Herbalism Technology / Science in Amar | World Anvil

Herbalism

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


1d8IngredientHerb EffectsTypeApplication
1ElderberrySlows Intoxification (advantage on Con save vs. alcohol effects)BerryIngested
2Drakus FlowerMasks your scent (gives disadvantage on attempts to track you based on scent)FlowerTopical
3Spur LeavesReduces visible scarringLeafTopical
4Lavender SeedsSlows infection from the common diseaseSeedTopical
5-6Royal LichenRecover maximum from next hit die rolled within 1 minuteMossTopical
7Dried EphedraMakes a creature incredibly itchySeedTopical
8Hyacinth NectarPuts a creature to sleep (DC 12 Con save)FlowerIngested
  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


1d8IngredientHerb EffectsTypeApplication
1ElderberrySlows Intoxification (advantage on Con save vs. alcohol effects)BerryIngested
2Drakus FlowerMasks your scent (gives disadvantage on attempts to track you based on scent)FlowerTopical
3Spur LeavesReduces visible scarringLeafTopical
4Lavender SeedsSlows infection from the common diseaseSeedTopical
5-6Royal LichenRecover maximum from next hit die rolled within 1 minuteMossTopical
7Dried EphedraMakes a creature incredibly itchySeedTopical
8Hyacinth NectarPuts a creature to sleep (DC 12 Con save)FlowerIngested

HERBALISM SPECIAL INGREDIENTS


1d8IngredientHerb EffectsTypeApplication
1RinwortHalts petrificationMushroomTopical
2Dried Ginko+5 bonus to Passive Perception for 1 hour.LeafIngested
3Hewleaf RootCommon antitoxin (Advantage on saving throws vs. poison for 1 hour.)RootIngested
4Hyssop LeafDarkvision (30 ft.) for 1 hour.LeafIngested
5LilythistleCan hold your breath for double your normal time.FlowerIngested
6Wild Sage MossHeals for a number of hit points equal to your proficiency modifier.MossTopical
7Winter BerryGives resistance to the effects of being in extreme cold for 1 hour. (Advantage on Con saves vs. extreme cold)BerryIngested
8Flame BerryGives resistance to the effects of being in extreme heat for 1 hours. (Advantage on Con saves vs. extreme heat)BerryIngested
  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


TypeEffectsDC ModApplication
FlowersReduces crafting DC for each flower used.-1--
MossHeals 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.)+2Topical
RootsRemoves the poisoned condition and gives resistance to poison damage for 1 hour.+5Ingested
SeedsCures potent diseases and makes you immune to that disease for 24 hours.+5Ingested
LeavesStarts to regrow a minor appendage such as a finger or ear.+2Topical
BerriesCures hangover and removes one level of exhaustion.+2Ingested
MushroomReverses petrification.+5Topical

HERBALISM SPECIAL CRAFTING/QUICK RECIPES


NameIngredientsEffectDCApplication
Dust of Dryness and SneezingDried Ephedra x4, 50 gp worth of ingredientsWhen 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 15Topical
Poultice of HealingAny MossHeals 2d4 + proficiency x1DC 12Topical
Poultice of Greater HealingAny Moss x2, 25 gp worth of ingredientsHeals 4d4 + proficiency x2DC 14Topical
Poultice of Superior HealingAny Moss x3, 50 gp worth of ingredientsHeals 8d4 + proficiency x3DC 16Topical
Poultice of Supreme HealingAny Moss x5, 200 gp worth of ingredientsHeals 10d4 + proficiency x5DC 18Topical
Poultice of Stone to FleshAny MushroomRemoves total petrification.DC 15Topical
Tonic of Fire ResistanceFlame Berry x2, any Leaf, 50 gp worth of ingredientsGives Resistance to Fire damage for 1 hour.DC 16Ingested
Tonic of Cold ResistanceWinter Berry x2, any Leaf, 50 gp worth of ingredientsGives Resistance to Cold damage for 1 hour.DC 16Ingested
Tonic of Acid ResistanceHewleaf Root x2, any leaf, 50 gp worth of ingredientsGives Resistance to Acid damage for 1 hourDC 16Ingested

Comments

Please Login in order to comment!