You understand the language of plants: which heal, which poison, which do both. You know the right time to pluck a blossom, the right way to prepare a root, and the wrong ones to mistake. The forest is your apothecary.

Were you trained by a hermit, an alchemist, or your own desperation? Do you use your knowledge to help or to harm? What rare herb do you seek that no one else believes exists?

  • Equipment: A plant in one pot, a herbalism kit, and a book of plants.
  • Tools & Languages. Herbalism Kit
  • Backround Knowledge. You can identify plants, fungi, and their properties at a glance. You can also safely harvest poisons or rare herbs. You have advantage on ability checks related to small plants.
  • Green Lore. As part of a short rest, you can create one of the following using your Herbalism Kit:
    • a minor toxin (DC 12 Constitution save or be poisoned for 1 minute), which can coat a weapon as a bonus action
    • a stimulant (gain advantage on the next Constitution check or saving throw in the next hour)
    • a painkiller (gives 1d6 temporary HP, bonus action to use)