Drug kit . As an action on your turn, you can apply the ingredients of this kit to a creature within 5ft of you. Upon ingesting, they undergo the following conditions: - Their speed is reduced by 5ft - They have disadvantage on checks made to contest all Charisma rolls - They have disadvantage on all attack rolls as well as Dexterity saving throws - They are filled with an all-consuming sadness or lethargy (your choice) At 11th level, you can create a Herbal Specialist kit over the course of a short rest as well as a long rest.

Stimulant kit . As a free action, you can pass a creature within 10ft of you a stimulant, which they can then ingest as a bonus action on their turn. Upon ingesting, they gain the following benefits. - Their speed increases by 10ft - They gain advantage on Wisdom (Perception) checks as well as Dexterity Saving throws. - Their movement no longer triggers opportunity attacks. - If they are reduced to 0 hit points by a creature they can see, they can take an immediate reaction and make a melee attack against the creature, or move up to 10ft towards it before they fall unconscious. - They have disadvantage on all Intelligence checks, as well as Dexterity (Stealth) checks. These effects last until the end of the creature's next turn. When you reach certain levels, the potence of the drug increases. At 5th level, the effects of the drug last 1 minute, 10 minutes at 10th level, and 1 hour at 15th level.

Poison kit . As an action on your turn, you can coat one weapon or contaminate a Small or smaller item of food or drink with poison or acid. When a creature is struck by a coated weapon or ingests contaminated food or drink, they suffer an additional 1d6 poison or acid damage (your choice) and become poisoned. The amount of damage dealt increases to 2d6 damage at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level and 7d6 at 18th level.

Wound Setting kit . This kit is represented by a pool of d6's equal to your spellcasting modifier. Over the course of two actions (yours and the creature's), you can apply the ingredients of this kit to a creature within 5ft of you. You can spend any number of dice that remain in the pool. Roll the spent dice and add them together. The target regains hit points equal to the number rolled. Additionally, you can choose to spend one dice to end the effects of a single poison or disease affecting the target. This kit is expended when the pool of dice is depleted fully. The die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 10th level, and a d12 at 15th level

Combat Healing kit . As a bonus action on your turn, you can apply the ingredients of this kit to a creature within 5ft of you. They regain 1d6 hit points. The die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 10th level, and a d12 at 15th level

At 1st level, your familiarity and practice with Herbalism kits of all types and uses allows you to assemble and utilise specialised Herbalism kits. Over the course of a long rest, you can forage for rare or exotic herbs and plants to assemble one of the following Herbal Specialist kits. You can use each kit a number of times equal to your Intelligence modifier before it becomes depleted and unusable.

Additionally, when you gain a level in this class, you can choose a Cultivation and replace it with another Cultivation you are eligible to learn.

When you choose a Cultivation, choose a plant and one of its benefits. If you choose two effects from the same plant, that counts as two Cultivations as you grow the plants in and around your body to serve different purposes.

By 2nd level, your inseparable relationship with plants and constant study of them has opened your eyes to the methods necessary to cultivate them on and in your own body. You have gained two Cultivations of your choice. When you gain certain Botanist levels, the number of Cultivations you know increases, as shown in the Cultivations Known column of the Botanist table.

Spellcasting

At 1st level, the innate magic of the vast majority of plants you work closely with have imbued you with the ability to cast magic spells of your own.

Cantrips. At 1st level, you know two cantrips from the Botanist spell list. You learn additional Botanist cantrips of your choice at higher levels.

Preparing and Casting Spells. The Botanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Botanist spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. You prepare the list of Botanist spells that are available for you to cast, choosing from the Botanist spell list. When you do so, choose a number of Botanist spells equal to your Intelligence modifier + your Botanist level (minimum of one spell). The spells must be of a level for which you have spell slots For example, if you are a 3rd-level Botanist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Spellcasting Ability. Intelligence is your spellcasting ability for your Botanist spells, since your magic draws upon your knowledge and close relationship with the magical plants you work with. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Botanist spell you cast and when making an attack roll with one.