# Herbalist
Healers and wisefolk whose skill with natural medicines is commonly mistaken for witchcraft. They are generally well versed in the natural sciences.
Requirements
: None
Prime Requisite
: Wis
Hit Die
: d4
Maximum Level
: 14
Armor
: None
Weapons
: Daggers, staves, and handaxes only
Languages
: Common, Alignment
| Lv. | XP | HD | THAC0 | D | W | P | B | S | Ph. |
| -- | :--: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | :--: |
| 1 | 0 | 1d4 | 19 (0) | 8 | 9 | 10 | 13 | 12 | 0 |
| 2 | 2,300 | 2d4 | 19 (0) | 8 | 9 | 10 | 13 | 12 | 1 |
| 3 | 4,600 | 3d4 | 19 (0) | 8 | 9 | 10 | 13 | 12 | 1 |
| 4 | 9,200 | 4d4 | 19 (0) | 8 | 9 | 10 | 13 | 12 | 1 |
| 5 | 18,400 | 5d4 | 19 (0) | 8 | 9 | 10 | 13 | 12 | 1 |
| 6 | 37,800 | 6d4 | 17 (+2) | 6 | 7 | 8 | 10 | 10 | 2 |
| 7 | 75,600 | 7d4 | 17 (+2) | 6 | 7 | 8 | 10 | 10 | 2 |
| 8 | 151,200 | 8d4 | 17 (+2) | 6 | 7 | 8 | 10 | 10 | 2 |
| 9 | 251,200 | 9d4 | 17 (+2) | 6 | 7 | 8 | 10 | 10 | 2 |
| 10 | 351,200 | 9d4+1 | 17 (+2) | 6 | 7 | 8 | 7 | 8 | 3 |
| 11 | 451,200 | 9d4+2 | 14 (+5) | 4 | 5 | 6 | 7 | 8 | 3 |
| 12 | 551,200 | 9d4+3 | 14 (+5) | 4 | 5 | 6 | 7 | 8 | 3 |
| 13 | 651,200 | 9d4+4 | 14 (+5) | 4 | 5 | 6 | 7 | 8 | 3 |
| 14 | 751,200 | 9d4+5 | 14 (+5) | 4 | 5 | 6 | 7 | 8 | 4 |
## Class Abilities
### Combat
* The herbalist cannot wear armor
* The herbalist can only use daggers, staves, and handaxes as weapons.
### Hide in Wilderness
* In woods or undergrowth, the herbalist has a 5-in-6 chance to hide.
### Foraging
* The herbalist has a 5-in-6 chance to find plants and fungi appropriate to the biome and season.
### Herb Lore
* The herbalist can recognize all but the most esoteric plants and fungi of their home plane of existence.
### Alchemical Research
* 5-in-6 chance of success
* Requires a workshop with access to clean water, fire, and fresh air
* The herbalist can research recipes for potions, salves, dusts, and poisons
* With a recipe, gold or materials, and time, the herbalist can prepare a consumable item
* Time and material/gold cost are set by the referee
### Physician (PH)
Starting at level 2, the herbalist can apply their knowledge of the natural world to heal others, or enhance the effects of consumable items. These abilities are improved every four levels thereafter, as noted by "PH" below. These actions require a turn and appropriate materials.
* **Enhancement:** The herbalist has a PH-in-6 chance to improve a consumable item (a potion, dust, salve, etc.). This can only be done once per item. Select one of the following improvements for the item:
* *Maximum effect.* If an effect is rolled for, it instead happens at its strongest possible effect.
* *Maximum duration.* If a duration is rolled for, the curative instead lasts its maximum duration.
* *Safety.* Imbibing multiple potions with this improvement in quick succession will not run the risk of internal potion mixing.
* **Healing:** The herbalist can distribute PHd4 worth of HP in healing between multiple recipients. The recipients and the herbalist must do nothing but attend to healing in this turn.
### After 8th Level
* The herbalist can establish a workshop and garden of their own devising
* 1d4 apprentices (1st level herbalists) will come to study under the herbalist
* This garden can grow seasonally- and regionally-appropriate plants from seeds, clippings, and so on
* Recipe research takes half as long when done in the herbalist's personal workshop