Herbalism
Herbalism is the skill involved with creating remedies and poultices through the use of natural ingredients and the herbalism kit.
The herbalism kit contains a variety of instruments, such as clippers, mortar and pestle, pouches and vials. Proficiency with this kit lets you add your proficiency bonus to any ability check involved with herbalism.
Foraging Ingredients
Make a Intelligence (Nature) check, adding your proficiency with the herbalism kit to the check if you are not proficient in the Nature skill, with the DC based on your method of searching as per the table below.
Each foraging attempt takes 1 hour of time, and you can make a number of checks per day equal to your Intelligence modifier (minimum 1). The availability of ingredients in the area is determined by the DM.
At the DM's discretion, the DC can further increase due to repeated checks in the same area.
DC | Method of search |
---|---|
10 | Dedicated search without traveling |
14 | Traveling at a slow or stealthy pace |
17 | Traveling at a normal pace |
20 | Traveling at a fast pace |
On a failure, you find nothing.
On a success, you roll a d12 on the Common Herbs table related to your area and recover 1d4 of the rolled ingredient.
If you roll a 20 on your search check, you automatically succeed and recover one additional type of ingredient from the Rare Herbs table related to your area, recovering 1d4 of that ingredient as well.
Herbs by area
ARCTIC AREAS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1-3 | Cotton Grass | Grass | |
4-5 | Frostroot | Root | |
6 | Wisp's Breath | Flower | |
7-8 | Icecap | Mushroom | |
9 | Silversage | Flower | |
10 | Snow Lily | Flower | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1-2 | Frost Lotus | Flower |
3-4 | Winter's Kiss | Flower |
CAVES AND THE UNDERDARK
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Mana Thistle | Flower |
2 | Silkweed | Weed |
3 | Sorrowmoss | Moss |
4 | Devil's Tooth | Mushroom |
CLIFFS AND MOUNTAINS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1-2 | Cotton Grass | Grass | |
3-4 | Wild Orchid | Flower | |
5-6 | Mountain Rose | Flower | |
7-8 | Earthroot | Root | |
9 | Silversage | Flower | |
10 | Storm's Bane | Weed | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Winter's Kiss | Flower |
2-3 | Wild Talador | Root |
4 | Starlight Flower | Flower |
COASTS, RIVERS, LAKES
Common Herbs
d12 | Herb | Type |
---|---|---|
1 | Fountaingrass | Grass |
2-3 | Rain Poppy | Flower |
4 | Wild Orchid | Flower |
5-7 | Water Lilly | Flower |
8 | Anchor Weed | Weed |
9 | Foxflower | Flower |
10 | Rope of the Sea | Vine |
11 | Reroll twice | |
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Gillyweed | Weed |
2-3 | Mana Thistle | Flower |
4 | Siren's Kiss | Flower |
DESERTS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1-3 | Sungrass | Grass | |
4-5 | Fireweed | Weed | |
6 | Golden Thistle | Flower | |
7-8 | Peacebloom | Flower | |
9 | Bramble Root | Root | |
10 | Liferoot Stem | Root | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Flame Cap | Mushroom |
2 | Golden Lotus | Flower |
3 | Wild Talador | Root |
4 | Felwort | Root |
FIELDS, HILLS, VALLEYS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1-2 | Sungrass | Grass | |
3-4 | Peacebloom | Flower | |
5 | Whiptail | Flower | |
6 | Mountain Rose | Flower | |
7 | Goldclover | Flower | |
8 | Foxflower | Flower | |
9 | Crimson Bramble | Vine | |
10 | Liferoot Stem | Root | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Tiger Lily | Flower |
2 | Golden Lotus | Flower |
3 | Talador Orchid | Flower |
4 | Dreaming Glory | Flower |
FORESTS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1-2 | Mora Tapinella | Mushroom | |
3-4 | Cushion Moss | Moss | |
5-6 | Belladonna | Flower | |
7 | Bramble Root | Root | |
8 | Fly Agaric | Mushroom | |
9 | Crimson Bramble | Vine | |
10 | Creeping Thistle | Weed | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Bearded Fieldcap | Mushroom |
2 | Silkweed | Weed |
3 | Talador Orchid | Flower |
4 | Starlight Flower | Flower |
JUNGLES AND TROPICAL FORESTS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1 | Fountaingrass | Grass | |
2-3 | Belladonna | Flower | |
4 | Peacebloom | Flower | |
5-6 | Bramble Root | Root | |
7 | Flying Orchid | Flower | |
8-9 | Crimson Bramble | Vine | |
10 | Liferoot Stem | Root | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Tiger Lily | Flower |
2 | Mangrove Root | Root |
3 | Talador Orchid | Flower |
4 | Dreaming Glory | Flower |
SWAMPS
Common Herbs
d12 | Herb | Type | |
---|---|---|---|
1-2 | Grave Moss | Grass | |
3-4 | Fly Amanita | Mushroom | |
5 | Whiptail | Flower | |
6 | Dawsonia | Moss | |
7-8 | Creeping Thistle | Weed | |
9 | Deadnettle | Vine | |
10 | Blindweed | Weed | |
11 | Reroll twice | ||
12 | Roll on the Rare Herbs table |
Rare Herbs
d4 | Herb | Type |
---|---|---|
1 | Felwort | Root |
2 | Bearded Fieldcap | Mushroom |
3 | Sorrowmoss | Moss |
4 | Devil's Tooth | Mushroom |
Using Foraged Herbs
Recovered ingredients can be combined to create simple poultices using the herbalism kit or, more extensively, to create potions with the alchemist tools.
Buying and Selling Herbs
Generally, well-stocked shops will have a good supply of the herbs from their own area and sell those at their base value. The further away a certain herb grows, the less chance there is that stores will have it in stock and the more expensive they will be. The availability of ingredients in stores is determined by the DM.
When selling herbs to merchants, players are generally able to sell them at half value.
Herb Prices
Type | Rarity | Price |
---|---|---|
Flowers | Common | 3gp/* |
Rare | 30gp/* | |
Grass | Common | 3gp/* |
Weeds | Common | 4gp/* |
Rare | 40gp | |
Roots | Common | 4gp/* |
Rare | 40gp | |
Vines | Common | 4gp/* |
Moss | Common | 4gp/* |
Rare | 60gp | |
Mushrooms | Common | 4gp/* |
Rare | 50gp |
* Divide the price by the number of die rolls that result in finding this herb. For example, a Water Lilly is found on a roll of 5,6 or 7 and therefore it's price would be 3/3=1gp.
Some herbs vary in availability depending on the area. In this case, for the purpose of determining price, use the table of the closest area to the merchant.
Crafting Poultices
Any character proficient with the herbalism kit can use herbs to craft a variety of poultices.
Crafting a poultice takes 10 minutes of undisturbed, complex work. A character can craft a number of poultices between rests (short or long) equal to its Intelligence modifier (minimum 1).
At the end of the 10 minutes, roll a d20 and add your herbalism kit proficiency to the roll. On a failure, you fail to craft a poultice and the ingredients are wasted. On a success, you craft 1 poultice.
A character must know the recipe to any poultice they intend to craft.
It takes an action to consume a poultice.
Poultice Recipes
Blindweed Paste
- DC to craft: 16
- Components: 5x Blindweed, 1x Sorrowmoss
- Duration: 24 hours
An odd, tasteless paste that is quite difficult to make as the slightest variation from the recipe renders it inert.
When ingested, the creature makes a DC 16 Constitution saving throw. On a failure, the creature is blinded.
Once every hour, the creature can repeat the check, regaining its sight on a success.
Cleansing Tea
- DC to craft: 12
- Components: 2x Earthroot, 4x Weeds, Water
- Duration: 1 hour
This herbal tea strenghtens the body against toxins.
When consumed, you gain advantage on saving throws against poison.
Frostbite Ointment
- DC to craft: 14
- Components: 4x Icecap, 4x Wisp's Breath, 1x Frost Lotus
- Duration: 1 hour
This grounded blue paste of mushrooms and flowers is excellent at helping a body deal with the extreme colds.
When ingested, you have resistance to cold damage, as well as a much improved tolerance to cold weather.
Gillyweed Paste
- DC to craft: 15
- Components: 1x Gillyweed, 2x Rope of the Sea
- Duration: 1 hour
Eating this brown paste causes you to grow gills and webbing between the fingers and toes, allowing you to process oxygen from water.
When eaten, you gain the ability to breathe underwater and your swimming speed becomes equal to your walking speed.
Healing Salve
- DC to craft: 12
- Components: 7x Flowers, 5x Sungrass
- Duration: Instantaneous
This thick mixture of flowers and sungrass is designed to stop bleeding, cleanse wounds and dull the pain.
If applied to a creature's wounds within 10 minutes of receiving said wounds, the creature heals 2d6 HP.
Infernal Ink
- DC to craft: 15
- Components: 1x Felwort, Water
- Quantity: 20 pages worth
Boiling felwort at extreme temperatures produces a fiery, burning ink that has a mind of its own. Despite looking like molten fire, the ink is cold to the touch and can be written with normally.
After having written with the ink, it will translate itself into Infernal as soon as you have averted your gaze from it, changing the language of the message but not the meaning.
Any inherently good creature that tries to read the message will see only gibberish, even if they are proficient in Infernal.
Master's Incense
- DC to craft: 15
- Components: 2x Starlight Flower, 1x Dreaming Glory
- Duration: 1 hour
Inhaling this incense enables you to drown out all distractions and focus completely on your work.
When inhaled, you gain advantage on any check associated with performing complex tasks, including crafting poultices with the herbalist kit.
Mushroom Glue
- DC to craft: 13
- Components: ?x Mushrooms, Water
- Duration: Instantenous
A thick, pungent brown paste that serves as an exceptionally strong adhesive.
This glue can repair a break or a tear in an object you apply it to, such as a broken chain link, two halves of a broken key, or a leaking keg.
It takes 4 mushrooms and half a pint of water to create enough glue to mend a break that is 1 foot large.
The paste hardens quickly, and must be applied within 5 minutes of crafting it or it loses it's adhesive power.
Nightmare Powder
- DC to craft: 12
- Components: 1x Wild Talador, 2x Deadnettle
- Duration: 30 minutes
A thick black powder that, when applied around a creature's eyes, makes for a scary sight.
Apply this powder to gain advantage on Intimidation (Charisma) checks.
Shadow Paste
- DC to craft: 13
- Components: 1x Bearded Fieldcap, 8x Fly Amanita
- Duration: 2 hours
When applied across a creature's body and clothing, this mushroom paste makes it almost indiscernible in low light conditions.
It takes 1 minute for a normal-sized creature to apply this paste. The time is halved if someone is helping it.
When applied to your body and clothing , you have advantage on any Stealth checks made in dim light (or darker) conditions, and any creature attempting to spot you has disadvantage on it's Perception checks.
Smoked Bramble
- DC to craft: 14
- Components: 4x Crimson Bramble, 2x Bramble Root
- Duration: 4 hours/*
Inhaling this reddish smoke causes a creature's senses to heighten, making the creature extremely aware, alert and awake. Multiple creatures can inhale the smoke, in which case divide its duration by the number of creatures affected.
A creature that inhales this smoke can't be surprised while conscious, gains a +5 bonus to initiative, and other creatures don’t gain advantage on attack rolls against it as a result of being unseen. However, the creature can't perform complex tasks or rest.
Spider's Gloves
- DC to craft: 12
- Components: 1x Silkweed, 2x Cushion Moss
- Duration: 12 hours
This white paste is sticky, and once it gets in touch with something, it's hard to get rid off, unless you know how.
When applied to your hands, you can not be disarmed, except by magical means.
Wolfleaf
- DC to craft: 10
- Components: 10x Peacebloom, Water
- Duration: 2 hours
Crushed peacebloom leaves mixed with water create a mixture that, when eaten, heightens your sense of smell.
When ingested, you gain advantage on Perception checks that involve your sense of smell.