herbalism kitherbalism kit · 2020. 5. 15. · tradeskill guide: herbalism kit introduction kits...
TRANSCRIPT
Herbalism KitHerbalism KitHerbalism KitHerbalism KitHerbalism Kit
Contents
3
3
3
3
3
3
3
4
4
4
4
5
5
5
5
5
6
6
6
6
6
6
7
7
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
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.
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.
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.
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.
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.
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
When you're ready to share with the
community, don't forget to mark your
document as public so people can find it in the
GM Binder Search
Other Work
Many more guides to come!
WWW.GMBINDER.COM
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.