Herbalism
Using Herbs
Herbs may be used much like any other item, with their description detailing how to use them, how long it takes to use them, and the effects they bestow. A creature may only be under the effect of one herb at a time. If a creature attempts to use a new herb on themselves while still under the effect of another, the first herb’s effects end immediately. Preparing Herbs
Many herbs are quick and simple to apply, usually just using an action to eat them or spending a bit of time rubbing their juices on one’s equipment. However, other herbs require a much longer and more involved process: needing to be smoked, boiled, peeled, burned, etc. before they become usable. Herbs that require a process such as this are said to require preparation. To prepare a herb, a character must have proficency in and have an herbalism kit in their possession and spend an hour during a short rest processing the herb appropriately. This is considered a light and non-strenuous activity for the purpose of calculating rest requirements and that character may still recover hit points by expending hit die as usual. Once the rest has been finished, the herb must be used immediately. The character preparing the herb and the character using the herb do not need to be the same: one character can prepare the herb, while another uses it at the end of the rest. Tinctures
While herbs are certainly valuable in the powers they impart, a major hindrance to their usability is the lengthy preparations that some of them require. In these situations, it may be wise to brew that herb into a tincture. A tincture is the essence of an herb, distilled through various processes and designed to apply all the effects of an herb in a much faster timeframe. Using a tincture
Using a tincture takes an action and results in all the effects specified in the herb’s description. Like herbs, a character may only benefit from the effects of one tincture or herb at a time. Using a new tincture while still under the effects of another tincture or herb, causes the first’s effect to end immediately. Creating a tincture
Creating a tincture is no easy feat, and requires intricate knowledge of alchemy to perform successfully. In order to create a tincture, a character must possess proficiency in and have access to alchemy supplies. In addition, that character must expend an amount of money equal to double the base cost of the herb to buy ingredients and other materials. Creating a tincture requires one work week of labour to produce. At the end of the process, the herb is destroyed and the character creates a tincture with the name "Tincture of [consumed herb]." In addition to the above rules, a new feat has been added to the list: Tincture Master
You have attained a mastery of distilling herbs into tinctures. You gain the following benefits:
Herbs may be used much like any other item, with their description detailing how to use them, how long it takes to use them, and the effects they bestow. A creature may only be under the effect of one herb at a time. If a creature attempts to use a new herb on themselves while still under the effect of another, the first herb’s effects end immediately. Preparing Herbs
Many herbs are quick and simple to apply, usually just using an action to eat them or spending a bit of time rubbing their juices on one’s equipment. However, other herbs require a much longer and more involved process: needing to be smoked, boiled, peeled, burned, etc. before they become usable. Herbs that require a process such as this are said to require preparation. To prepare a herb, a character must have proficency in and have an herbalism kit in their possession and spend an hour during a short rest processing the herb appropriately. This is considered a light and non-strenuous activity for the purpose of calculating rest requirements and that character may still recover hit points by expending hit die as usual. Once the rest has been finished, the herb must be used immediately. The character preparing the herb and the character using the herb do not need to be the same: one character can prepare the herb, while another uses it at the end of the rest. Tinctures
While herbs are certainly valuable in the powers they impart, a major hindrance to their usability is the lengthy preparations that some of them require. In these situations, it may be wise to brew that herb into a tincture. A tincture is the essence of an herb, distilled through various processes and designed to apply all the effects of an herb in a much faster timeframe. Using a tincture
Using a tincture takes an action and results in all the effects specified in the herb’s description. Like herbs, a character may only benefit from the effects of one tincture or herb at a time. Using a new tincture while still under the effects of another tincture or herb, causes the first’s effect to end immediately. Creating a tincture
Creating a tincture is no easy feat, and requires intricate knowledge of alchemy to perform successfully. In order to create a tincture, a character must possess proficiency in and have access to alchemy supplies. In addition, that character must expend an amount of money equal to double the base cost of the herb to buy ingredients and other materials. Creating a tincture requires one work week of labour to produce. At the end of the process, the herb is destroyed and the character creates a tincture with the name "Tincture of [consumed herb]." In addition to the above rules, a new feat has been added to the list: Tincture Master
You have attained a mastery of distilling herbs into tinctures. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- The amount of time it takes for you to create a tincture is reduced to 1 day, and the cost is reduced by half.
The rules in this article are taken from Hamund's Herbalism Handbook by Drifter's Game Workshop, available at dmsguild.com

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