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Folk Healer

A Roguish Archetype

Folk Healers are people that somehow ended up in a

profession that they aren't really qualified for. Succeeding

mostly thanks to sheer luck and some basic knowledge of

herbs, while using everything at hand to either help those in

need, or con their way into money.

Healing Gear of Questionable

Origin

3rd level Folk Healer feature

With your knowledge of herbs and by winging it, you create

Herbal Packs of various effects. After completing a Long Rest

during which you dedicate at least an hour to gathering herbs

from your vicinity, you create a number of Herbal Packs equal

to your Wisdom modifier (at least 1). These Packs lose their

capabilities after you complete a Long Rest. A Herbal Pack

requires touch and an action to apply. It restores a number of

Hit Points equal to 1d12 + your Wisdom modifier. The

healing further increases when you reach 7th level (2d12),

11th level (3d12), and 17th level (4d12).

Additionally, you gain proficiency in using Herbalism Kit

and proficiency in Nature.

Primum non... How does it go?

9th level Folk Healer feature

You find a second use for your Herbal Packs, developing an

unstable poison. You may apply your Herbal Packs to a

weapon or 5 ammunition for 1 minute, causing it to deal

additional 1d4 poison damage. The first instance of poison

damage forces the target to make a Constitution saving throw

against your Poison saving DC, receiving a Condition at


random from the table below for 1 minute on a fail. The Swift Healthcare
target may repeat the save at the end of each of their turns
and after the effect ends, they are immune to it for 24 hours. 13th level Folk Healer feature
The damage further increases when you reach 12th level When you use your action or bonus action to take the Dash
(2d4), and 16th level (3d4). action, you gain advantage with Medicine skill checks and
Additionally, your Sneak Attack's damage changes to you may treat rolls lower than 4 while using your Herbal
poison damage for the duration. When you reach 12th level, Packs as 4 until the end of your turn. You may choose not to
you may choose between the damage being poison or acid. use this feature while taking the Dash action. You may use
this feature a number of times equal to your Dexterity
d4 Condition modifier per Long Rest.
1 Blinded Additionally, during this turn, your movement increases by
your base movement when running in a straight line towards
2 Poisoned a friendly creature that is rolling for Death Saves.
3 Incapacitated
A Magical Spark
4 Stunned
17th level Folk Healer feature
Poison saving DC = 8 + your Proficiency Bonus + your Somehow through constant mixing of different herbs and
Wisdom modifier through sheer luck, you managed to cause your Herb Packs
to become magical. All damage and healing done with the use
of Herb Packs counts as magical for the purpose of
art 1 - Benjamin Gerritsz. Cuyp (1612–1652) overcoming resistances and healing disease.
Folk Hero created by Neflin, version 1.00 Additionally, your Herb Packs cure one Condition at
random from a friendly creature upon being applied, and you
may use your bonus action to apply them.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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