 8:42:50 PM
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Coming Soon
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