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. These druids are skilled in the medical arts and have learned to make salves and potions to heal (or in some cases cause)ailments and wounds. Herbalists are highly skilled in natural identification, and will often know the type and use of a given herb just by looking at it. 

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.    

Wild Herbalism

Starting at 2nd level, Once per short rest, you can create a potion or salve from materials in your area. To create a concoction, the user 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. Next, the User may choose one of the following effects that the concoction will be able to cure/cause once consumed (granted they are not permanent conditions) Blinded, Deafened, Charmed, Paralyzed, Poisoned, Exhausted (only level at a time), Intoxication, Frightened, Hunger/Thirst, Short term Insanity, and minor bleeding. After when then concoction is consumed the user rolls 1d12 from the following table to determine the success of the concoction. *Note this table is only rolled after consumption* 

CONCOCTION CHART

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

 The User may expend a spell slot (no lower than 2nd level) to modify the concoction so that it may have the following additional properties. You may add multiple effects if mutliple spell slots are consumed.

  • The concoction reacts and is active with skin contact 
  • 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
  • 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) 

Medicinal Magics

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). 

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 

*note any spells, not of the druid spellbook are still cast as if they were*

 

 

Advanced Biology

When you reach 10th level, you are able to

  • 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 

Gaia's Bounty

When you reach 14th level, You have access to more complicated recipes and effects for your concoctions which you can inflict or cure. 

  • You have access to the following effects: 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 
  • You may add up to three primary effects to your concoctions if a spell slot of 5 or greater is used.
  • You are immune to the negative effects of your own concoctions. 
  • Plant creatures must make a will save against your Charisma in order to attack you 

 

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