Base Class: Ranger
The naturally nomadic rangers make the perfect herbalists. They cover lots of ground in lots of different environments which gives them access to rare herbs that may not grow well in a garden. Being out in the wilderness, facing dangers of beasts and of Mother Nature herself, teaches some rangers the intricacies of herbalism, and the strength of salves. The Herbalist subclass focuses on the various uses of herbs and the salves that they can make from them. This allows them to heal themselves and their allies.
Herbalist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Herbalist Spells table. These spells count as ranger spells for you, but they don’t count against the number of ranger spells you prepared.
Herbalist Spells
| HErbalist LEVEL | SPELL |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Continuous Foraging
No matter where you travel you are continuously foraging for herbs and plants to be used in your salves and ointments. Starting at 3rd level you move at your normal speed while still foraging. You gain proficiency in Survival checks when used to forage. If you already have proficiency in it, then you gain expertise in survival for foraging purposes.
Healing Salve
Starting at 3rd level, you have learned the correct combination and quantities of herbs, plant parts and oils to create a healing salve. This healing salve cures wounds and stimulates cell growth. As an action you create and apply a healing salve to you or one of your allies within touch range. At 3rd level the Healing Salve heals 1d6 plus your wisdom modifier points of damage and allows the recipient to expend 1 hit die from their die pool and heal that as well (as a free reaction for the recipient). You can create a Healing Salve a number of times equal to your level before needing to take a long rest to reset the charges.
You improve your Healing Salve’s effectiveness as you gain in level. At 11th level the salve heals 2d6 plus your wisdom modifier hit points and allows the recipient to expend up to 2 hit dice from their hit die pool and heal that amount as well. At 15th level the salve heals 3d6 plus your wisdom modifier hit points and allows the recipient to expend up to 3 hit dice from their hit die pool and heal that amount as well. At 19th level the salve heals 4d6 plus your wisdom modifier hit points and allows the recipient to expend up to 4 hit dice from their hit die pool and heal that amount as well.
Specialty Salves
Starting at 7th level, you learn how to make two specialty salves. The first Specialty Salve cures a poison from the recipient. The second Specialty Salve removes a disease from the recipient. The salve creation and application takes an action and must be applied at a range of touch. You can create as many Specialty Salves a day as you wish (at will). This does not heal any physical damage, ability point damage or remove any condition already done before the salve is applied, but removes the poison or disease itself, so that it doesn’t do further damage.
Relaxing Salve
Starting at 11th level, you learn to make salves that relax the recipient’s muscles and calms their nerves with gentle heat and pleasant scented fumes.
During a short rest you can apply Relaxing Salves to yourself or your allies. This allows the recipient to regain double the hit points back when the recipient spends a hit die, for each hit die spent. The recipient also removes one level of exhaustion during a short rest.
During a long rest the recipient regains all of their expended hit dice (rather than the normal half).
Permanent Salves
Starting at 11th level, you can create permanent salves, ointments and potions at 1/2 the normal creation costs and time.
Salve of Extended Healing
Due to your constant use of salves, certain herbs and oils have become permanently infused in your skin. Starting at 15th level, You gain a Regenerate spell on you constantly. When hit with a cold or water spell it stops the Regeneration until the end of your next round.
Your body becomes immune to poisons and diseases.
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