Herbalist
About this class
Herbalists are people who grow, harvest, create, and sell herbs with different medical properties. Some cure wounds, while others enhance abilities. Herbalists spend a lot of time perfecting their craft, and making sure each herb they grow is ready for consumption. They are keen observers, who notice things in plants early, and can extend that skill to other areas. While they might not have the highest level of social discipline, they are kindhearted, and eager to help out when the situation calls for it.
Domains
Sage
Splendor
Starting stats
Hope feature
Class features
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Herbal Remedy
You may clear 1 Hit Point on a creature within Melee range a number of times per session equal to your Spellcast modifier.
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Battle Herbs
At the beginning of the session, roll a number of d6s equal to your Spellcast modifier, and place the dice on you character sheet. During a scene, you may use one Herb on yourself, or another creature within Melee range that lasts for the scene. Each creature can only benefit from one Battler Herb at a time. The effects of your Battle Herbs are as follows:
1-3: You gain a bonus to attack, and damage rolls equal to your Tier.
4-5: Add Your Spellcast Modifier to your Damage Thresholds.
6: Whenever you make a successful attack, you may Gain an additional Hope, clear a Stress, or Clear a Hit Point.
At the end of a session, clear all unspent Battle Herb dice.
Class items
- A rare plant with unknown properties
- An incomplete herbal recipe.
Character questions
Background prompts
- Are you self-taught, or did someone else teach you how to heal using the power of nature?
- Where do you usually hunt for the herbs you need to make your concoctions?
- What do you give back to nature after taking from it, if anything?
Connection prompts
- I’ve had to point out a dangerous plant to you. What is it, and how did I teach you what to look for?
- I often get lost in my work of creating herbs. How do you reel me back in?
- What medical issue have you consulted me about that you don’t want the other members of our party knowing about?
Subclass cards
Printable via header menu
Combat
Foundation
SPELLCAST TRAIT: Instinct
Feral Strikes: While you are under the effect of your Battle Herbs, you may add an additional 1d8 to your damage rolls.
Combat
Specialization
Feral Senses: Your Feral Strikes damage is now 2d8.
Combat
Mastery
Feral Intensity: Your Feral Strikes damage is now 3d8.
Support
Foundation
SPELLCAST TRAIT: Instinct
Support
Specialization
Support
Mastery
Studied
Foundation
SPELLCAST TRAIT: Instinct
Gatherer: Gain an additional Battle Herbs die.
Mixer: Once per session, you may Spend a Hope to reroll your Battle Herbs dice.
Studied
Specialization
Forager: Gain an additional Battle Herbs die.
Herbal Clearance: Whenever any creature under the effect of your Battle Herbs makes a successful attack roll with Hope, instead of gaining the Hope, they may choose to clear a Stress.
Studied
Mastery
Gardener: Gain an additional Battle Herbs die.
Fruits of Labor: If you have at least one remaining Battle Herbs die, you may roll all your remaining Battle Herbs dice, and clear an equivalent number of Hit Points of anyone within Close range, divided as you see fit.
Herbalist
Herbalists are people who grow, harvest, create, and sell herbs with different medical properties. Some cure wounds, while others enhance abilities. Herbalists spend a lot of time perfecting their craft, and making sure each herb they grow is ready for consumption. They are keen observers, who notice things in plants early, and can extend that skill to other areas. While they might not have the highest level of social discipline, they are kindhearted, and eager to help out when the situation calls for it.
Domains
Sage + Splendor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A rare plant with unknown properties
- • An incomplete herbal recipe.
Herbalist’s Hope Feature
Hyper Remedy : Spend 3 Hope to clear 1 Hit Point of all creatures of your choosing in Melee range
Class Features
Herbal Remedy
You may clear 1 Hit Point on a creature within Melee range a number of times per session equal to your Spellcast modifier.
Battle Herbs
At the beginning of the session, roll a number of d6s equal to your Spellcast modifier, and place the dice on you character sheet. During a scene, you may use one Herb on yourself, or another creature within Melee range that lasts for the scene. Each creature can only benefit from one Battler Herb at a time. The effects of your Battle Herbs are as follows: 1-3: You gain a bonus to attack, and damage rolls equal to your Tier. 4-5: Add Your Spellcast Modifier to your Damage Thresholds. 6: Whenever you make a successful attack, you may Gain an additional Hope, clear a Stress, or Clear a Hit Point. At the end of a session, clear all unspent Battle Herb dice.
Herbalist Subclasses
Choose either the Combat or Support subclass.
Combat
Play as the Combat Herbalist if you want to enhance your own abilities in combat using your Battle Herbs
Spellcast Trait
Instinct
Foundation Features
- Prepared for Battle: Gain a permanent +1 to your Evasion.
Feral Strikes: While you are under the effect of your Battle Herbs, you may add an additional 1d8 to your damage rolls.
Specialization Feature
- Force of Nature: Gain a permanent +3 to your Severe Damage Threshold.
Feral Senses: Your Feral Strikes damage is now 2d8.
Mastery Feature
- Clear Out: While you are under the effect of your Battle Herbs, you may choose to end the effect to clear 1d4 Hit Points.
Feral Intensity: Your Feral Strikes damage is now 3d8.
Support
Play as the Support Herbalist to enhance the abilities of your allies in battle using your Battle Herbs.
Spellcast Trait
Instinct
Foundation Features
- Herbal Connection: Gain a permanent +1 Stress Slot. When someone else is under the effect of your Battle Herbs, whenever they make an attack roll, you may mark a Stress to give them Advantage on the attack roll. If the attack is successful, they gain a +1 to their Proficiency.
Specialization Feature
- Herbal Shield: Gain a permanent +1 Stress Slot. Whenever someone else under the effect of your Battle Herbs is forced to mark more than 1 Hit Point, you can mark a Stress to reduce the damage by one Threshold.
Mastery Feature
- Herbal Healer: When someone else is under the effect of your Battle Herbs, you may choose to end the effect to have them clear 2 Hit Points.
Background Questions
Answer any of the following, or create your own.
- • Are you self-taught, or did someone else teach you how to heal using the power of nature?
- • Where do you usually hunt for the herbs you need to make your concoctions?
- • What do you give back to nature after taking from it, if anything?
Connections
Ask one of the following, or improvise.
- • I’ve had to point out a dangerous plant to you. What is it, and how did I teach you what to look for?
- • I often get lost in my work of creating herbs. How do you reel me back in?
- • What medical issue have you consulted me about that you don’t want the other members of our party knowing about?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.