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Divine Herbalist
Pathfinder: Wrath of the Righteous

Divine Herbalist

Master the Divine Herbalist in Pathfinder: Wrath of the Righteous! Learn about its unique abilities, level progression, and how to excel with natural medicine.

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Master the Divine Herbalist in Pathfinder: Wrath of the Righteous! Learn about its unique abilities, level progression, and how to excel with natural medicine.

Hey there! So, you're looking to dive into the Divine Herbalist class in Pathfinder: Wrath of the Righteous? Awesome choice! This isn't just about slinging spells; it's about mastering natural medicine and becoming a true healer. You'll gain some sweet healing powers and a few less Revelations compared to other mysteries, but trust me, it's totally worth it.

Let's break down how this class levels up:

LevelFeatsSpecial 1Special 2Special 3Special 4
0-Oracle ProficienciesMysteryAdditional SpellsMaster Herbalist
1FeatOracle's Curse-Brew PotionsHealer's Way
2-----
3Feat-Revelation--
4-----
5FeatCurse 2---
6-----
7Feat---Master Healing Technique
8-----
9Feat----
10-Curse 3--
11Feat-Revelation--
11Feat-Revelation--
12-----
13Feat----
14-----
15FeatCurse 4Revelation--
16-----
17Feat----
18-----
19Feat-Revelation--
20--Final Revelation--

Key Abilities Explained

Master Herbalist

This is where you really shine! As a Divine Herbalist, you get a competence bonus on your Lore (Nature) checks equal to half your class level. Plus, you'll use your Charisma modifier for these checks instead of Wisdom. Just remember, you won't get extra class skills from your chosen mystery, but the nature-focused bonuses more than make up for it.

Healer's Way

Get ready to heal some serious wounds! At level 1, you gain the ability to heal 1d6 damage per two class levels. You can do this a number of times per day equal to 1 + your Charisma modifier. It's a standard action when healing others, but if you need to patch yourself up quickly, it's a swift action – super handy in a pinch!

Master Healing Technique

Things get really interesting at 7th level with the Master Healing Technique. When you use Healer's Way, you can now attempt to remove afflictions. You'll need to make a Lore (Nature) check against the DC of the condition you're trying to cure. Here's the breakdown:

ConditionsDC
Fatigued, shaken, sickened20
Dazed, staggered25
Confused, exhausted, frightened, nauseated30
Blinded, paralysed, stunned35

Watch out! If you fail the check by 5 or more, the target becomes sickened for 1 round (or their sickened condition lasts longer). If you fail by 10 or more, they'll be nauseated for 1 round. This ability won't work on creatures immune to being sickened or nauseated, so keep that in mind.

Stick with these abilities, and you'll be an indispensable healer on your adventures!

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