Herbalist

Herbalists are studious and nature-loving people. They study the plants and animals of their region very well. They use this knowledge to create potions and tools.

Ability Score Increase:

  Level 1: +1 Intellect +1 Magic   Level 4: +2 Intellect +1 Magic   Level 7: +2 Intellect +2 Magic +1 Perception   Level 10: +4 Intellect +4 Magic +2 Perception  

Class Level Abilities

 

Level 1

Active Abilities
Medicinal Herbs: An Herbalist can spend 1 hour in the wilderness to find 1d4 herbs. The Herbalist can use these herbs to heal a creature, healing 4+Herbalist level per herb used as a full-action. The herbalist can also use an herb as an additional ingredient in a potion. If it is used, the potion gets a side property of 4 healing, or if the potion already contains healing properties, they are increased by 25% or 4 whichever is greater.   Potions 101: Herbalists often know the safer way of making potions. If they fail at brewing a potion there is a chance the effect is still partially intact. An herbalist may make a second roll at half the difficulty to make the potion’s effect half as effective. If it doesn’t have a numeric effect the potion develops a minor side effect along with its given effects.  
Conditional Abilities
College Degree in Basket Weaving: Herbalists are skilled craftsfolk when it comes to using plants. They gain a +12 to Craft. When making a craft check using plant materials, they may roll twice and decide which result to take.  
Passive Abilities
Botanist's Knowledge: Herbalists gain +25 Botany.   Dabbling in Magic: An Herbalist gains two new spells and a spellbook to keep them in. They also gain a spell focus. This can be in the form of a staff, wand, an orb or another object upon DM discretion. They must hold their spell focus in order to cast spells. If multiclassing, the Herbalist uses the same focus and spellbook as before.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Knowledge of the Wild: Herbalists gain a +12 Nature.   Lesser Abrasion to Technology: When attempting to use a technological anomaly, a Herbalist receives a -15 to the roll. The Herbalist gets a -15 on Energy Weapons, Energy Shield, Firearms, Technology, Mechanical Riding, and Use Energy Shield.   Low Starting Mana Pool: Gain 30 mana.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Incantation Lessons: When this ability is gained, for each instance of Incantation Lessons you already have, gain an additional +10 Arcana.
Class Currency Modifier: 1
Nature-Only Spells

List of All Spells

Alter Other
Alter Self
Angelic Wing Alteration
Anticipate Weakness
Arcane Ballistics
Arcane Blast
Bless
Blightstorm
Bobby's Boiling Bath
Bobby's Bouncing Bubble
Bramble Bomb
Conjure Campsite
Conjure Food
Conjure Water
Control Dead
Detect Unlife
Dimensional Step
Discern Direction
Divine Blast
Draconic Wing Alteration
Elemental Expulsion
Endeavourquake
Envisage
Esmeralda's Sphere of Polymorph
Fae Wing Alteration
False Image
Feeling of Invulnerability
Fire Barrier
Fire Blast
Flame Shackles
Flare
Foretell Doom
Gather Power
Growth
Growth, Superior
Guided Strike
Gust
Hoarder's Favorite Weapon
Ice Barrier
Ice Shackles
Icicle Spike
Illusionary Bolt
Illusions of Grandeur
Inflict Sickness
Iron Barrier
Lightning Shackles
Lightning Strike
Mend Flesh, Greater
Mend Flesh, Lesser
Mend Flesh, Moderate
Mend Flesh, Ultimate
Mending, Lesser
Mending, Moderate
Mending, Superior
Mending, Ultimate
Meteor Storm, Greater
Meteor Storm, Lesser
Mikhail's Explosive Gifts
Mous's Miniature Mouse
Mud Barrier
Nature's Bounty
Nightmare
Plague
Planar Shift
Polymorph Ally
Polymorph Foe
Polymorph Self
Prophesized Pain
Protection from Angelic and Good
Protection from Angelic and Good, Greater
Protection from Demonic and Evil
Protection from Demonic and Evil, Greater
Protective Visions
Purge Undead
Reduction
Reduction, Superior
Repair Appendage
Repair Limb
Restore Appendage
Restore Life, Greater
Restore Life, Lesser
Restore Life, Moderate
Restore Life, UItimate
Restore Limb
Rock Barrier
Shadow Shackles
Shock
Shudder the Soil
Sir Saja's Shrinking
Slice and Dice
Speak with Dead
Stabilize Vitals
Static Blast
Summon Person
Summon Person, Greater
Tekkit's Terrific Trick
Tekkit's Tiny Trick
Telepathic Message
Telepathic Oratory
Telepathic Speech
Teleport
Teleport, Greater
Teleport, Lesser
Teleportation Portal
Toxic Fumes
Wall of Death
Wall of Life
Water Barrier
Water Breathing
Wave of Frost
Wave of Heat
Wind Barrier