Herbalism & Alchemy Expanded

Borris Bluebell was very skilled with plants and oils. He knew how to extract their true power and create magnificent concoctions. Many would try and steal these tonics, until the day he started selling his secrets for a massive fee. Nowadays, even the most common of townsfolk can put together a simple tonic.
- Professor Kallis Bluebell
  All throughout the world there are various forms of plant life, ocean products, and earthy substances that you can utilize both in and out of combat situations. Herbalism is the profession behind gathering these ingredients and Alchemy is the profession behind extracting their potential and using the products they produce.  

The Process of Alchemy

When a player would like to craft a potion or a poison, they make an Alchemy Attempt, which is equivalent to casting a Ritual spell. This process takes 10 minutes to complete and results in a single vial if successful.   Alchemy Modifier = Wisdom or Intelligence Modifier + Proficiency Bonus (only if using tools you are proficient with)   To start a basic Alchemy Attempt, you select a base ingredient to work with. Base ingredients have the term Effect in front of the description. When crafting, you can only have one of these base ingredients unless an ingredient states otherwise, such as Bloodgrass.   Once you have your base ingredient, you can add other ingredients that have the Potion Modifier, Toxin Modifier or Special term in front of the description. You can only have one Effect ingredient and up to three Modifier ingredients in a single concoction. Secondly, there are Enchantment ingredients. These require Elemental Water as their base ingredient which then you would select the Enchantment ingredient for the Alchemy attempt.  
Alchemy Attempt DC = 10 + all ingredient difficulty modifiers combined
  On a successful Alchemy Attempt, you create the vial. On a failure, the vial's contents do not give the desired effect.  

Crafting Potions

The two different types of potions are Effects and Enchantments. A simple Effect potion normally is a healing-like substance while Enchantment potions produce a spell-like effect.  

Crafting Poisons

Applying poison to ones weapon is a main tools in an assassin repertoire. There is only one type of poison Effect when it comes to this supplement, and that's all that is needed. Poisons are very versatile in how one can create them and must be decided during crafting if the poison needs to be inhaled, ingested or made contact with the skin.   Luckily, for those wanting to master the art of poisons, all they need to start is a very common ingredient called Wyrmtongue Petals. Additionally, all poisons can be altered by Toxin Modifier ingredients to customize them to their user's liking.  
A single vial of poison can be applied to 1 weapon. Poison DC = 8 + Alchemy Modifier
 

Potion Sickness

Drinking too many potions can have variable consequences if not carefully monitored. If a player ingests 8 or more ingredients worth of potions between periods of a long rest some consequences may appear. These include becoming sick to your stomach and gaining a level of exhaustion or even having to roll on the Wild Surge table.

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Performing Herbalism

While traveling the world a player may wish to gather some local flora. When trying to gather ingredients listed in this article a character will perform a Herbalism Check.   Herbalism Modifier = Wisdom or Intelligence Modifier + Proficiency Bonus (only if using a herbalism kit you are proficient with)   Gathering During Gameplay: The player will roll a Herbalism check (DC15) with a success resulting in the DM rolling on the terrain table located at the end of this article and a 1d4 to see the amount of ingredients gathered.
  Identifying Ingredients: The player will roll a Herbalism check (DC = 10 + dc difficult of ingredient). If the player fails the roll, they do not recognize the ingredient enough to understand its purpose. A player cannot roll again after trying to identify the ingredients. If a player roll surpasses the DC by 5 or more, the player knows exact details about the ingredient.
  Rare Findings: The world is full of places where rare plants may grow. These areas will usually be described by the DM and up for the players to attempt to harvest the ingredient or continue forward. Rare ingredients offer major boons, therefore when making a Herbalism Check as described above, an additional +3 will be added to the DC. Just as the DC is increased, the detailed knowledge gap does as well. If the player surpasses the roll by 10 instead of the normal 5, the player knows detailed information about that ingredient.

Potion Ingredients

Ingredient Rarity Details DC Grows in
Bloodgrass Common Special (Potion Effect): Can combine with any other Potion Effect ingredient to become a food source for 1 day. Cannot be altered by other ingredients. -- Most Terrain
Chromus Slime Rare Special (Potion & Toxin Modifier): The final Effect after all other calculations is the exact opposite. This is up to the DM’s discretion on the specifics per potion/poison. +4 Coastal, Underdark
Dried Ephedra Uncommon Potion Modifier: Increase the dice-type by 1 size for any healing Effect. +2 Desert, Mountain
Emetic Wax Common Special (Potion & Toxin Modifier): Delay the Effect of an ingredient this was combined with by 1d6 rounds. +1 Forest, Swamp
Fennel Silk Common Potion Effect: Stabilizes body heat to resist cold weather or wet condition penalties for 1 hour. Cannot be altered by other ingredients. +2 Arctic, Underdark
Gengko Brush Uncommon Potion Modifier: Double the dice rolled of any healing Effect, but divide the total of the dice by 2 (rounding down Then, the recipient receives that amount of healing per round for 2 rounds. +2 Hills, Underdark
Hyancinth Nectar Common Potion Effect: Removes 1d6 rounds of poison in the target’s system, but cannot remove it completely. One round of poison damage will still occur at minimum. +1 Coastal, Grasslands
Lavender Sprig Common Special (Potion & Toxin Modifier): Makes the potion or toxin more stable and safer to craft. -2 Coastal, Grasslands, Hills
Mandrake Root Common Potion Effect: Reduce any disease or poison’s potency by half for 2d12 hours. Only hinders already existing poisons or diseases in the body. Cannot be altered by other ingredients. -- Most Terrain
Milkweed Seeds Common Potion Modifier: Double the dice rolled of any healing Effect, but remove all Alchemy Modifier bonuses. This modifier can stack. +2 Most Terrain
Wild Sageroot Common Potion Effect: Heals for 2d4 + Alchemy Modifier. -- Most Terrain
 

Poison Ingredients

Ingredient Rarity Details DC Grows in
Arctic Creeper Common Toxin Modifier: Change poison damage to cold or necrotic damage; this toxin is still considered poison damage when combining with other ingredients. +2 Arctic, Mountain
Amanita Cap Common Toxin Modifier: Changes any poison Effect to be non-lethal and only incapacitate the target. +1 Coastal, Swamp
Basilisk Breath Very Rare Special (Toxin Effect): Slowly paralyzes opponent. Target makes a DC 5 + Alchemy Modifier CON saving throw each turn for 4 turns. While under this affect, target is considered slowed by the slow spell. On a failed save, the target is considered [paralyzed] for 4 rounds. Cannot be modified or altered by other ingredients. +5 Mountain
Cactus Juice Common Toxin Modifier: The target will not notice any poison damage Effect in their system until they take 5 rounds of damage from the toxin. +2 Desert, Grasslands
Chromus Slime Rare Special (Potion & Toxin Modifier): The final Effect after all other calculations is the exact opposite. This is up to the DM’s discretion on the specifics per potion/poison. +4 Coastal, Underdark
Drakus Pyre Common Toxin Modifier: Change poison damage to fire or acid damage; this toxin is still considered poison damage when combining with other ingredients. +2 Desert, Grassland, Mountain
Emetic Wax Common Special (Potion & Toxin Modifier): Delay the Effect of an ingredient this was combined with by 1d6 rounds. +2 Forest, Swamp
Frozen Seedling Rare Toxin Modifier: While [poisoned], target’s movement speed is reduced by 10 ft for 1 minute. Cannot be altered by other ingredients. +4 Arctic, Mountain
Harrada Leaf Common Toxin Modifier: While [poisoned], target has disadvantage on ability checks. Cannot be altered by other ingredients. +1 Forest
Lavender Sprig Common Special (Potion & Toxin Modifier): Makes the potion or toxin more stable and safer to craft. -2 Coastal, Grasslands, Hills
Quicksilver Lichen Uncommon Toxin Modifier: Double the dice rolled of any Toxin Effect, but reduce that Effect duration by half. +3 Most Terrain
Radiant Synthseed Rare Toxin Modifier: Change poison damage to radiant damage; this toxin is still considered poison damage when combining with other ingredients. +2 Underdark
Spineflower Berries Uncommon Toxin Modifier: Increase the dice-type by 1 size for any Toxin Effect. +3 Desert, Swamp
Wyrmtongue Petal Common Toxin Effect: 1d4 + Alchemy Modifier poison damage per round. -- Most Terrain
 

Enchantment Ingredients

Ingredient Rarity Details DC Grows in
Arrow Root Uncommon Enchantment: +1 to attack rolls for one minute when applied to a weapon. +2 Desert, Forest, Grasslands
Blue Toadshade Rare Enchantment: User creates a potion of gaseous form +3 Coastal, Forest, Swamp
Cosmos Glond Rare Enchantment: User creates a potion of clairvoyance +3 Coastal, Desert
Devil's Bloodleaf Very Rare Enchantment: User creates a potion of vitality +5 Hills, Swamp, Underdark
Elemental Water Rare Special (Enchantment): This is required as the base catalyst for all Enchantment ingredients +3 Special
Fiend's Ivy Rare Enchantment: User creates a potion of mind reading +4 Arctic, Underdark
Hydrathistle Uncommon Enchantment: User creates a potion of water breathing +2 Coastal, Swamp
Ironwood Heart Uncommon Enchantment: User creates a potion of growth +3 Arctic, Forest, Hills
Luminous Cap Dust Rare Enchantment: User creates a potion of heroism +4 Mountain, Underdark
Mortflesh Powder Very Rare Enchantment: User creates a potion of longevity +5 Arctic, Underdark
Nightshade Berries Uncommon Enchantment: The effect of this “potion” is similar to the oil of slipperiness +3 Forest, Hills
Primordial Balm Rare Enchantment: User creates a potion of frost/fire/stone giant strength +4 Mountain, Swamp, Underdark
Rock Vine Rare Enchantment: User creates a potion of invulnerability +4 Hills, Mountains
Scillia Beans Common Enchantment: User creates a potion of climbing +1 Desert, Grasslands
Silver Hibiscus Rare Enchantment: When consumed by target, they can unleash a random elemental breathe weapon 3 times. Cannot be altered by other ingredients. +4 Arctic, U nderdark
Tail Leaf Very Rare Enchantment: User creates a potion of speed +5 Grasslands, Hills
Verdant Nettle Uncommon Enchantment: User creates a potion of animal friendship +2 Forest
Voidroot Very Rare Enchantment: User creates a potion of flying +5 Arctic, Desert
Wisp Stalks Very Rare Enchantment: User creates a potion of invisibility +5 Forest Underdark
Wrackwort Bulb Rare Enchantment: User creates a potion of diminution +4 Coastal, Swamp

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Author's Notes

Inspired by the work of Dalagrath, Game4maker, Riposte, Smigss and Shr1mp


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