Herbal Brewer (5e Class)
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The healer lifts a spoon out of a cauldron of steaming liquid, and hands it to a sickly green patient, who drinks it. Then, the green color starts draining away, back to normal. The witch mixes her cauldron and takes a sip of the liquid, and swells to double her size. Then, she drinks a flask of pink liquid that shrinks her down to normal size. The potion-mixer observes the wounded adventurer, coughing from the wyvern's sting. She places a bead in his mouth. It dissolves on his tongue, and he stops coughing.
Herbal Brewers are healers and potion specialists who can create potions and antidotes on the go. With their wide range of knowledge of plants, magic, and alchemy, they can work wonders.
Creating an Herbal Brewer
While creating an herbal brewer, think about why your character took up this profession.
- Quick Build
You can make an herbal brewer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the outlander or hermit background.
As a Herbal Brewer you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Tools: Brewer's supplies, Herbalism kit, Alchemist's supplies
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Nature, Medicine, Perception and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an herbalism kit or (b) brewer's supplies
- (a) a quarterstaff or (b) two daggers or (c) a sickle
- (a) a shortbow and 20 arrows or (b) 60 darts
- If you are using starting wealth, you have 3d4X10 gp in funds.
|Features||Brewing Dice||Secrets Points|
|1st||+2||Spellcasting, Healing Savant||2d10||-|
|4th||+2||Ability Score Improvement||5d10||1|
|7th||+3||Spell-Replicating Brew (1)||8d10||3|
|8th||+3||Ability Score Improvement||9d10||4|
|11th||+4||Spell-Replicating Brew (2)||11d10||7|
|12th||+4||Ability Score Improvement||11d10||8|
|13th||+5||Spell-Replicating Brew (3)||12d10||9|
|16th||+5||Ability Score Improvement||14d10||10|
|17th||+6||Spell-Replicating Brew (4)||15d10||10|
|19th||+6||Ability Score Improvement||16d10||10|
|20th||+6||Spell-Replicating Brew (5)||17d10||10|
Starting at 1st level, when you finish a long rest, you can gather herbs to prepare healing potions. The maximum amount of potions you can prepare are shown on the Brewing Dice column above. You must spend 1 minute for potion you prepare.
You can spend one die to create a potion. As an Action, a creature can drink the potion, regaining hit points equal to the dice rolled.
Any potion created by your Herbal Brewer features last for 8 hours before losing their potency.
Also at 2nd level, you can create a concentrated version of your Herbal Potion, that can be consumed using a Bonus Action. You can spend a number of brewing dice up to your your proficiency bonus to create this potion.
Starting at 3rd level, you learn the deep knowledge of herbalism. You gain a number of secret points equal to the amount shown on the Herbal Secrets column on the Herbal Brewer table.
You can use these points to buy secrets. Whenever you gain an Ability Score Improvement, you can re-spend your points in new secrets. Some secrets have prerequisites. You can meet a prerequisite in the same level you bought the secret.
At 9th level, any creature who consume from your potions gain Advantage on all attacks, checks and saves made until the end of their next turn.
At 13th level, your potions can enhance natural healing. When a creature drinks from your potions, it can use a reaction to roll a hit die, and regain additional hit points equal to the number rolled on that die plus its Constitution modifier.
At 17th level, any creature that drinks from your potion gains the benefits from the lesser restoration spell. In addition, your superior potion grants a creature who drinks from it the benefits of a greater restoration spell.
- Druidism (1 point)
You are versed in the ancient art of druidism. You learn the druidcraft cantrip and the goodberry spell. You can cast this spell once, and can't do it again until you finish a long rest, unless you spend 1 brewing point to cast it again.
- Naturalist (2 points).
You have deep knowledge of nature. You gain proficiency with Nature and Survival, and add twice your proficiency bonus on checks with these skills if you are already proficient.
- Concentrated Brew (2 points)
The healing properties of your brews is enhanced. A creature gain additional 2 hit points for each brewing point spend on the brew.
- Universal Antidote (3 points)
You can spend 1 brewing point to concoct an universal antidote. A creature who drinks from it gains Advantage on the next saving throw it makes within 1 hour.
- Herbal Enhancer (4 points)
You can spend a number of brewing points up to your proficiency bonus to create a special oil that can enhance a weapon in which it is applied. The next time within the next 8 hours a creature is hit with that weapon, it takes additional damage equal to...
School of Poisons
- Bonus Proficiencies
Starting at 1st level, you gain proficiency with the blowgun. In addition, you add your proficiency bonus to the damage caused by the blowgun.
- Poisonous Darts
Also at 1st level, you can use your bonus action to coat blowgun needles and darts in a vial of poison. When you hit a creature with an from the poisoned needle or dart, the target is automatically fails the save if it is not immune, and is also poisoned.
- Toxic Cloud
At 6th level, when you finish a long rest, you can craft a toxic bomb. As a bonus action you can hurl a vial of poison in a point you can see within 30 feet. All creatures in a 10-foot radius from that area must succeed on a Constitution saving throw against your Herbalism Save DC or they are poisoned until the start of your next turn.
Also, at 6th level, gain the ability to protect creatures from toxins. Your potions give the effects of protection from poison for 1 hour.
- Toxic Cloud Improvement
At 14th level, when a creature fail a saving throw against your toxic cloud, it also takes 3d6 poison damage. If the creature inside the cloud fails the save and is already poisoned, on a failed save it takes additional 1d6 psychic damage and is also stunned.
School of Healing
- Master Potion
Starting at 1st level, when you create a potion, you can turn that into a master potion. Your master potion restore twice the normal amount of hit points.
Once you create a Master Potion, you can't do it again until you finish a long rest.
- Herbal Pills
Starting at 6th level, you learn how to create a small mixture of herbs that can be quickly consumed, causing a healing effect. Herbal pills don't add your Wisdom modifier to the amount of hit points healed, not gain any of the benefits of a potion, but can be consumed as a bonus action.
After consumed, the creature add the number rolled on the brewing die to all attacks, checks and saves made until the end of its turn.
- Brewing Specialist
Also at 6th level, you add your Wisdom modifier to the maximum amount of brewing dice you have.
- Stimulant Tea
At 11th level, you can use your brewing dice to brew a cold tea that boost the drinker's abilities. Choose one of the effects available with the enhance ability spell. The drinker gain those benefits for the next 10 minutes or until it is knocked unconscious.
You can create no more than three doses of this tea whenever you finish a long rest.
School of Anointing
- Oil of Hardening
Starting at 1st level, when you finish a long rest, you can create a number of hardening oil vials equal to your Wisdom modifier. A creature can spend 1 minute to rub the oil on its body, gaining temporary hit points equal to your Wisdom modifier.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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