Foraging
Foraging takes 1 hour of time. After each hour you may roll a Survival or Herbalism check to determine what you have found. The difficulty is based on whether or not you are dedicating your time to foraging, or foraging while traveling.
HERBALISM FORAGING INGREDIENTS
1d8 | Ingredient | Herb Effects | Type | Application |
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1 | Elderberry | Slows Intoxification (advantage on Con save vs. alcohol effects) | Berry | Ingested |
2 | Drakus Flower | Masks your scent (gives disadvantage on attempts to track you based on scent) | Flower | Topical |
3 | Spur Leaves | Reduces visible scarring | Leaf | Topical |
4 | Lavender Seeds | Slows infection from the common disease | Seed | Topical |
5-6 | Royal Lichen | Recover maximum from next hit die rolled within 1 minute | Moss | Topical |
7 | Dried Ephedra | Makes a creature incredibly itchy | Seed | Topical |
8 | Hyacinth Nectar | Puts a creature to sleep (DC 12 Con save) | Flower | Ingested |
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On a success you recover 1 ingredient from the foraged ingredients table. If you succeed by five or more you find 2 ingredients from the foraged ingredients table. If you roll a 20 on your d20 you automatically succeed and your bonus find is one ingredient from the Special Ingredients table. On a failure, you find nothing. These will maintain freshness for 3 days before decaying.
Alternatively, if you wish to look for a specific herb from either table you can make a single check after an hour of dedicated searching without traveling with advantage. However the DC is 15 when searching for an ingredient from the Foraging Ingredients table and the DC is 18 to find something from the Special Ingredients table. If you succeed while searching for a basic ingredient you find two of what you were searching for. If you succeed while searching for a special ingredient you find one ingredient from the Special Ingredients table. If you fail, you find nothing.
Using Herbs
Once you have recovered an ingredient, you have two options to proceed. All recovered herbs have intrinsic properties that can be activated through an action on your turn to ingest or apply topically. Additionally, those herbs can be prepared into a poultice or tonic which can increase the effect of each ingredient dependent upon its type.
The intrinsic effect of each herb can be found in the
Foraging and Special Ingredients tables while the stronger effects from crafting them into a poultice or tonic can be found in the
Poultice or Tonic Crafting table.
HERBALISM FORAGING INGREDIENTS
1d8 | Ingredient | Herb Effects | Type | Application |
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1 | Elderberry | Slows Intoxification (advantage on Con save vs. alcohol effects) | Berry | Ingested |
2 | Drakus Flower | Masks your scent (gives disadvantage on attempts to track you based on scent) | Flower | Topical |
3 | Spur Leaves | Reduces visible scarring | Leaf | Topical |
4 | Lavender Seeds | Slows infection from the common disease | Seed | Topical |
5-6 | Royal Lichen | Recover maximum from next hit die rolled within 1 minute | Moss | Topical |
7 | Dried Ephedra | Makes a creature incredibly itchy | Seed | Topical |
8 | Hyacinth Nectar | Puts a creature to sleep (DC 12 Con save) | Flower | Ingested |
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HERBALISM SPECIAL INGREDIENTS
1d8 | Ingredient | Herb Effects | Type | Application |
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1 | Rinwort | Halts petrification | Mushroom | Topical |
2 | Dried Ginko | +5 bonus to Passive Perception for 1 hour. | Leaf | Ingested |
3 | Hewleaf Root | Common antitoxin (Advantage on saving throws vs. poison for 1 hour.) | Root | Ingested |
4 | Hyssop Leaf | Darkvision (30 ft.) for 1 hour. | Leaf | Ingested |
5 | Lilythistle | Can hold your breath for double your normal time. | Flower | Ingested |
6 | Wild Sage Moss | Heals for a number of hit points equal to your proficiency modifier. | Moss | Topical |
7 | Winter Berry | Gives resistance to the effects of being in extreme cold for 1 hour. (Advantage on Con saves vs. extreme cold) | Berry | Ingested |
8 | Flame Berry | Gives resistance to the effects of being in extreme heat for 1 hours. (Advantage on Con saves vs. extreme heat) | Berry | Ingested |
Crafting a Poultice or Tonic
Once you recover an ingredient, you can begin the process of crafting a poultice or tonic. Crafting a poultice requires one or more ingredients (duplicates are allowed), a vial (tonic) or pouch/holder of some sort (poultice), and a number of hours of work based on the final DC (1 hour for each DC above 10) followed by a Wisdom crafting check using your proficiency in herbalism kit, with a DC of 10 plus the DC modifier determined by the types of ingredients used. On a successful Wisdom crafting check, you create one poultice/tonic. On a failure, all ingredients are lost. Once crafted, the poultice/tonic remains viable for one week. Note that some more powerful poultice/tonics require additional materials. These can be purchased from most Apothecary/Medicus shops.
DC = 10 + all ingredient difficulty modifiers combined
For example: If you wanted to craft a standard healing poultice you would need any single Moss. The DC to craft the poultice would be DC 12 (base of 10 +2 for the ingredient modifier) and would take 2 hours to craft. If you were crafting a Greater Healing Poultice you would need any two moss, 4 hours of time, and need to succeed on a DC 14 Herbalism check.
Using a Poultice or Tonic
You may use a bonus action on your turn to ingest a tonic or apply a poultice to yourself. You may use an action to give it to another creature.
POULTICE/TONIC CRAFTING
Type | Effects | DC Mod | Application |
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Flowers | Reduces crafting DC for each flower used. | -1 | -- |
Moss | Heals hit points equal to 1d4 + your proficiency. (To make more powerful healing poultices you can use additional moss. This will increase the DC by +2 for each additional application of moss.) | +2 | Topical |
Roots | Removes the poisoned condition and gives resistance to poison damage for 1 hour. | +5 | Ingested |
Seeds | Cures potent diseases and makes you immune to that disease for 24 hours. | +5 | Ingested |
Leaves | Starts to regrow a minor appendage such as a finger or ear. | +2 | Topical |
Berries | Cures hangover and removes one level of exhaustion. | +2 | Ingested |
Mushroom | Reverses petrification. | +5 | Topical |
HERBALISM SPECIAL CRAFTING/QUICK RECIPES
Name | Ingredients | Effect | DC | Application |
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Dust of Dryness and Sneezing | Dried Ephedra x4, 50 gp worth of ingredients | When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is Incapacitated and Suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The Lesser Restoration spell can also end the effect on a creature. | DC 15 | Topical |
Poultice of Healing | Any Moss | Heals 2d4 + proficiency x1 | DC 12 | Topical |
Poultice of Greater Healing | Any Moss x2, 25 gp worth of ingredients | Heals 4d4 + proficiency x2 | DC 14 | Topical |
Poultice of Superior Healing | Any Moss x3, 50 gp worth of ingredients | Heals 8d4 + proficiency x3 | DC 16 | Topical |
Poultice of Supreme Healing | Any Moss x5, 200 gp worth of ingredients | Heals 10d4 + proficiency x5 | DC 18 | Topical |
Poultice of Stone to Flesh | Any Mushroom | Removes total petrification. | DC 15 | Topical |
Tonic of Fire Resistance | Flame Berry x2, any Leaf, 50 gp worth of ingredients | Gives Resistance to Fire damage for 1 hour. | DC 16 | Ingested |
Tonic of Cold Resistance | Winter Berry x2, any Leaf, 50 gp worth of ingredients | Gives Resistance to Cold damage for 1 hour. | DC 16 | Ingested |
Tonic of Acid Resistance | Hewleaf Root x2, any leaf, 50 gp worth of ingredients | Gives Resistance to Acid damage for 1 hour | DC 16 | Ingested |
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