Herbalist (3.5e Class)
Herbalist
The Herbalist is a mystical practitioner who draws power directly from the heart of nature.
Through a harmonious blend of ancient herbal knowledge and melodic invocations, Herbalists wield the forces of plants and elements to create potent potions, curative elixirs, and deadly poisons. Their spells and abilities are not cast through rote memorization but are instead sung or chanted in communion with nature, each incantation a tribute to the world around them. With a voice that calls to the spirits of flora, Herbalists derive their magic through song, bringing forth spells that can mend wounds, shield allies, and channel the fierce defenses of the wild.
Making an Herbalist
Abilities: An Herbalist relies on his wisdom, much like a druid when casting incantations, representing their deep connection to the world around them. An Herbalist relies on their intelligence as well, using the knowledge of nature around them in order to create herbal remedies and poisons, as well as other potions and poultices created from natures bounty. Herbalists rely on their dexterity during combat, most choosing to provide support and attacking from afar. Many Herbalists as well, sell their wares, so charisma can also be quite valuable, in order to interact with other people.
Races: A character of any race may become an Herbalist, however many tend to find it a long and arduous journey.
Alignment: A character of any alignment may become an Herbalist.
Starting Gold: 4d6 x 10 gp | Average: 140 gold
Starting Age: Complex
| Level | Base Attack Bonus |
Saving Throws | Special | Incantations per Day | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +2 | +0 | +2 | Herbal Incantations, Herbal Infusions, Herbal Lore | 2 | 0 | — | — | — | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +3 | +0 | +3 | Natural Bond, Nature's Spellsong | 3 | 1 | — | — | — | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 3rd | +2 | +3 | +1 | +3 | Herbalist's Path | 3 | 2 | 0 | — | — | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 4th | +3 | +4 | +1 | +4 | Crafting Specialty, Shrewd Creation | 4 | 3 | 1 | — | — | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 5th | +3 | +4 | +1 | +4 | Songs of Nature | 4 | 3 | 2 | 0 | — | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 6th | +4 | +5 | +2 | +5 | Herbalist's Path II | 4 | 3 | 2 | 1 | — | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 7th | +5 | +5 | +2 | +5 | Forest Stride | 4 | 4 | 3 | 2 | 0 | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 8th | +6/+1 | +6 | +2 | +6 | Crafting Specialty II, Sagas of Nature | 5 | 4 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 9th | +6/+1 | +6 | +3 | +6 | Herbalist's Path III, Poison Immunity | 5 | 4 | 3 | 3 | 2 | 0 | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 10th | +7/+2 | +7 | +3 | +7 | Warden of the Wilds, Crafting Mastery | 5 | 4 | 4 | 3 | 2 | 1 | — | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 11th | +8/+3 | +7 | +3 | +7 | Verdant Mastery, Epics of Nature | 5 | 5 | 4 | 3 | 3 | 2 | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 12th | +9/+4 | +8 | +4 | +8 | Crafting Specialty III, Secrets of the Wilds | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 13th | +9/+4 | +8 | +4 | +8 | Nature's Harmony | 6 | 5 | 4 | 4 | 3 | 3 | 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 14th | +10/+5 | +9 | +4 | +9 | Legends of Nature | 6 | 5 | 5 | 4 | 4 | 3 | 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +9 | +5 | +9 | Heart of the Wilds | 6 | 5 | 5 | 4 | 4 | 3 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +10 | +5 | +10 | Crafting Specialty IV | 6 | 5 | 5 | 5 | 4 | 4 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +10 | +5 | +10 | Voice of the Ancients | 6 | 5 | 5 | 5 | 4 | 4 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +11 | +6 | +11 | Herbal Mastery | 6 | 5 | 5 | 5 | 5 | 4 | 4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +11 | +6 | +11 | Guardian of the Land | 6 | 5 | 5 | 5 | 5 | 4 | 4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +12 | +6 | +12 | Voice of the World | 6 | 5 | 5 | 5 | 5 | 5 | 4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Class SkillsThe Herbalist's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (any taken individually) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis). Skill Points at 1st Level (4 + Int modifier) ×4. Skill Points at Each Additional Level 4 + Int modifier. Class FeaturesAll of the following are class features of the Herbalist.
Herbalists are proficient with light armor and simple weapons. Herbalists may treat thrown splash weapons, as well as vials as simple weapons for the purpose of avoiding attack penalties.
An Herbalist casts incantations, which are drawn from the Herbalist incantation list. Every Herbalist incantation has a verbal component (singing, or reciting). An Herbalist may cast any incantation they know without preparing it ahead of time. To learn or cast an incantations, an Herbalist must have a Wisdom score equal to at least 10 + the incantation level. The Difficulty Class for a saving throw against an Herbalist's incantation is 10 + the spell level + the Herbalist's wisdom modifier. Like other spellcasters, an Herbalist can cast only a certain number of incantations of each incantation level per day. Her base daily incantation allotment is given on Table: The Herbalist. In addition, she receives bonus incantations per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. The Herbalist’s selection of spells is extremely limited. An Herbalist begins play knowing five 0-level spells and two 1st-level spells of your choice. At most new Herbalist levels, she gains one or more new spells, as indicated on Table: Herbalist Incantations Known.
Crafting: An Herbalist can craft numerous things from the natural world, from healing salves to poisonous draughts. At 1st level, the Herbalist gains access to brewing potions and poison making, and gains the (Craft: Herbalism) skill, which may be used in place of the (Craft: Alchemy) and (Craft: Poison) skills. The Herbalist also starts with an Herbalists Kit which has all the required tools, apparatuses, and gear to make potions and poisons. As long as an herbalist has the required ingredients and materials, crafting a potion or poison has no XP cost. Crafting time varies depending on the complexity of the potion or poison being made, taking anywhere from 5 minutes up to a few hours. Infusions: The Herbalist also has access to Infusion Points which can be spent to create Infusions. The Herbalist has a number of Infusion Points per day equal to the (Herbalist Level) + (Intelligence Modifier) + (Half her ranks in Craft: Herbalism, rounded down). The Herbalist may choose to not use all of her Infusion Points in a single day. Half of any unused points, rounded down, may be added to a surplus pool from which she may draw upon at any time. The Herbalist may keep this pool as long as they may need, but it degrades at a rate of her Herbalist level per day if she is unable to get a good night's sleep. Infusions may be crafted from Table 1.1.2 below. In order to craft an infusion, the Herbalist must have a level equal to or greater than the level of the Infusion being crafted, and must spend points equal to the level of the infusion being created. Crafting an Infusion may be performed as a standard action.
An Herbalist has a deep understanding about nature and the various plants that inhabit it. The Herbalist gains a +2 bonus to (Knowledge: Nature), (Search) when looking for plants and flora, and to (Craft) checks involving plants or other natural flora.
At 2nd level the Herbalist gains the service of an animal companion or a plant companion, representing their ever growing bond with nature. The Herbalist may select from the following list of animal companions: badger, dog, riding dog, eagle, hawk, owl, fox, lizard, cat, raven, rat, snake, toad, weasel, or wolf (this list is subject to the Game Master's discretion, if you wish to have an animal companion not listed here, ask the Game Master first). The player may choose to give their animal companion the plant typing. The animal companion retains their base stats but gains plant traits. The animal companion may grow stronger as the Herbalist gains levels, the Herbalist's animal companion functions like the druid's animal companion, however the effective druid level of an Herbalist is half of her Herbalist Level. If the Herbalist chooses a plant companion, they gain the service of a small or medium sized plant companion, that functions similarly to a sorcerers/wizards familiar. The plant companion uses the plant template, and uses the rules for building a familiar.
At 2nd level the Herbalist gains the ability to manipulate plants around them to enhance their natural resilience, accelerate their growth, or in some cases cause them to regrow. The Herbalist gains access to Spellsongs, and learns three distinct spellsongs upon attaining this feature: Song of Resilience, Song of Flourishing, and Song of Renewal, each with their own distinct effects. The herbalist may use spellsongs an amount of times equal to 1 + the Herbalist's (Wisdom Modifier) per day, and can be done as a standard action unless stated otherwise. Song of Resilience: The Herbalist's song bolsters the natural defenses of plants, hardening them, and making them more difficult to destroy.
Song of Flourishing: By singing a melody that stimulates life, the Herbalist causes plants to grow at an accelerated rate within a specific area.
Song of Renewal: The Herbalist’s song revitalizes plants, encouraging the recovery of damaged or dying flora.
At 3rd level the Herbalist can choose an Herbalist Path. This path represents the way the Herbalist expresses themselves through their craft. The Herbalist can choose between the Crafter's Path, or the Spellweaver's Path, and may switch between paths as they wish as they gain this class feature, but will not gain the specialization bonus from following the path from start to finish. Crafter's Path: Specializing in natural remedies, and poisons, the Herbalist who ventures down the Crafter's Path enhances their expertise with creating long-lasting effects and harnessing plants for maximum potency.
Starting at 4th level, and every 4 levels after, the Herbalist can gain a Crafting Specialty.
At 4th level, the Herbalist begins to further refine their craft. Items, potions, and poisons, created by the Herbalist require 20% less time to create and sell for 10% more than the base price.
At 5th level, the Herbalist becomes more in tune with nature. She learns two new songs: Song of Soothing Spores, and Song of Transference.
At 7th level, Herbalists can move through natural undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at their normal speed without taking damage or suffering any other impairment.
At 8th level, the Herbalist gains access to powerful spellsongs called sagas. An Herbalist may cast one saga per day. The Herbalist may choose up to 2 sagas from the choices below.
At 9th level the Herbalist, becomes immune to all poisons.
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