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Page 1: Herbalism KitHerbalism Kit · 2020. 5. 15. · Tradeskill Guide: Herbalism Kit Introduction Kits that Benefit from Herbalism ,IVFEPMWQ/MX ,IEPIV W/MX 4SMWSRIV W/MX %PGLIQMWX W7YTTPMIW

Herbalism KitHerbalism KitHerbalism KitHerbalism KitHerbalism Kit

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Tradeskill Guide: Herbalism Kit

Introduction.......................................................................................................

Kits that Benefit from Herbalism.......................................................................................................

Herbalism Kit....................................................................................................

Healer's Kit....................................................................................................

Poisoner's Kit....................................................................................................

Alchemist's Supplies....................................................................................................

Foraging.......................................................................................................

Foraging Checks....................................................................................................

Travel, Rest and Downtime....................................................................................................

Identifying Foraged Ingredients....................................................................................................

Rare Findings....................................................................................................

Brewing Healing Potions.......................................................................................................

Brewing Checks....................................................................................................

Travel, Rest and Downtime....................................................................................................

Identifying Healing Potions....................................................................................................

Herbalism Variants.......................................................................................................

Ingredient Expiration....................................................................................................

Potion Sickness....................................................................................................

Drug Addiction....................................................................................................

Unwanted Attention....................................................................................................

Rare Underdark Findings....................................................................................................

Appendices

Appendix A: Ingredients....................................................................................................

Table of Contents

2

Page 3: Herbalism KitHerbalism Kit · 2020. 5. 15. · Tradeskill Guide: Herbalism Kit Introduction Kits that Benefit from Herbalism ,IVFEPMWQ/MX ,IEPIV W/MX 4SMWSRIV W/MX %PGLIQMWX W7YTTPMIW

Tradeskill Guide: Herbalism Kit

IntroductionAdventurers may find themselves walking through the

mountains, only to come across some very rare Primordial

Balm, which under certain circumstances could amplify a

potion or poison’s effects two-fold. At other times, they may

find themselves walking across a tundra cold and alone,

and by grace of their hard training, be able to utilize some

Drakus Flower or Fennel Silk to help them regulate their

body temperature.

All throughout the world are various forms of plant life,

ocean substances, and even earthy minerals that

adventurers can utilize both in and out of a combat

situation. To do so, they first need to be foraged, harvested

or gathered. This is what the herbalism kit is used for; the

topic of this guide.

Kits that Benefit fromHerbalismOnce gathered, ingredients can be extracted for their

potential and used to craft into consumables. With the

exception of healing potions, this is done with other kits

and these will be covered in separate guides.

For now, here is a simple overview of kits that can make

use of gathered ingredients.

Important Note:

These kits all have been modified from RAW byAngelique, and so deviate from PHB and XgtErules

Additional containers must be purchased and secured if a

character wishes to craft and carry more products at once

than these kits can hold.

Herbalism KitComponents: 8 pouches to store herbs, clippers and

leather gloves for collecting plants, a mortar and pestle,

and 5 glass jars.

Equipment: required for brewing healing potions and

correct storage of ingredients. Ingredients not stored

correctly will lose potency in 8 hours.

Proficiency: required for brewing healing potions. Also

aids in checks made for foraging for ingredients and

brewing healing potions (see sections below). Allows for

identifying ingredients and healing potions.

Healer's KitComponents: a leather pouch containing mortar and

pestle, clippers, bandages, salves, splints and 5 glass

jars. The kit has ten uses of either stabilising dying

creatures or crafting supplies.

Equipment: required for stabilising dying creatures

without requiring medicine checks, and for crafting

nonmagical medical supplies (will be further covered in a

separate guide).

Proficiency: Aids in checks made for crafting medical

supplies (will be further covered in a separate guide).

Allows for identifying ailments in creatures.

Poisoner's KitComponents: 5 glass vials, a mortar and pestle, chemicals,

and a glass stirring rod.

Equipment: required for creating, correctly storing, and

applying of poisons. Poisons not stored correctly will

lose potency in 8 hours.

Proficiency: Required to handle and apply a poison

without risk of getting exposed to its effects. Also

required for creation of antitoxins and cure poison

potions (will be further covered in a separate guide).

Allows for identifying poison related substances.

Alchemist's SuppliesComponents: 2 glass beakers, a metal frame to hold a

beaker in place over an open flame, a glass stirring rod, a

small mortar and pestle, and a pouch of common

alchemical ingredients, including salt, powdered iron,

and enough purified water for 5 potions.

Equipment: required for brewing of potions that are not

either healing or poison (will be further covered in a

separate guide).

Proficiency: Aids in checks made for crafting potions that

are not healing or poison. Allows for identifying all

unknown potions.

Part 1 | Tradeskill Kits

3This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials

used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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ForagingAny character may spend time during travel, rest, or

downtime between adventures foraging for plants, animals,

or minerals from which potions may be brewed.

The flora and fauna available to the adventurers will

depend on the environment they currently are in. Some

plants only grow in cold environments, and some animals

only reside in hot and humid areas. For the sake of

herbalism the following environments can be

distinguished:

In each of these environments, characters can find

ingredients of varying rarity, which will be reflected in the

DC requirement to find them.

Initially, not much will be known to adventurers as they

explore environments that are new to them; but with

exploration they can learn more about what might grow

where.

In Appendix A is a list of ingredients that are known to

have healing properties. The appropriate checks will need

to be made to discern whether the character can identify

these on sight, or knows the exact nature of these healing

properties, or the environment these can be found in.

Foraging ChecksAny character can attempt to forage ingredients if they

wish, they do not need proficiency in any skill to do so. To

forage ingredients, a player can announce to the DM that

they wish to do so, and they must make either a Nature or

Survival check (DC 15).

Characters proficient with the Herbalism Kit can add

their proficiency bonus to their roll. If they are also

proficient with either Nature or Survival, they may roll at

advantage. Characters with no proficiency in any of the

three skills must roll at disadvantage.

A Ranger can make the required Survival or Nature

checks with advantage as long as they are within their

favourite terrain, regardless of proficiency.

A character must spend 1 hour foraging to obtain 1

ingredient. This time encompasses searching, harvesting,

and safely storing the materials, as well as travel time to

and from the material's location. For every hour spent

foraging, the character may harvest an additional

ingredient.

The DM will then roll against the foraging table of

ingredients for the appropriate environment, to determine

which ingredients were found. These foraging tables are

not shared with players but they can learn about them

through experience.

Travel, Rest and DowntimeForaging during TravelWhile traveling, characters can forgo foraging for food and

instead forage for ingredients. While doing so, they cannot

perform any other task and must pay attention to how far

they travel from their group or risk getting lost.

If traveling at a Normal Pace, they can gather 1

ingredient every 3 hours; at a Slow Pace, they can gather 1

ingredient every 2 hours. At a Fast Pace, they can not

gather any ingredients.

Foraging During RestWith a minimum requirement of 1 hour to forage any

ingredients, foraging is not possible during short rests.

Foraging is not a strenuous activity unless done in

difficult terrain. As such, up to 2 hours can be spent

foraging during a long rest, providing no other activities,

such as keeping watch, are carried out.

Foraging During DowntimeWhen travelling in downtime, the same rules as for travel

outlined above will apply. For foraging in downtime when

not travelling or otherwise occupied, a character can forage

for a maximum of 8 hours per day.

Identifying Foraged IngredientsAfter sucessfully foraging, the DM needs to determine

whether or not the character has had previous experience

with the ingredients that were found. This can be either be

decided on the spot by the DM, or by rolling for knowledge

when appropriate. For the latter, the player would make a

Herbalism check at a DC of 10 + DC of the ingredient in

question, as per the foraging DC table (see below for rare

ingredients).

If the player fails the roll, the character does not

recognize the ingredient enough to determine its purpose.

Another attempt can only be made after the character has

researched more about the ingredient, or they can have

another party member identify it for them. A player cannot

roll again for the same ingredient if they did not gain

additional knowledge from elsewhere first.

Arctic/Tundra Grasslands

Coastal/Underwater Hills

Desert Mountains

Jungle Common

Forest

Swamp

Underdark

Part 2 | Foraging

4This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials

used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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If the player succeeds, the character recognises the

ingredient and has a general idea of what it can do in a

concoction. Additionally, if the player surpassed the DC by

5 or more, the character knows exact details about the

ingredient; where it generally can be found and what it can

be used for.

Rare FindingsThe world is a widely varied and bountiful place. While

there are some plants that only grow in certain regions,

and others that grow almost everywhere, adventurers

might come across a very rare ingredient. These

ingredients are marked as such in the foraging tables.

Very rare ingredients offer major boons to both potions

and poisons. They are also much harder to identify. The

player would make a Herbalism check as outlined above,

with an additional +3 to the DC.

This difficulty increase applies to gaining detailed

knowledge as well. Only if the player surpasses the DC by

10 rather than 5, will the character know detailed

information about this ingredient.

Brewing Healing PotionsSo, the adventurers have found some ingredients in the

wilderness. Maybe they even got lucky and found

something really rare and valuable. But they can’t just stuff

the ingredients in their mouth and hope for the best now,

can they? They would need an understanding of how to

extract their potential, otherwise known as proficiency in

the Herbalism Kit.

Different ingredients can be combined to make different

potions of varying strength and effect. If the character does

not know the exact purpose of a certain ingredient they can

experiment to try and find out.

Brewing a single healing potion takes 1 hour and

requires the Herbalism Kit as well as proficiency in it. To

successfully brew a healing potion, the character needs a

base ingredient to start with. They are categorised as such

in the foraging tables, and can be identified as such by the

characters (See previous section on identifying

ingredients). When experimenting with unknown

ingredients with no base ingredient present in the

concoction, the attempt will fail.

Other than the base ingredient, other ingredients can be

added if they are categorised as Potion Modifier or

Special. These are optional and alter the base ingredient

effect. A potion can only contain one base ingredient and

up to three Modifier ingredients. Exceptions exist and are

stated per ingredient in the foraging tables.

Whether the character succeeds in brewing the potion is

determined by brewing checks.

Brewing ChecksTo brew healing potions, a player can announce to the DM

that they wish to do so, and they must make either a

Wisdom or an Intelligence check, adding the proficiency

bonus for the Herbalism Kit.

The DC is 10 + the DC modifiers of each added

ingredient. Rare and potent ingredients have a higher DC,

and will result in more powerful potions.

Proficiency is required, and no added proficiency in other

skills can aid or give advantage.

Succeeding on a check results in a healing potion with the

properties of the added ingredients. If unknown, these can

be determined by an attempt to identify (see below), or if

that fails, by drinking it.

Failing on a check results in a potion that does not look

as it should. Its effects are unknown but can be determined

by drinking it. The ingredients used are lost and can not be

salvaged from the potion once it is made.

Travel, Rest and DowntimeBrewing Potions during TravelPotions can not be brewed during travel.

Brewing Potions during RestWith a minimum requirement of 1 hour to brew a single

healing potion, brewing is not possible during short rests.

Brewing healing potions is not a strenuous activity but is

time sensitive once started. As such, up to 2 hours can be

spent brewing during a long rest, providing it is

uninterrupted, and no other activities, such as keeping

watch, are carried out. If brewing is interrupted it

automatically fails.

Brewing Potions during DowntimeWhen travelling in downtime, potions can not be brewed.

For brewing in downtime when not travelling or otherwise

occupied, a character can brew for a maximum of 8 hours

per day.

Identifying Healing PotionsAfter successfully brewing a potion, the character can

attempt to identify its exact properties if it is unknown.

This can be done by rolling for knowledge when

appropriate. The player would make a Herbalism check at

a DC of 13 + the DC modifiers of each added ingredient, as

per the foraging DC table.

Identifying a potion without drinking it is difficult, and if

the player fails the roll, the character is not able to

determine its purpose. Another attempt can only be made

after the character has researched more about the

ingredients used, or they can have another party member

attempt to identify it for them (proficiency in the Herbalism

Kit is required). A player cannot roll again for the same

potion if they did not gain additional knowledge from

elsewhere first.

A failed potion can not be identified. Both successful and

failed potions can be identified by drinking it.

Part 3 | Brewing Healing Potions

5This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials

used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Herbalism VariantsThe DM may find it appropriate to use any of these

additional rulings in the game. However, she will make sure

to discuss this with all players first.

Potion SicknessDrinking too many potions can have variable consequences

if not carefully monitored. If a character decides to ingest

more than 8 ingredients worth of potions between periods

of long rest, the DM can decide to have some

consequences appear.

Some examples would be the character getting sick to

their stomach and gaining the poisoned condition or even a

level of Exhaustion, or that the excessive magic from the

potions in their system causes a Wild Surge within the

character.

Drug AddictionAt the DM’s discretion, she can introduce addiction to

certain substances. Potions and ingredients that offer

major boosts to a character’s health and characteristics can

have traces cling to the user for an extended period of time.

Characters that use these ingredients often should be wary

of the consequences that come with them.

Unwanted AttentionMaybe a particularly good potion was given to an ally in

need. Maybe they were sold for great profit. Perhaps a spy

spotted the potions being brewed, or the party harvested a

rare ingredient before someone else seeking it could

snatch it up. But somehow others have gotten wind of the

talented potion brewer in the party and may seek the

adventurers out.

Rare Underdark FindingsNot many adventurers dare enter the Underdark, let alone

to gather ingredients to make potions. With this variant

ruling, any ingredients from the Underdark, and any

concoctions brewed with these ingredients have a dark

shine to them. Buyers will buy these at 5x the regular value

of a regular potion. Additionally, the DM can decide that the

potion has additional effects appropriate to the Underdark.

Part 4 | Variants

6This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials

used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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AppendicesAppendix A: IngredientsBloodgrass. The most boring, common plant life found in

the wild is this dark brown grass. It has absolutely no

remarkable qualities, other than being relatively harmless,

and its use as basic sustenance when properly prepared.

Herbalists do not find this grass very unique, but still tend

to collect it as it occupies almost no space in their packs.

Chromus Slime. This thin slime substance is often

observed to flow within water current as if it had a mind of

its own. Often times, scientists mistake this slime with

mercury, as it has the same consistency and look. When

attempting to alter the slime, it reverberates and alters the

other plant life it touches instead.

Dried Ephedra. A bush often found in dry environments, it

is thorny and hard to harvest without scratching your skin.

It has a distinct dark purple hue when viewed at a distance,

but up close it looks black. Herbalists love to use this plant

when making healing tonics as it has the odd ability to

enhance Wild Sageroot.

Emetic Wax. This thick, white wax is often found seeping

out of trees near lush and wet areas. It is commonly used in

candle making, as the wax melts and re-hardens rather

quickly, yet is strong enough to form delicate shapes.

Herbalists use it to control how their tonics enter the body,

performing miraculous feats.

Fennel Silk. Often mistaken for a spider’s web, this white

web like plant grows amongst frigid and dark

environments. It uses sharp hooked tendrils to help secure

the edges of the plant to nearby rocks or plants.

Adventurers that are adept in the use of Fennel Silk will

recognize the many applications it has for protecting your

extremities from harsh-low temperature environments.

Genko Brush Gnarled and prickly stems that like to grow

in rocky areas, this vegetation is easily overlooked by the

herbalist and therefore hard to find. Sap can be extracted

from its roots and is a powerful regulator of digestion.

Hyancinth Nectar. This blue and white thick liquid can be

extracted from Hyancinths near somewhat wet areas. This

nectar is of high demand and is often used by highly

trained guards to counter poisons that evil people attempt

to use on them. While it does not cure the mean of poisons,

it severely limits its effects.

Lavender Sprig. These long stemmed purple-petal flowers

can often be found swaying in the wind in huge patches.

They are very common amongst green environments and

have a distinct sweet smell. However, they taste extremely

bitter when eaten.

Mandrake Root. This tan root has serrated edges all along

its body that often cause injury to Herbalists that do not

properly know how to handle it. When stripped of its outer

skin, the soft tender center can be eaten with relative ease

and is often used by Doctors to reduce pain from poison or

disease.

Milkweed Seeds. These small, white translucent seeds

can be found when opening up a Milkweed Flower. They

are often eaten by children due to their friendly look, but

can cause negative digestive effects this way. When

crushed up and diluted with other liquid these seeds offer

very powerful healing effects.

Wild Sageroot. The most common ingredient found

among doctors and healer’s equipment would be these light

pink roots. They measure about 3 to 5 inches in length and

have a smooth, fuzzy texture to them. They are used every

day by skilled Alchemists and healers to create concoctions

of extraordinary healing power.

Part 5 | Appendices

7This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials

used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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PracticePracticePracticePracticePracticeSafeSafeSafeSafeSafe

HomebrewingHomebrewingHomebrewingHomebrewingHomebrewing

Adapted from Dael Kingsmill and Dalagrath's

homebrew, as well as many others.

Made for Angelique's Phandalin Campaign

Players: Lucy, Jack, Jonny, Kermit, Stephen, Rich

and Neil

Cover Art: Skiorh

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materialsused are property of Wizards of the Coast. ©Wizards of the Coast LLC.