Herbalism Kit in Oerren | World Anvil
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Herbalism Kit

Herbalism was an ancient profession that was highly respected in the region. A number of unique plants could be found in the dry environment, ranging from medicinal herbs to poisonous ivys.

Foraging in the wilderness

You may declare your intention to forage by the beginning of a day’s journey. By the end of the day, you may make a Wisdom check and add your proficiency bonus from your herbalism kit to the roll. Consult the table “Environmental Results for Foraging” on this page to determine how many batches of herbs you find. For each batch of herbs you find, you roll a d12 for the table belonging to the environment you are currently in. Foraging in the wilderness is considered an activity that requires your full attention, making it impossible to do any other activities, such as scouting, on the road.
There are more than 80 different herbs you can find in the world of herbalism in Oerren. You can read more about these herbs and discover their traits by consulting the printed handout "Snobgoblin's Guide to Herbalism", as the extent of this resource is too vast to transfer it to this wiki.

Results of foraging

Use this list to clarify your results.
  • Barren. You find nothing.
  • Sparse. Roll 1 time on the herb list
  • Sparse. Roll 2 times on the herb list
  • Lush. Roll 3 times on the herb list
  • Abundant. Roll 4 times on the herb list

Results for foraging

Roll Arctic Coastal Desert Forest Grassland Hill Mountain Swamp Underground Underwater Urban
0-9 Barren Barren Barren Barren Barren Barren Barren Barren Barren Barren Barren
10-14 Barren Barren Barren Sparse Sparse Sparse Barren Sparse Barren Sparse Barren
15-19 Sparse Sparse Sparse Fair Fair Fair Sparse Fair Sparse Fair Sparse
20-24 Fair Fair Fair Lush Lush Lush Fair Lush Fair Lush Fair
25+ Lush Lush Lush Abundant Abundant Abundant Lush Abundant Lush Abundant Lush

Searching for a specific herb

You may spend 1 hour to perform an Intelligence (Investigation) check for an herb that grows in the environment you are currently in. The check cannot be performed while taking a short rest. Consult the herb tables under each environment to find the Spot DC for the herb. On a success, you find 1 batch of the herb in question. For every 5 points above the success DC, you find an additional batch of herbs. Once you have performed such a search, the area is considered depleted, and you must travel for 1d4 hours before you can attempt another specific herb search.

Brewing healing potions

Certain herbs, such as Gnawroot, functions as a healing ingredient. One batch of such an herb equals 25 gold pieces worth of the material cost to brew any healing potion. When you use these herbs to brew any type of healing potion, the time required is always 1 long rest. For example, you could use 4 batches of herbs with this property to brew a Potion of Greater Healing during a long rest.

Brewing Tea

You may prepare a special tea to strengthen your companions on the road. When you prepare the tea, you use three batches of any type of herb in your backpack, which are consumed in the process. Your companions gain temporary hit points equal to a 1d4 + your proficiency modifier, lasting until their next short or long rest. You may increase the potency of your tea by adding more batches of herbs. For every additional herb you add to the blend, the temporary hit dice increase by 1 category, going from a 1d4 to a 1d6, to a 1d8 and so forth, to a maximum of 1d12.

Drawbacks and Hazards

There are four types of drawback and dangerous effects an herbalist must be wary of when searching for specific herbs in the wilderness.
  • Brittle herbs must be carefully handled in order to be retrieved, or they will be destroyed in the process.
  • Infectious herbs result in short term diseases or poison effects after being used.
  • Hazardous herbs might lead the herbalist into danger, damage, or other perilous scenarios.
  • Addictive herbs have short term negative effects when they are no longer consumed.

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