Herbalism Kit Technology / Science in Vallonde | World Anvil

Herbalism Kit

Proficiency in the Herbalism Kit is no longer required to craft Potions of Healing.  

Herb Collector

You can forage or buy Herbs, which weigh 0.01 lbs, and cost 1 gp at market price. To forage for Herbs, you must be in an appropriate environment (typically wilderness), and spend 8 hours foraging to make a DC10 Wisdom (Survival) ability check. On a success, you manage to forage 1 Herb, plus 1 additional Herb for every 2 points the roll result exceeded the DC (2 at DC12, 3 at DC14, ect.). Herbs are used in a variety of Herbalism Kit features.      

Herbal Specialties

You know all of the following herbal remedies listed.     Halfling's Leaf A developing sensation in Coren culture, the Halfling's Leaf has been around for many centuries. You may spend a 10 minutes to convert 5 Herbs into 1 Halfling's Leaf. Halfling's Leaf takes 1 minute to consume, as it is smoked and inhaled in any variety of methods, typically through a pipe. Once used, the creature gains the Serene condition for 1 hour. One time whilst the condition is active, the creature may choose to gain a 1d4 bonus to a Wisdom ability check or saving throw, which is decided before the roll is made.   Healing Balm You can spend 1 hour converting Herbs into Healing Balms, expending 5 Herbs to craft 1 Healing Balm. You can craft a maximum of 5 Healing Balms at once. During a Short Rest, you may apply Healing Balms to a wounded creature, aiding the natural healing process. For each Healing Balm applied to the creature during the Short Rest, it can maximize the result of one Hit Die it expends during that Short Rest.   Healing Poultice Using knowledge of plants with healing properties, you can craft a Healing Poultice, which is identical in effect to a Potion of Healing. This requires a 1 hour to pulverize the components, mix the correct quantities, and let the solution settle. Unlike the ruby red healing potions made by alchemists, this poultice is typically green or flowery in color, and leafy or bitter in flavor. Sediment and other ground components float in the vial, and it's encouraged by most herbalists to shake the concoction well before drinking it. In addition to the time spent preparing it, there is a component cost of 25 gp to craft it, though you may substitute Herbs for 1 gp of component cost each.   Protective Balm Using your knowledge, you can spend 1 hour to convert 10 Herbs into 1 Protective Balm, crafting up to 5 Protective Balms at once. When crafting the balms, specify a damage type it protects against, choosing from Acid, Cold, Fire, Lightning, Poison, or Radiant. A creature can apply the balm to themselves or another creature over the course of 1 minute. Once applied, the creature gains the benefit of the balm for 8 hours. Whilst benefiting from the balm, the first time the creature suffers damage of the balm's chosen type, it reduces the amount of damage dealty of that type by 5.   Psychedelics You know how a number of plants, mushrooms, and roots that can evoke state of heightened awareness. You can spend 1 hour to convert 5 Herbs into 1 Psychedelic, crafting up to 5 Psychedelics at once. Psychedelics can be consumed as an Action (or Bonus Action if being drawn from a quickdraw slot). After consumption, the creature experiences a 10 minute trip, with vivid hallucinations. The hallucinations cause the creature to suffer disadvantage on all Wisdom (Perception) checks for the trip's duration. The creature makes a DC10 Charisma saving throw, experiencing a Good Trip on a success or a Bad Trip on a failure. After the trip concludes, the creature gains the benefits or detriments determined by the type of trip they had.  
  • Good Trip: The creature experiences ego death, yet in a positive way. Their self dissolves into the world, making them feel interconnected with everything. Upon completion of the trip, the creature gains the Empath condition for the next 8 hours. Once whilst the condition is active, the creature may use the Detect Thoughts spell, requiring no concentration, and no verbal, somatic, or material component. They cannot probe deeper into thoughts with the spell, and can only read surface thoughts.
  • Bad Trip: The creature experiences ego death in a negative way, fearing the loss of self, and becoming adrift in perpetual terror. Upon completion of the trip, the creature remains affected by this experience, feeling overprotective of their ego, and withdrawn from other people. The creature gains 1 level of exhaustion.