Botany
Botanists will often focus on the landscape and plantlife in foreign lands, enabling greater innovations and herbal remedies or concotions.
Bonus Natural Ability (Cantrip)
When you choose this study at 2nd level, you learn one additional chemist cantrip of your choice. This cantrip doesn’t count against the number of chemist natural abilities (cantrips) you know.
Herbal Remedy
Starting at 2nd level, you can regain some of your creative energy by consuming herbal concotions you've prepared from gathering special local plants. During a short rest, you choose expended invention power slots to recover. The invention power slots can have a combined level that is equal to or less than half your chemist level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level chemist, you can recover up to two levels worth of invention power slots. You can recover either a 2nd-level slot or two 1st-level slots.
Field Invention Powers (Spells)
Your deep connection and understading of nature and plantlife enables you to advance your research far beyond ordinary levels. At 3rd, 5th, 7th, and 9th level you gain access to special invention powers depending on the plantlife in the region you primarily study. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or underground – and consult the associated list of invention powers.
Once you gain access to a field invention power, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a invention power (spell) that doesn't appear on the chemist spell list, the spell is nonetheless a chemist invention power for you.
Arctic
Chemist Level Field Invention Power
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
Coast
Chemist Level Field Invention Power
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert
Chemist Level Field Invention Power
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Chemist Level Field Invention Power
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland
Chemist Level Field Invention Power
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
Mountain
Chemist Level Field Invention Power
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
Swamp
Chemist Level Field Invention Power
3rd Darkness, Melf's Acid Arrow
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
Underground
Chemist Level Field Invention Power
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague
Starting at 6th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Botanist's Antidote
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Natural Repellent
When you reach 14th level, you develop plant-based fragrances that make wild creatures hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your chemist invention save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.