Herbalism in Falder Fell | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Herbalism

You may spend a week doing herbalism if you are proficient with herbalist tools. The quality of your workshop gives you Crafting Points which can be divided up to make multiple lower level potions if you choose. Points do not carry over week to week. Check the Craft page for information on workshops.
Workshop Type Crafting Points
Rudimentary 1
Basic 2
Professional 3
Artisan 4
Master 5
1 Point Concoctions
  • Healing Salve: Action to apply. Gain 1 at the start of every round if conscious.
  • Oil of Resistance: Action to apply. Gain resistance to selected type of energy for one minute.
  • Essential Oils: Action to apply topically. They will fix everything (or at least that’s what people will believe). Gives advantage on deception checks for the next 10 minutes.
  2 Point Concoctions
  • Energy tea: Action to drink. Gain one additional movement to be used within the next 10 minutes.
  • Revitalizing Chew: Chew for half the day to loose a level of exhaustion.
  • Mountain Flower Mist: Action to drink. Give you a +2 to death saves for the next 10 minutes.
  • Fey Mix: Takes 10 minutes to spread. Attracts local animals (beasts) in the area within the next 1d4 hours.
  3 Point Concoctions
  • Yellow Root Solution: Action to ingest. You’re able to see things moving on alternate planes of dimensions.
  • Clarity Snuff: Action to snort. Gain +1 to mental checks and saves for the day.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!