Herbalist

A human herbalist

A herbalist hero is quick to identify plants and their properties, allowing them to employ them to support or harm.

Their knowledge of healing is useful for any situation.

**Features**
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## Features

### Medicinal Knowledge

You gain proficiency in *light armor,* *Biology* and *Biotic Consumables*. Also you gain proficiency in *Medicine*, if you are already proficient you gain expertise.

You gain the following ability:

> ***Medicinal Ointments*** - Once after each rest, you can spend 1 hour with a herbalist kit collecting herbs and making ointments. You get to pick ointments from the ointment list, up to the amount of Herbalist features picked. You can only pick each ointment once per day, from the following list:
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> * ***Healing Ointment*** (3AP)- You can apply this to a wounded biological creature. They regain 1d4 + Herbalist features picked hit points.
> * ***Sniffing Ointment*** (3AP)- You can apply this to a dead, biological creature that died within the last turn. They are brought back with 1 hit point.
> * ***Anti-Toxin Ointment*** (3AP)-You can apply this antitoxin to remove the poison status effect.
> * ***Poisoned Ointment*** (3AP)-You can apply this to poison a biological creature. The creature makes a Constitution saving throw to your Herbalist Save DC or is poisoned for 1 minute.
> * ***Natural Senses Ointment*** (3AP) - You apply this ointment that causes hallucinations based on their smell. For 1 hour the target gains 30ft blindsight and advantage on Perception (Wisdom) checks based on smell.
> * ***Blackvenom Ointment*** (3AP)- You can apply a poison that slows down the metabolism and heartbeat of the target. For 1 hour, they are poisoned but while not moving they are indistinguishably dead when inspected.  They also do not use any oxygen during this time.
> * ***Pheromone Perfume*** (3AP) - You can apply this perfume to a creature. For 1 hour, this creature gains advantage on Persuasion (Charisma) checks and saves or checks made against effects that would charm it.
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### Fungal Medicines

You know that plants are not the only medicine; fungi hides many secrets. You gain the two following abilities:

> ***Fungal Medicines*** - Once per day, when you heal a creature, you can double the healing done.
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> ***Fungal Paralysation*** - Once per day, when you poison a creature, you can choose to attempt to paralyze it. They roll a Constitution saving throw to your Herbalist DC, and become paralyzed if they fail. They reroll this saving throw at the end of their turn.
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### Plant Thy Harvest

You get the ability to plant that which you will harvest. You gain the following ability:

> ***Plant*** (3AP)- Once per day you can plant seeds on soil which instantly grows into 10ft high heavy foliage, which is also difficult terrain. Select an amount 5ft squares equal of your herbalist features picked within 20ft range, these squares may not be worked stone or metal. After 1 minute, you can harvest this foliage with your herbalist kit to gain 1d4 rations and recharge all charges of 1 herbalist or biomed kit.
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### Gardening Resistance

You have tested your constitution in the time spent in your garden. You gain the following ability:

> ***Gardening Resistance*** - You gain resistance against poison damage and any damage done by a creature with the Plant tag.
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### Healer

You can effectively heal others, and always have a spare ointment to spare. You gain the following ability:

> ***Healer*** - You can now use each picked  ointment twice.
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