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Wild Herbalist (Alchemist/Druid)

This content was created by the MultiClass Productions fan group.
Wild Herbalists are the alchemists of the forest, mixing powerful drugs and potions using natural ingredients. (Original Concept by Cartmanbeck)

Primary Class: Alchemist.
Secondary Class: Druid.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The wild herbalist may select three druid skills to add to her class skills in addition to the normal alchemist class skills. The wild herbalist gains a number of ranks at each level equal to 4 + Int modifier.

Table: Wild Herbalist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Brew potion, feral aspect, mutagen, natural alchemy, wild empathy 1
2nd +1 +3 +0 +3 Discovery, poison resistance +2, poison use 2
3rd +2 +3 +1 +3 Swift alchemy 3
4th +3 +4 +1 +4 Discovery, wild mutagen 3 1
5th +3 +4 +1 +4 Poison resistance +4 4 2
6th +4 +5 +2 +5 Discovery, swift poisoning 4 3
7th +5 +5 +2 +5 4 3 1
8th +6/+1 +6 +2 +6 Discovery, poison resistance +6 4 4 2
9th +6/+1 +6 +3 +6 5 4 3
10th +7/+2 +7 +3 +7 Discovery, poison immunity 5 4 3 1
11th +8/+3 +7 +3 +7 5 4 4 2
12th +9/+4 +8 +4 +8 Discovery 5 5 4 3
13th +9/+4 +8 +4 +8 5 5 4 3 1
14th +10/+5 +9 +4 +9 Discovery, persistent mutagen 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Discoveryinstant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Grand discovery 5 5 5 5 5 5

Weapon and Armor Proficiency

The wild herbalist is proficient with all simple weapons, plus the scimitar and scythe, and with all natural attacks. They are proficient with light and medium armor, but are restricted from wearing metal armor like a druid. They are not proficient with shields. A wild herbalist who wears a prohibited armor or shield loses her mutation aspect ability while wearing it for 24 hours afterward.

Feral Aspect

At 1st level, a wild herbalist gains the feral mutagen discovery.

Natural Alchemy

The wild herbalist has learned to use natural herbs and venoms to create powerful effects and potions. At 1st level, the wild herbalist gains the alchemist’s alchemy ability, except that she cannot create bombs since their destructive nature goes against her morality. This ability otherwise functions as and replaces alchemy.

Wild Empathy

At 1st level, a wild herbalist gains the druid’s wild empathy ability. This replaces throw anything.

Wild Mutagen

Starting at 4th level, a wild herbalist can infuse her mutagens with the wild energies of the natural world to create wild mutagens. Once a wild mutagen is imbibed, she can turn herself into any Small or Medium animal and back again one time while the mutagen is in effect. A wild mutagen functions like the beast shape I spell, except that the effect lasts for 10 minutes per wild herbalist level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the wild herbalist is familiar with.

Every four levels after 4th, a wild herbalist can change form one additional time while her wild mutagen is in effect, for a total of five times at 20th level. As a wild herbalist gains in levels, the power of her wild mutagen improves.

At 8th level, a wild herbalist can use her wild mutagen to change into a Large or Tiny animal. Her wild mutagen now functions as beast shape II.


Starting at 2nd level, whenever the wild herbalist could select a discovery, she may choose any of the following new discoveries instead: Aspect of the Beast±, Grand Wild Mutagen±, Greater Animal Companion±, Greater Wild Mutagen±, Improved Animal Companion±, Lesser Animal Companion±, Mutate Companion±, Plant Mutagen±, and Wild Mutagen±. (‡Multiclass Archetypes)


A wild herbalist may not choose discoveries that give her a familiar and an animal companion at the same time, nor may she choose any discoveries that require the bomb class feature.


The following discoveries complement the wild herbalist archetype: Aspect of the Beast±, Concentrate Poison*, Grand Mutagen*, Grand Wild Mutagen±, Greater Animal Companion±, Greater Mutagen*, Greater Wild Mutagen±, Healing Touch, Improved Animal Companion±, Infuse Mutagen*, Lesser Animal Companion±, Mutate Companion±, Plant Mutagen±, Spontaneous Healing, Sticky Poison*, Wild Mutagen±, and Wings. (*Advanced Player's Guide, Ultimate Magic, ±Multiclass Archetypes)


A wild herbalist’s animal companion is similar to that of a druid’s animal companion, except for the following changes.

Shared Extracts: The wild herbalist may use an extract on his animal companion as if it were himself. The companion must still drink the extract to gain its effects, though the wild herbalist does not need to feed the companion the extract directly. For example, if the companion has the “arms” evolution though the mutate companion discovery, it may carry an extract and drink it whenever necessary. The wild herbalist must have the new lesser animal companion discovery (see New Discoveries). This ability replaces the druid animal companion’s shared spell ability.