Herbalism | Generic, Text | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Herbalism

Proficiency with Herbalism allows you to purchase these sets of equipment:
 
Herbalist Pouch (10gp): contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies. Proficiency allows you to add your proficiency to nature, survival or medicine checks involving herbs, as well as allows you to add your proficiency check to someone spending Hit Die during a Short Rest. As well at the ability to harvest herbs, and create the following remedies:
 

Beginner Tinctures



Herbs that grow in readily found locations and allow for some basic medicinal value and resale value, safe for consumption and not easily mistaken for harmful plants or accidentally turn into poisons.
 
Antitoxin: (DC 6) [Mercy’s Lily; 2sp, Living Wood 7sp, Glass Vial, 6sp, Aqua Vitae; 2sp] Mixing the bulb of the plant and a piece of living wood, creating a brownish sluggery, when sieved through butcher’s cloth and washed with aqua vitae, the final green bitter fluid removes the Poisoned condition and make you resistant to poison for the next 4 hours.
 
Simple Healing Tincture: (DC 6) [Mandrake Berries; 1gp, Jelly Ear Mushrooms; 5sp, Aqua Vitae; 2sp] Crushing the berries into a paste, then steeping them in warm tea. Use the heat to sweat the mushrooms and collect the orange jelly. Mix in Aqua Vitae and mix well. When imbibed restores 2d4 +4 hit points.
 
Cortinarius Oil: (DC 6) [Cortinarius Mushrooms Leaves; 2gp, Prickle Pear Cacus; 1gp, Aqua Vitae; 2sp] Crush the Mushrooms and Cactus flesh and mix with alcohol. When consumed grants you Darkvision and Sunlight Sensitivity for the next 4 hours.
 
Verbana Oil: (DC 8) [Verbana Stalks; 2gp, Mithral Dust; 5sp, Aqua Vitae; 2sp] Take the stalks and crust with mithral dust as a catalyst. Take the mixture and flush with alcohol. When put on an object it shines with bright 10ft light and 10ft dim light when in darkness or moonlight.
 
Sleeping Draught: (DC 8) [Mercy’s Lily; 4gp, Witch’s Hex; 3sp; Glass Vial, 6sp, Aqua Vitae; 2sp] Use the Lily’s bulbous root, and mash it with the berries of Witch’s Hex under the light of a full moon. Place within butcher’s cloth and wash with Aqua Vitae into the glass vial. Makes you incredibly sleepy for the next 4 hours. Con DC 14 to avoid falling asleep.
 
Tincture of Lesser Heroism: (DC 8) Griffin Feathers; 4gp, Doll’s Eye Berries; 5sp, Glass Vial, 6sp, Aqua Vitae; 2sp] Grind up the griffin feathers into a fine dust, mix with doll’s eye’s berry juice and steep in tea. Mix the solution 2:1 with Aqua Vitae and put in a Glass Vial. When consumed, you gain 10 temporary hit points that last for 1 hour, and while you have temporary hit points remaining any creature or source attempts to make you afraid, you are compelled to attack it (DC 12 Charisma check).
 
Essence of the Duergar: (DC 10) [Underdark Ore; 2gp, Devilkin Blood; 1gp, Crystal Vial; 1gp, Dire-Badger Quill; 5sp] Grind up the quill and soak it in the Devilkin Blood while near the Ore. Once the blood takes on a purple-ish appearance, stir it with the quill and warm it. Pour into crystal vial and stopper with the Ore tied around the outside. When consumed your size increases by 50% and gives you advantage on strength checks for the next 4 hours. While your transformed all healing effects are halved and you are unable to spend hit die to rest.
 
Essence of the Pixie: (DC 10) [Pixie Dust; 5gp, Cendriane Vial; 5gp, Snow of Shinaelestra; 2gp, Aqua Vitae; 3sp, Sugar; 2sp] Mix the sugar and aqua under the shadow of a green tree, mix the dust and snow and use the figure-eight spin technique included in the diagram (Dexterity DC 12) to mix and subdue the dust. Pour the mixture into the boiling aqua mixture and stir throughout. Pour into special fey-crafted vial and allow to cool. When imbibed your size decreases by 20%, and you gain advantage on dexterity checks and for the next 4 hours. Your weapon attack have disadvantage however.
 

Intermediate Herbs



More powerful magical Herbs that affect your perception of reality or your bodies physiology. Dangerous in excessive doses and must be stored and used with care. They tend to age poorly if stored too long.
 
Healing Tincture: (DC 12) [Owlbear’s Bane; 8gp, Stirge Gut; 3gp, Crystal Vial; 1gp, Aqua Vitae; 3sp] Burn the gut and mix with the flowers of Owlbear’s Bane. Mix the two through a charged sieve with aqua vitae into the vial. Restores 4d6 +7 hit points, if you consume more than two in an encounter disadvantage on hit die rolls.
 
Earthen Fortitude: (DC 12) [Buckthorn; 6gp, Wormwood; 5gp, Salt; 1gp, Crystal Vial; 1gp, Aqua Vitae; 3sp] Use the salt on the Buckthorn, and mix with Wormwood Sap. Leave to settle overnight. Take the fluid and seperate the green film off the top, mix with Aqua Vitae to form a brackish liquid with grit at the bottom. If the entire thing is consumed, you gain advantage on Athletics checks to climb and hike for the next 4 hours, but your sweet smells strongly.
 
Love Tincture: (DC 14) [Bloodwort; 5gp, Squid Ink; 5sp, Satyr Seed; 2gp, High-Quality Wine; 1gp, Crystal Vial; 1gp, Aqua Vitae; 3sp, Silver Charm 2sp] Use Satyr seed and Squid Ink to steep the Silver Charm. Add Bloodwort Sap to the Wine. Place within 60 feet of a couple in love. Once complete the charm will glow pink, rinse with Aqua Vitae and add to the wine. Place charm on the outside of the vial. When consumed you become Charmed by the next creature you see for 2 hours.
 
Tincture of Heroism: (DC 14) [Griffin Feathers; 4gp, Buckthorn; 6gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Grind up the griffin feathers into a fine dust, mix with Buckthorn Bark and steep in tea. Mix the solution 2:1 with Aqua Vitae and put in Vial. When consumed, you gain 25 temporary hit points that last for 3 hour, and while you have temporary hit points remaining any creature or source attempts to make you Frightened, you are compelled to attack it (DC 14 Charisma check).
 
Tincture of Lesser Giant Strength: (DC 14) [Ostorian Snowdrop; 5gp, Hill Giant Toe Cheese; 3gp, Baking Soda; 1sp, Crystal Vial; 1gp] Mix the toe cheese into the baking soda, making sure to aerosolise it into a foamy mix. Mix the pedals of the snowdrop into the foam making sure to keep it fluffy. Place into Crystal vial, seal and imulse within cool water until pure liquid forms. When consumed it will increase Strength attribute to 21 for the next hour, but give you disadvantage on Acrobatics checks.
 
Essence of the Ranger: (DC 16) [Mandrake; 10gp, Yarrow; 3gp, Cinquefoil; 1gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Use the feet of the Mandrake, steep in Yarrow sap and bury in a sealed vessel overnight. Take the mandrake fluid and mix with Aqua Vitae and place within the Vial. When consumed you cannot be tracked via scent.
 
Tincture of Resistance: (DC 18) [Ostorian Snowdrop; 5gp, Ram’s Head; 4gp, Cinderquoil; 1gp 4sp, Glass Vial; 1gp, Aqua Vitae; 2sp] Crush the Cinderquoil using stone mortar and pestle, keep away from face. Place liquid in Ceramic Flask and heat over a fire, then add Crushed Ram’s Head. Allow to cool and mix with Snowdrop once cooled. Expose to a magical source of power and the potion takes on resistance to that elemental type. Consume and gain resistance for the next hour.
 

Advanced Herbs



Both extremely volatile magical ingredients and difficult to store and nearly impossible to obtain safely. But worth the risk for the master herbalist.
 
Greater Healing Tinctures: (DC 20) [Trollbark Orchid; 10gp, Owlbear’s Bane; 8gp, Stirge Gut; 3gp, Crystal Vial; 1gp, Aqua Vitae; 3sp] Burn the gut and mix with the flowers of Owlbear’s Bane and Orchid. Mix the two through a charged sieve with aqua vitae into the vial. Restores 8d8 + 19 hit points, if you consume more than one in an encounter disadvantage on hit die rolls.
 
Essence of the Graveyard: (DC 20) [Arenaria; 15gp, Hawthorn; 8gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Mix the seeds of Arenaria, Stalks of Hawthorn and mix with Grave Dirt, the more necrotic energy the stronger the end solution. Filter through Arenaria roots and steep in dawnlight. Mix with Aqua Vitae and put in Vial. When consumed you are immune to Undead Touch abilities and cannot be detected with Lifesight.
 
Essence of the Sea: (DC 22) [Virola Bark; 20gp, Tusk Root; 6gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Mix shavings of bark with Aqua Vitae and steep in Tusk Root. Must be subject to a lightning strike, then placed within the Vial. When consumed you have a 60ft swim speed and can only breath water for the next 8 hours.
 
Frenzy Tincture: (DC 22) [Tusk Root; 6gp, Dryad Sap; 10gp, Azure Dandilion; 8gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Mix the Sap with dandillion fluff. Step with a Tusk Root in a sealed vessel and mix with lightly packed snow. Once the snow is stained green, remove the vessel and mix with Aqua Vitae and pour into the Vial. Consuming this mixture will allow you to gain a single Long Rest ability and give you a level of Exhaustion.
 
Shadow of the Dragon: (DC 24) [Dragon Urine; 50gp, Aquilegia; 8gp, Belladonna; 1gp, Crystal Vial; 1gp, Aqua Vitae; 3sp] Grow Aquilegia and Belladonna in a mixture of Dragon Urine and Spring water at a ratio of 3:1. After a day and a night, remove the plants, and dice the Stalks and steep in a vessel. Mix with Aqua Vitae and put within a Vial. When consumed natural beasts and fey creatures will naturally avoid you.
 
Tincture of Restoration: (DC 24) [Nostrix; 50gp, Hornwort; 7gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Able to create to restore function from negative conditions; Blinded, Deafened, Poisoned, or Paralyzed.
 

Masterclass Herbs



Nearly impossible to find and cultivate, harvested to extinction and extremely potent for their immediate effects.
 
Supreme Healing Tinctures: (DC 26) Celestial Gladiolus; 50gp, Trollbark Orchid; 10gp, Owlbear’s Bane; 8gp, Stirge Gut; 3gp, Crystal Vial; 1gp, Aqua Vitae; 3sp] Burn the gut and mix with the flowers of Owlbear’s Bane and Orchid. Mix the two through a charged sieve with aqua vitae into the vial. Restores 12d10 + 41 hit points, once consumed you will have disadvantage on hit die rolls until your next long rest.
 
Tincture of True Giant Strength: (DC 26) [Ostorian Snowdrop; 5gp, Bryonia; 11gp, Hill Giant Toe Cheese; 3gp, Baking Soda; 1sp, Crystal Vial; 1gp] Mix the toe cheese into the baking soda, making sure to aerosolise it into a foamy mix. Mix the pedals of the snowdrop and stamen of Bryonia into the foam making sure to keep it fluffy. Place into Crystal vial, seal and imulse within cool water until pure liquid forms. When imbibed, it will increases your Strength attribute to 26 for the next 3 hours but give you disadvantage on acrobatics and stealth checks.
 
Potion of True Heroism: (DC 28) [Blood Moss; 40gp, Griffin Feathers; 4gp, Buckthorn; 6gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Grind up the griffin feathers into a fine dust, mix with Buckthorn Bark and steep in tea. Mix the solution 2:1 with Aqua Vitae and put in Vial. When imbibed, you gain 45 temporary hit points that last for 8 hour, and while you have temporary hit points remaining any creature or source attempts to make you afraid, you are compelled to attack it (Charisma DC 18).
 
Dead Eye Tonic: (DC 28) [Smoke Root; 50gp, Rockfoils; 20gp, Lavender; 2gp, Cendriane Vial; 5gp, Aqua Vitae; 2sp] Mix shaving of the Smoke root with crushed petals of Lavender and Rockfoils. Must be subject to a lightning strike, then placed within the Vial. When consumed you have an additional action that can only be used to stow/store an item, a basic weapon attack, or a dodge action.
 
Panacea: (DC 30) [Aqua Vitae; 2sp, Unknown] Unknown. Cures all curses, diseases and conditions.

 

Created by

Falme.

Statblock Type

Generic, Text

Link/Embed