Druid
Base Class: Druid

The circle of the herbalist is followed by druids who have learned to reap the bounty of mother nature, and have learned the secrets of its applications through intense study of plants and biologic magics. Herbalists are often found in many villages far off in the woods, so that they may provide mother nature's goods to those in need and suffering. Herbalists are highly skilled in natural identification, and will often know the type and use of a given herb just by looking at it. Herbalists have also been granted the rare ability to transform into plant life as well as beasts, causing them to pack pack quite a punch in their alternate forms

Natural Healer

When you choose this circle at 2nd level, you gain proficiency in medicine and nature skills. You also gain resistance to poison and constitution checks that would cause disease and gain an advantage when identifying illnesses and plants that you have encountered before. 

 Once per short rest, you can create a salve from materials in your area. To create a concoction, the maker first must be successful at nature skill check (with a DC of the Dm's choosing) to determine if there are the necessary ingredients around you. The salve, when applied as a bonus action, heals 1d12+ your wisdom modifier. You may only have 3 salves made at a time.

 

Plant Wild shape

At 2nd level, you can expend one use of Wild Shape to transform into a monster whose type is 'Plant". When you pick this class at level two, you may use wild shape to turn into creatures with a challenge rating of 1, when you reach level 6, this becomes your level divided by 3 rounded down.

Plant bond

When you make an attack with a weapon made of wood ( for projectile attacks, both the ammunition  and weapon must be wooden) the attack does an extra 1d4 + your wisdom modifier bludgeoning damage.

Imbue plant salve

Starting at level 3, you may imbue your plant salves with your natural power. They maintain their healing properties, but you may expend a 1st spell slot to have them gain one of the following benefits. This can only be used once per short rest.

  1. You may cure the user of all non-magical illnesses and diseases.
  2. You may remove a non- permanent condition from the user, from the following list: Blinded, Deafened, Charmed, Paralyzed, Poisoned. Granted they are not permanent.
  3. You may grant the user advantage on their next roll.
  4. The user may add a d12 to their next attack roll.
  5. The salve deals 1d8+2 poison damage to the user, The salves healing is nullified.
  6. The user gains the poisoned effect
  7. The user gains the wounded condition.

Once the salve has been applied, roll a d12 + your wisdom modifier on this table to see the success of the salve:

  1. the salve causes the reverse of the intended effect and does 2d8(+ user's medicine skill) hit poison damage and a lasting injury/madness
  2. the salve causes the reverse of the intended effect  and does 2d8(+ user's medicine skill) hit poison damage
  3. the salve has no effect and does 1d8(+ user's medicine skill) hit poison damage 
  4. the salve has no effect 1d4(+ user's medicine skill) hit poison damage
  5. the salve has no effect 
  6. the salve is a success but causes 1d8(+ user's medicine skill) hit poison damage 
  7. the salve is a success but causes 1d8(+ user's medicine skill) hit poison damage
  8. the salve is a success but causes 1d4 (+ user's medicine skill) hit poison damage
  9. the salve is a success but causes 1d4 (+ user's medicine skill) hit poison damage
  10. the salve is a success
  11. the salve is a success
  12. the salve is a success and provides 1d8(+ user's medicine skill) hit points

You may then add or subtract half your Wisdom (Nature) proficiency bonus rounded down from the result.

Alternatively, you may expend an additional 1st level spell slot to add an effect to the salve:

  • The concoction has a delayed reaction (up to 1d4 hours)
  • The concoction has the scent/taste desired by the user
  • The concoction is twice as toxic or half as toxic (you choose after rolling on the outcome table)
  • The concoction has the desired texture of the user (I.E. sticky, oily, thick, thin, etc.)
  • The concoction changes potency over time (after 1-hour roll the concoction chart again) 

Salves cannot be mixed, and if they are, their effects are nullified.

You may coat arrows/weapons with the salve to apply the effect after a hit with the weapon. The target must succeed a DC 10 + your Wisdom (Nature) proficiency bonus.

 

 

Master Biologist

Starting at 6th level, you have been immersed in the ways medicinal/status based spellcraft and have gained access to the following spells of your choosing without needing to prepare them to do so, you may switch any of these spells after every long rest. you may only select up to the number of spells from this list equal to half of your medicine skill modifier (minimum of one). You may also imbue a salve with one of these effects (the salve maintains it’s healing/damaging properties). An imbued salve gains a the effect of the spell it was imbued in.

1st level: Detect Poison and Disease, Purify Food and Drink, Jump, Longstrider, Sleep, False Life, Expeditious Retreat, Grease, Protection from Evil and Good   

2nd level: Protection from Poison, Enhance Ability, Calm Emotions, Darkvision, Blindness/Deafness, Aid

3rd level: Plant Growth, Speak with Plants, Remove Curse, Protection from Energy, Water Breathing, Haste, Slow, Nondetection 

Improved herbology

When you reach 10th level, you may:

  • Add a single additional effect to your concoctions
  • without expending a spell slot.
  • You may use spells from the medicinal magic list without expending a spell slot, equal to half of your nature skill (minimum of one) per long rest.
  • You may use a single spell from the medicinal magic list as a bonus action regardless of its action time
  • You are aware and are able to read the basic emotions of a given plant creature. 
  • You may use your Herbalism kit as a spell focus 

Bounty of the Forrest

When you reach 14th level you may:

  • have 5 salves made at a time
  • You have access to the following effects for your salves (you can cause or remove them): Burned, Specific injury/short term madness/illness, incapacitation (only if target's Hp is near 0), invisible blindsight (up to 60ft),  pheromones (of a desired creature),  confusion (based on confusion spell), light (up to 60ft), prone, Enhanced physical skill (Add your half of your medicine skill to a dex or str based skill), silenced, restrained, one single emotion(as desired by the user.) 
  • You may add another secondary effect without expending a spell slot
  • plants must succeed a charisma saving throw or be charmed by you

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