Remove these ads. Join the Worldbuilders Guild

Ascetic Herbalist

Hermit

In your isolation you learned to fend for yourself, tending your own wounds and curing your own ills using only what grew around you. You have advantage on any ability check you make using an herbalism kit.   In addition, you can mix common herbs into exquisite healing balms. By spending 10 minutes mixing ingredients from your herbalism kit you can create an herbal balm. Once made it must be applied within 1 minute or it loses its potency. Once you create an herbal balm, you cannot make another until you complete a short rest. When you create an herbal balm, choose one of the following:  

  • Healing Balm. When applied, the target heals for 2d8 + your Wisdom modifier.
  •  
  • Resilience Balm. For 10 minutes after being applied, the target has advantage on saving throws against diseases and poisons, and it has resistance to your choice of poison, lightning, fire, cold or acid damage.
  •  
  • Restoring Balm. When applied, the target is cured of one disease, neutralises a poison, or removes the blinded, deafened, or paralysed condition.


Created by

Cooledcross.

Statblock Type

Feat

Link/Embed