Circle of Herbology

Master of the Good, Cultivator of Mush, Bringer of Highs, these are just a few of the titles given to Druids who belong to this circle. Their use of various herbs has granted them wisdom beyond their years and has allowed them to see truths about the universe that most have no idea exist, or at least thats what they believe is happening. Adventuring parties find it hard to have a bad trip with a Circle of Herbology Druid around.

Good Concoction

When you choose this circle at 2nd level, you learn the spell Goodberry.

Additionally, you may use a Herbalism kit to create healing potions out of the Goodberries as an action. It requires 2 Goodberries to make 1 potion. Make a tool check using your Herbalism kit. The potion created is based on your total roll, which is listed below in the Greater Goodberry Potion Table. These potions are valued at a tenth of their normal value, as they expire within 24 hours after being brewed.

Greater Goodberry Potion

Roll Total Potion Created 38+ Good Potion of Supreme Healing 30-37 Good Potion of Superior Healing 22-29 Good Potion of Greater Healing 15-22 Good Potion of Healing 1-14 No potion is created

Mixologist

Starting at 2nd level, you are able to create special herbal remedies using your Herbalism Kit. The remedies require 30 minutes to create and may be created while traveling. You may have a maximum of 10 remedies created at one time. They last for 10 minutes when consumed and require a bonus action to do so.

Whey Powder

A fine powder with a texture of flour or sand. Most creatures describe it as a chalky and nutty taste, with a slght bittersweetness to it. Consuming large quantities has been known to cause major muscle growth and aggressive outbursts. For the next 10 minutes after consuming this, the creature gains an additional 1d4 plus your Wisdom Modifier to any Strength rolls that are not attack rolls, but has disadvantage on Intelligence checks and saves.

Shabu Paste

A paste with an extremely sticky quality. The texture is very reminiscent of peanut butter and typically gets stuck in the teeth of those who eat it. Most say it has an oily and salty taste, like a sardine taffy. For the next 10 minutes after consuming this, the creature gains an additional 1d4 plus your Wisdom Modifier to any Dexterity rolls that are not attack rolls, but has disadvantage on Constitution checks and saves.

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Hearty Flank

A solid chunk of sticky oats and other ingredients. The texture is like eating dry fruit with almost no taste. It is extremely hard to chew and swallow. For the next 10 minutes after consuming this, the creature gains an additional 1d4 plus your Wisdom Modifier to any Constitution rolls, but has disadvantage on Dexterity checks and saves.

Zann Crystals

A collection of small brittle crystals. They taste exactly like processed sugar and can hurt a bit to chew. For the next 10 minutes after consuming this, the creature gains an additional 1d4 plus your Wisdom Modifier to any Intelligence rolls, but has disadvantage on Charisma checks and saves.

Laughing Hash

A mix of different herbs and spices. It is said to be a bit spicy with a bitter aftertaste. It is also said to cause hallucinogenic vision and uncontrolable laughter when smoked. For the next 10 minutes after consuming this, the creature gains an additional 1d4 plus your Wisdom Modifier to any Wisdom rolls, but has disadvantage on Strength checks and saves.

Ambrosia Extract

A smooth liquid with the texture of honey or oil. To most, this has the taste of the sweetest wine. For the next 10 minutes after consuming this, the creature gains an additional 1d4 plus your Wisdom Modifier to any Charisma rolls, but has disadvantage on Wisdom checks and saves.

Starting at 6th level, you are able to make even specialer remedy, named Panacea. Panacea takes 30 minutes to brew and requires water to make, at least half a waterskin will suffice. The taste and texture varies based on the creator. It requires an action to consume or feed to someone. When consumed, the creature is instantly cured of all conditions and poisons, except for fear and charm.

I Speak for the Trees

At 6th level, you may cast Speak with Plants at will, without using a spellslot or requiring material components.

Master Mixer

Starting at 10th level, you have become a master of your craft. You gain expertise with the Herbalism Kit.

One With Nature

By 14th level, you may use your wild Shape to transform into any Plant creature with a CR equal to half your druid

level minus 1.



