# Herbalism
##### proficiency with herbalism kit required
Your herbalism kit contains vials, tools and materials necessery to gather herbs and prepare them. Some recipes require material costs, which you do not need to purchase directly. It is assumed you'll replenish your herbalism materials at the next chance automatically. Simply subtract the gold cost for the recipe directly from your purse.
### Gathering Herbs
There are two times you can attempt to gather herbs. During a Travel Check and during Camp in the place of a Camp Job. To perform a Gathering Check, roll a d20 and add your proficiency modifier. You must have proficiency with the herbalism kit. The DC you must beat is dependant on region, conditions and other details known to the DM.
If you are in need of a specific herb or plant, you may inform the DM you are looking for that herb and roll with disadvantage. You may do so to gather herbs not common to the region you are in, such as Wild Safflower while exploring the desert.
Depending on how well your Gathering Check goes, you will be allowed to roll on the regional tables a certain number of times. If you roll a natural 20, you can roll once for every table.
>
> Herbs and plants go stale and rot away over time. Rather than keeping track of expiration dates for every single herb, every in-game week the DM will roll a d12. That many herbs will need to be removed as they are no longer good. You can choose which specific herbs to remove. This check is done at DM's discretion.
>
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##### Rare Plants
|d6 | Name | Type | Effect | Value |
|:-:|:---|:---:|:----------:|:--:|
|1 | Rinwort | Moss | Cures charmed/frightened | 4gp |
|2 | Pearl Leaf | Leaf | Buffs death save | 2gp |
|3 |Yellow Cassia | Root | Cures paralyzed/petrified | 5gp |
|4 |Bitter Hyssop | Leaf | Cures blinded/deafened | 1gp |
|5 |White Angelica | Flower | Restores class resource | 7gp |
|6 |Mercy Barberry | Fruit | Cures poisoned/disease | 1gp |
##### Cold or Mountainous
|d6 | Name | Type | Effect | Value |
|:-:|:---|:---:|:----------:|:--:|
|1 | Wild Safflower | Flower | Temporary hitpoints | 3sp |
|2 | Blue Cap | Mushroom | Restores morale | 6sp |
|3 | Spur Root | Root | Buffs strength checks | 5cp |
|4 | White Aniseed | Seed | Buffs constitution saves |2gp |
|5 | Royal Lichen | Moss | Protects against cold | 1gp |
|6 | Lake Bloom | Flower | Protects against thunder | 3sp |
##### Wet or Temperate
|d6 | Name | Type | Effect | Value |
|:-:|:---|:---:|:----------:|:--:|
|1 | Blackleaf Rose | Flower | Restores hit dice |3sp |
|2 | Viper Anise | Flower | Buffs initiative |3sp |
|3 | Witch's Grass | Moss | Buffs charisma checks |1gp |
|4 | Mandrake Root | Root | Buffs dexterity saves |1sp |
|5 | Blood Pops | Fruit | Protects against acid |8cp |
|6 | Lilythistle | Leaf | Protects against radiant | 2sp |
##### Dry or Low Vegetation
|d6 | Name | Type | Effect | Value |
|:-:|:---|:---:|:----------:|:--:|
|1 | Rain Mustard | Flower | Restores hitpoints |3sp |
|2 | Red Cassia | Root | Cures exhaustion |5cp |
|3 | Ivory Ginger | Leaf | Buffs intelligence checks |2gp |
|4 | Mud Shiso | Mushroom | Buffs wisdom saves |5sp |
|5 | Flux Sage | Leaf | Protects against fire |2sp |
|6 | Sun Seed | Seed | Protects against necrotic |1gp |
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### Crafting Infusions
To make use of herbalism you must craft tinctures, poultices, salves and pastes. You can craft these items by following Infusion Recipes. Infusion Recipes consist of the following:
* Primary Ingredient
* Secondary Ingredient
* Material Costs
* Crafting DC
You make an infusion by rolling against the Crafting DC and paying for the materials required by the recipe. You may add your proficiency to these rolls. If the roll is not successful, you lose the cost in materials. If you possess both ingredients, you automatically succeed the Crafting DC. You do not need to own the ingredients to craft an infusion, gathering the required ingredients is considered part of this process. **The crafting process takes approximately 1 hour and can be completed during a short or long rest.**
##### New Infusion Recipes
In between sessions, you can develop a new infusion recipe. You choose the two ingredients you would like to experiment with. The Infusion effect is based on the **herb effect** of the primary ingredient, while the **herb type** of the secondary ingredient dictates what crafting effect the recipe will have. The DM will bring the recipe details to the next session.
All crafted Infusions last for 24 hours before they lose any effect they have. All crafted poisons last for 7 days before they lose any effect they have.
##### Crafting Infusions and Poisons
| Ingredient Type | Crafting Effect |
|:---:|:---:|:---:|
| Flowers | Decreases consumption time |
| Seeds | Crafting advantage |
| Mushrooms | Increases the potency |
| Moss | Increases the duration |
| Leafs | Increases the outcome |
| Fruits | Decreases material cost |
| Roots | Makes it a poison
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### Crafting Poisons
##### proficiency with poisoner's kit required
Your poisoner's kit allows you to find vile uses for herbalism. You can invert most effects to be negative. Healing herbs can be used to cause poison damage, herbs that cure conditions can instead give those conditions. Due to the deadly nature of poison crafting, these activities should only be performed in the safety of secure lockable room such as an inn. You can not craft new poisons in the field.
##### Using Poisons
You may use an action to apply a vial of poison to a single
melee weapon or 3 pieces of ammunition. Applied poison
lasts for one hour and a single applied dose can harm a
creature three times before depleting its potency.
If you apply poison while in combat, you must succeed
on a DC 10 Dexterity (Sleight of Hand) check or suffer the
poisoned condition until the end of your next turn.
A creature hit by poisoned weapons or ammunition must
make a Constitution saving throw with a DC equal to 8 +
the poison crafter's proficiency. On a failure, the creature is poisoned for one minute and suffers the additional effects of its ingredients, if any. If the crafted poison has added damage, the creature takes half the poison damage on a
successful saving throw. A poisoned creature must repeat
the saving throw at the end of each of its turns, ending the
effects on a success.
##### Ingredients From Monsters
You may at times try to gather poison glands, or other ingredients from monsters. You may add your proficiency with poisoner's kit to any check to attempt to gather these ingredients. When crafting poisons with these special ingredients, replace the required roots with them. The effect of the poison will usually be far more powerful than with simply herbs.
### Sample Infusions and Poisons
* Healing Salve: short or long rest to apply, roll a free hit die | primary: Blackleaf Rose | secondary: Any Fruit | cost: 3sp | crafting DC: 10 |
* Mustard Healing Tincture: 1 action to drink, heal 1d4 hitpoints | primary: Rain Mustard | secondary: Any Seed | cost: 6sp | crafting DC: 12 (advantage) |
* Angelica Poultice: short break to apply, regain 2 of your class resources | primary: White Angelica | secondary: Any Mushroom | cost: 14gp | crafting DC: 15 |
* 2x Bluecalm Tea: short or long rest to drink, gain 1 morale | primary: Blue Cap | secondary: Any Leaf | cost: 1gp | crafting DC: 13 |
* Mandrake Mud: short or long rest to apply, gain +1 to DEX saves, lasts 24 hours | primary: Mandrake Root | secondary: Any Moss | cost: 2sp | crafting DC: 14 |
* Fluxburn Poison: Deals 1d4 fire damage each round | primary: Flux Sage | secondary: Any Root | cost: 4sp | crafting DC: 14 |