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
<div class'> ##### Common Herbs | d12 | Herb | Type | |:---:|:--------|:------| | 1-2 | White Cap| Mushroom | 3-4 | Fly Amanita | Mushroom | 5 | Whiptail | Flower | 6 | Wisp's Breath | Flower| | 7-8 | Earthroot | Root | 9 | Deadnettle |Vine| | 10 | Blindweed | Weed | 11 | Reroll twice ||| | 12 | Roll on the Rare Herbs table |||
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.