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Adenine Magdala

13 Level (0/140000 XP for level-up) Investigator Background Sylvari Race / Species / Heritage True Neutral Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Aegis
Level 8
Hit Dice: 8/8
1d12+3 Class 2

STR
13
+1
DEX
20
+5
CON
16
+3
INT
20
+5
WIS
17
+3
CHA
7
-2
184
Hit Points
+5
Initiative (DEX)
24
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
8 / 8
Spirit Points
4 / 4
Safeguard
10 / 10
Investigation Points
0 / 6
Exhaustion
+10 Expertise Bonus
+5 Proficiency Bonus
+1 Strength
+10 Dexterity
+8 Constitution
+10 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
-2 Deception CHA
+10 History INT
+13 Insight WIS
-2 Intimidation CHA
+15 Investigation INT
+5 Hemomancy INT
+5 Hemocraft INT
+5 Dunamancy INT
+8 Spirit Sense WIS
+8 Endurance CON
skills
+3 Medicine WIS
+5 Nature INT
+13 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+10 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Blade Shield +10 DEX 1d8+1d6+5 Slashing(M)-Force
 Light. The target must make a Strength saving throw(DC 14)the creature is knocked back 5 feet. If the creature is knocked back into a friendly creature, they can use their reaction, to move 5 feet or make a weapon attack against the knocked target. On hit, they do that weapons damage + 5. On a miss, both creatures take 1d6 bludgeoning damage.
Shield Shot +10 DEX 1d6+1d6+5 Piercing(M)-Force
 Range(120/180). You can shot a second blade as a bonus action, if both blades hit the target begins bleeding. The target must make a Strength saving throw(DC 14)the creature is knocked back 5 feet. If the creature is knocked back into a friendly creature, they can use their reaction, to move 5 feet or make a weapon attack against the knocked target. On hit, they do that weapons damage + 5. On a miss, both creatures take 1d6 bludgeoning damage.
Spirit Attack +8 WIS
Attacks

Sylvari


Photosynthesis


Your body regrows and regenerates in sunlight, you regain one spent hit dice for each hour you spend in direct sunlight.

Plant Speak


You can cast Speak With Plants at will.

Take Root


As an action you can choose to take root, your speed is reduced to zero and you cannot be knocked prone or involuntarily moved. For the duration of this effect, you can as a bonus action perform a Grapple check using Dexterity against a creature within 30ft.
This effect ends after one minute or if you choose to end it early instead of making a Grapple check at the end of your turn. You can use this feature once per long rest.

Subrace


A sylvari's personality is determined by time of day when they awaken(are born).
Dawn: +1 Charisma
Noon: +1 Constitution
Dusk: +1 Intelligence
Night: +1 Strength

Aegis


Safeguard


On your turn you can enter Safeguard as a bonus action.
While safeguarding, you gain the following benefits:
• As a reaction, you provide a creature within 5 feet of your Cover or Counter once per turn, depending on your Shield Art. The effect last until the end of that creature’s turn.
• While in Safeguard, you can use the Disengage action as a bonus action and are immune to knock back, prone, and stun effects.
• If an armor you wear requires you to add you Dexterity modifier to get your total AC, add your Constitution modifier instead (max 2).
Safeguard last for 1 minute. It ends early if you are knocked unconscious or if two turns have gone by since you last safeguarded a creature. You can also end Safeguard on your turn as a bonus action.
Once you have a safeguarded the number of times shown for your Aegis level in the Safeguard column of the Aegis table, you must finish a short or long rest before you can Safeguard again.
If you use Cover as a rection, you cannot use the attack action on your next turn.

Shield Arts


While Safeguard is active, you use your Wisdom modifier when determining attack and damage for a weapon you are proficient with. Once selected, you cannot change your Shield Art:
Dual Shield: You provide three-quarters cover when you Cover a target as a reaction. The second shield does not give the +2 AC but can now be considered a weapon you are proficient with which has the light property and does 1d8 bludgeoning damage. Only this shield is considered a weapon and attacks you recibe while Safeguard is active get disadvantage.
Weapon and Shield: When using a weapon and shield, you provide half cover when Covering a creature as a reaction. While Safeguard is active, creatures who make an attack against you gain disadvantage to that hit, but you also gain disadvantage to hit as well.

Spiritual Insight


When in the presence of a deity, you are able to see past the façade they put on. Whenever a deity tries to use their will or power to deceive, intimidate, or persuade you or your party members, you all gain advantage on the saving throw associated with that skill. Those party members must be in your line of sight or within at least a 30-foot radius of you to gain this advantage.

Spirit


Your Spirit level is determined by your Aegis level which determines the number of Spirit points you have to spend. These points can be spent on various actions that are fueled by your Spirit. The first three you know being Closed Mind, Shield Bash, and Toll the Bell. (8 spirit points)
When you spend a Spirit point, it is not available again until you take a short or long rest. You must also spend 45 minutes of that time alone studying or pondering over your belief. As long as you have Spirit points, you have no limit on how many times these actions can be used.
You unlock an additional Spirit action at 3rd level, and again at 6th, 10th, and 18th levels in this class. Safeguard must be active to use these actions, unless stated otherwise, and they can only be used for yourself.
Shield Bash
When attacking on your turn, you can spend 1 Spirit to use Shield Bash as a bonus action to knock the target back 5 feet. This action causes no damage.
Shield Throw
As an action, you can spend 1 Spirit to lob you shield at a target within 15 ft of you to do 1d4 bludgeoning damage + Wisdom modifier. If the creature is within 10 feet, your shield returns to you.
Closed Mind (3rd Level Required)
When not incapacitated at the beginning of battle, if you are surprised or frightened, you can spend I Spirit to act normally as if you weren't surprised or frightened, but only if you enter Safeguard before doing anything else on your next turn.
Healing Belief (6th level Required)
You can spend 2 Sprirt as a bonus action to heal disease, poison or bleeding you are experiencing. This can be used outside of battle.

Overreactive


At 5th level, you can take two reactions per round instead of just one.

Poultices (4d4 - 5 Poultices)


At 5th level, you have learned to heal yourself using the natural gifts that were provided to you by the one who truly created everything, You can create special poultices that can heal like some potions. You must have an herbalism kit.
You can spend 1 hour gathering herbs and creating an amount of poultices equal to your Intelligence modifier. After 24 hours they lose their potency. Only you can apply these poultice to others and yourself. It takes one minute to apply a poultice and the one the poultice is applied to gains 1d4 hit points for every two Aegis levels.
Because of the potency of the poultices, you can only apply two poultice per character, including yourself, per day.

Shield Tactics


At 7th level, when Safeguarding another creature, if the attack misses, you can choose to Shield Bash or Toe Smash that attacking creature, as a bonus reaction.

Path Of Displacement


When you choose this path at 3rd level you learn to harness your Spirit to create a force that allows you to move your enemy at will This path requires you to spend your Spirit points each time you use an ability.
Whenever you learn a new Spirit ability, you can also replace one Spirit ability you know with a different ability.
Casting Spirit Abilities: To cast one of the Spirit abilities, you must have the required Spirit cost available and have a spirit focus present on your character at the time of casting, but do not need to be holding the spirit focus. This can be anything like a book, a relic, or at the DM's permission, a memory.
You do not need to have your hands free to use these abilities if you are using a shield and/or a one-handed weapon.
Spirit Save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 16)
Spirit Attack Modifier = your proficiency bonus + your Wisdom modifier (+8 to hit)
Blinding Spirit
As an action, you spend 1 Spirit to cause a flash of radiant light in a 15-foot radius around you. Up to 2 creatures of your choice make a Constitution saving throw. On a failed throw, those creatures are blinded for the next two turns.
Spirit Balls
For the cost of 1 Spirit, 3 small balls of Spirit energy are projected at a target you can see within 20 feet of you as an action. Make a ranged spirit attack for each Spirit Ball On a hit, each does 1d4 force damage, and if all 3 successfully hit the creature, the creature is knocked back 5 feet.
Spirit Beam
As an action, you can spend 1 Spirit and make a concentrated beam out of that Spirit which can hit a target you see within 20 feet. Make a ranged spirit attack. On hit, that creature takes 1d8 radiant damage.
Spirit Wave
You can spend 1 Spirit to make a wave of energy burst out in a 15-foot radius all around you as an action. Up to 3 creatures have to make a Strength saving throw. On a fail, you do 1d6 force damage to all creatures that are hit, and they are knocked back 10 feet.
Guided Spirit Ball
As an action, you can spend 2 Spirit to make a range spirit attack against any creature you can see within 20 feet of you. On a hit, the target takes 2d8 force damage and the creature is knocked back 10 feet.
Spirit Hand Blast
As an action, you can spend 2 Spirit to make a energy explode from your hands in a 15 foot cone, up to 3 creatures in the cone make a Strength saving throw, of take 3d6 force damage and they are knocked back 5 feet and prone.

Spirit Weapon


Your weapon does an extra 1d6 force damage, and the target must make a Strength saving throw(Spirit Save DC: 16), on a fail, the creture is knocked back 5 feet. If the creature is knocked back into a friendly creature, they can use their reaction, to move 5 feet or make a weapon attack against the knocked target. On hit, they do that weapons damage + 5. On a miss, both creatures take 1d6 bludgeoning damage. This counts as magical for the purpose of overcoming resistances and immunity.

Heroic: Toxic Avenger


(2d12 hit die)
Shroud of Mist: as a bonus action you can trigger a cloud of mist at your location with 5-meter radius around, only when you are in safeguard, you can stop the mist with another bonus action, the mist has the following perks:
You can choose the type of mist when you summon it from poisonous, protective, or soothing.
• Poisonous mist: creatures within range do a Con saving-throw DC being your CON (DC 16), on a fail they receive 2d8 poison and 1d4 per round for the duration. On a save they receive only half the damage and no periodic damage. at level 10 is 2d10 and 2d4, at level 17 3d12 and 2d8).
• Protective mist: makes allies within range increase their saves or AC in +1 and you can increase the range in 5 ft with a sacrifice 2d6 to a max of 20ft (at level 10 bonus increase +3 and level 20 bonus is +5 but sacrifice damage increases to 2d12 after level 12).
• Soothing mist: you can choose up to 3 people in 60ft and the mist will spread doing either a heal of 2d4 per round or give disadvantage to 1 attack per round until the mist is canceled or they are out of range healing increases at level 12 (3d6) and number of attacks with disadvantage increases after level 12 to a max of 3, and healing increases at level 18 (4d8).
Blinding mist: mist spreads around you in a range of 10ft, any hostile creature that enters the area (or any creature that enters without you knowing) must make a CON saving throw (DC16) on failure they are blinded inside the area and for 3 turns after leaving it, if they succeed they have reduced visibility, disadvantage on hits and can't make reactions.

Legendary: Inquisitor


(2d12 hit dice)

True Bastion of Flame


When a creature that attacks you fails to surpass your AC, you can, as a reaction, parry that attack and deal 4d6 fire, poison or thunder damage (your choice).

Igniting Mist


As a bonus action you can chose ignite your mist by spending 2 Spirit points, when this activates, when a creature first enters the area and at the beginning of a creature's turn, that you choose, must make a CON saving throw (DC16) or take 4d8 spirit damage, and half on a success. Any creature that dies because of this damage can't be revived do to the damage to their spirit.

Anger of the Ancients


All damage you have received transforms into a retaliation, by spending 1 Spirit point, you can deal damage equal to number of missing hitpoints you have in a 20 ft area. You can alternatively deal 2d20 damage at full hitpoints, 4d20 at level 16 and 6d20 at level 20.

Character Skill: Scourge of Fraergon


Adenine can now focus and control the flow of Fraergon inside her body, when she touches an enemy they must make a CON saving throw (DM determines DC), on a fail the enemy is maked with Fraergon, weakening it for 1d6 turns, they gain disavantage on attack rolls and saving throws, if a marked enemy receives a critical hit they gain a point of exhaustion. If Adenine succesfully marks an enemy this way, she regains 1d4 Spirit points. This ability can be used 3 times per long rest.

Magnify Details


Anytime that you naturally succeed an Investigation (The number rolled on the dice alone succeeds the DC), you gain additional information about the person, action or place you are investigating.

Features & Traits
(1) Half Plate Armor [Infusion +2]
(1) Morningstar
(1) Shield
(1) Spirit Focus
(2) Handaxe
(1) Burglar's Pack
(1) Herbalist Kit
(1) Thieves' Tools
(1) Flash Bang Potion [Licor de cactus]

Una botella con una muestra del envenenamiento de Fraergon

Hooting googles
  • You have 120 ft of darkvision, you have advantage in any perception or ranged attack roll you make while in complete darkness.

  • Equipment Copper: 37, Silver: 25, Electrum: 6, Gold: 100, Platinum: 4000 Money
    Languages:
    • Common
    • Sylvari
    • Thieves’ Cant

    Thieves' Tools
    Disguise kit

    Darkvision: 30 ft.
    Carrying Capacity: 195lbs (88.5 kg)
    Encumberance: 75lbs (34 kg)
    ----------------------------------------------------
    Feats
    • Medium Armor Master
    You have practiced moving in medium armor to gain the following benefits:
    -Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
    -When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

    • Ventriloquist
    Allow you to have an advantage in Charisma (Persuasion, Deception and Intimidation) checks, also gives a +5 on Charisma Savings throws. Allows the user to project their voice on an object or person in a 15 ft radius, any person that hear it believes it comes from the chosen point only a person with a high perception check can learn the actual source.

    Languages & Proficiencies
    Passive Perception: 23
    Passive Investigation: 25
    Passive Insight: 23
    -------------------
    Investigation Points
    • When you roll a Intelligence (Investigation) check, you can spend 1 Investigation Point to investigate even further on the topic and gain extra information.
    • When you roll a Intelligence (Investigation) check and the information you obtain is ambiguos you can spend 1 Investigation Point to re-roll the dice.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Half Plate Armor

    Medium Armor Common

    Type AC STR Req. Stealth Dis. Properties
    Medium 15 + Dex Modifier (max 2) YES

    Cost: 750 gp Weight: 40 lb


     

    SRD

    Morningstar

    Melee Weapon Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing

    Cost: 15 gp Weight: 4 lb


     

    DnD 5e SRD SRD

    Shield

    Shield Common

    A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

    Type AC STR Req. Stealth Dis. Properties
    Shield +2

    Cost: 10 gp Weight: 6 lb


     

    DnD 5e SRD SRD

    Handaxe

    Melee Weapon Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d6 Slashing 20/60 ft Light, Thrown

    Cost: 5 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Handaxe

    Melee Weapon Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d6 Slashing 20/60 ft Light, Thrown

    Cost: 5 gp Weight: 2 lb


     

    The statblocks of your class features

    Xanathar's Guide to Everything

    Rogue (Inquisitive)

    Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.   As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
    hit dice: 1d8
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
    armor proficiencies: Light armour
    weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    tools: Thieves' tools
    saving throws: Dexterity, Intelligence
    skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    (a) a rapier or (b) a shortsword
    (a) a shortbow and quiver of 20 arrows or (b) a shortsword
    (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
    Leather armor, two daggers, and thieves' tools
    spellcasting:
    class features:

    Expertise


    At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

    Sneak Attack


    Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

    Thieves' Cant


    During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

    Cunning Action


    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

    Roguish Archetype


    At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

    Ability Score Improvement


    When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Uncanny Dodge


    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

    Evasion


    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

    Reliable Talent


    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

    Blindsense


    Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

    Slippery Mind


    By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

    Elusive


    Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

    Stroke of Luck


    At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.
    subclass options:

    Ear for Deceit


    When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

    Eye for Detail


    Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.  

    Insightful Fighting


    At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.   This benefit lasts for 1 minute or until you successfully use this feature against a different target.  

    Steady Eye


    At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

    Unerring Eye


    At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

    Eye for Weakness


    At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
    LevelProficiency bonusSneak attackFeatures
    1+21d6 Expertise, Sneak Attack, Thieves' Cant
    2+21d6 Cunning Action
    3+22d6 Roguish Archetype
    4+22d6 Ability Score Improvement
    5+33d6 Uncanny Dodge
    6+33d6 Expertise
    7+34d6 Evasion
    8+34d6 Ability Score Improvement
    9+45d6 Roguish Archetype feature
    10+45d6 Ability Score Improvement
    11+46d6 Reliable Talent
    12+46d6 Ability Score Improvement
    13+57d6 Roguish Archetype feature
    14+57d6 Blindsense
    15+58d6 Slippery Mind
    16+58d6 Ability Score Improvement
    17+69d6 Roguish Archetype feature
    18+69d6 Elusive
    19+610d6 Ability Score Improvement
    20+610d6 Stroke of Luck

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    Thieves' Tools

    Tool Common

    Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

    Cost: 25 gp Weight: 1 lb


     

    DnD 5e XAN

    Herbalism Kit

    Tool Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
    Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
    Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
    Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
    Medicine. Your mastery of herbalism improves your methods of care with medicinal plants.
    Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
    Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
    HERBALISM KIT

    Activity DC
    Find plants 15
    Identify poison 20

    Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
    POTION OF HEALING CREATION
    Type Time Cost
    Healing 1 day 25 gp
    Greater healing 1 workweek 100 gp
    Superior healing 3 workweeks 1,000 gp
    Supreme healing 4 workweeks 10,000 gp
    Common

    Cost: 5 gp Weight: 3 lb.


     

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    Echos-of-fate.

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