Herbalism

With the help of nature-based ingredients and herbs you can create poultices, salves, and cures. These powerful concoctions are created through the natural ingredients of their environment.

Herbalism Kit

An herbalism kit includes:

Proficiency with this kit allows you to add your proficiency bonus to any Herbalism Kit checks and allows you to create any recipes you know.

Foraging for herb

You choose a recipe and over the course of an hour, you can forage through whatever terrain you are in, in the search of rare flowers, moss or whatever else the recipe calls for. At the end of an hour, you then must roll a Nature check, plus your Proficiency bonus to see if you gathered what you were looking for. If you are looking for an item in the wrong terrain you can still find it but checks are made with disadvantage.

***So long as a Ranger is in their Favored Terrain, they can make the required Herbalism Kit checks with advantage. ***

While traveling, you can forage for ingredients for specific recipes. While doing so, you cannot perform any other task.

Purchasing Items

You can purchase Herbal Recipes and their base ingredients from Herbalists. Generally, the cost of the ingredients is half the cost of the item if you were to buy it.

Learning New Recipes

Characters with proficiency in the Herbalism Kit know 3 recipes and may be able to learn new recipes if they can find other herbalists, herbalist notes, or by experimenting with different plants in their environment. In addition, if you acquire an herbalism item, you can use your herbalism kit to analyze the item. It takes one hour of quiet, careful work to analyze an herbalism item. At the end of the work period, roll an Herbalism check + Wis + PB. If you meet or exceed the DC required to craft the item, you learn the recipe. Otherwise, the item is destroyed, and you learn nothing.

Recipes

Item

DC

Environment

Ingredient Cost

Burnsoothe Ointment

15

Forest, Swamp

40 gp

Congealed Tincture

18

Temperate Forests, Cold Forests

40 gp

Contact Poison

20

Forest, Swamp

50 gp

Drunk Legs

18

High-Altitude Forests, Caves

50 gp

Energetic Cherry

15

High-Altitude Forests

30 gp

Feathery Henbane

13

Cliffs, Forests

25 gp

Focused Balm

15

Forest, Grasslands

30 gp

Foxglove Tuning Fork

15

Forest Glades, Mountains

50 gp

Garland of Asphodels

15

Graveyard, Forests

20 gp

Gashglue

15

Forest, Swamp

20 gp

Gillweed

13

Freshwater Lakes

20 gp

Gingko Cognition

15

Temperate Forests

30 gp

Hardy Thirst

15

Arid Lands, Deserts

15 gp

Healing Potion

15

Forest, Grasslands

25 gp

Healing Potion, Greater

18

Forest, Grasslands

75 gp

Healing Potion, Superior

21

Forest, Grasslands

225 gp

Healing Potion, Supreme

23

Forest, Grasslands

675 gp

Hecate's Bloom

23

Forests at Night

700 gp

Inferno Leaves

18

Hot Forests

100 gp

Ingested Poison

20

Forest, Swamp

105 gp

Lady's Youth

20

Largely Extinct in Forests

250 gp

Living Stone Blend

13

Desert Cliffs, Desert Mountains

25 gp

Night Eyes

15

Forest, Swamp

50 gp

Open-Sight Mushrooms

15

Subterranean

50 gp

Paralyzing Paste

15

Forest, Swamp

25 gp

Phantasmal Visions

15

Temperate Forests

35 gp

Poppy Tea

18

Dry Climates, Grassland

50 gp

Quickened Thought

15

Forest

20 gp

Relaxing Bark

15

Forest

60 gp

Royal Jelly

13

Forest, Grasslands

30 gp

Rueful Protection

18

Temperate Meadows

20 gp

Sickening Rot

20

High-Altitude Forests, Caves

50 gp

Sight Rot Cure

18

Marshes, Swamps

25 gp

Siphoning Touch

15

Marshes, Swamps

60 gp

Sleeping Leaf Tea

15

Forest, Grasslands

40 gp

Tea Tree Oil

15

Temperate Swamps

20 gp

Venomcleanse Tea

18

Forest, Grasslands

45 gp

Vervain

15

Grasslands

50 gp

Weakening Muscle

18

Swamp, Bog

50 gp

Whistling Thorn

15

Hot Grasslands

30 gp

Woundbind Poultice

13

Forest, Grasslands

30 gp

Burnsoothe Ointment

This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source.

Congealed Tincture

This blood red tincture is made from the bleeding tooth fungus, a small plant that oozes a thick, edible fluid that has an awful bitter taste. Some use it to make butter, but others use it as a way to congeal blood in the body. If a creature consumes this tincture, they gain damage reduction against any slashing or piercing damage they receive for 1 hour. They reduce the damage taken by 2 damage, to a minimum of 0. In addition, if they take damage from bleeding, like from a bearded devil’s glaive, they have advantage on the saving throw and ability check to end the effect.

Contact Poison

General poison that you can either coat your blade with or smear it on an object. When you coat it on an object, or a blade, it lasts for 1 minute, at which point its exposure to oxygen renders it useless. Whenever a creature touches the coated object, or on each successful attack roll against them once per turn.

Drunk Legs

These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for 1 hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.

Energetic Cherry

This plump red cherry has a strange fruity taste with a harsh and bitter aftertaste, by crushing them with blue flowers, it causes a bit of nervous energy that can quickly wear off depending on the potency. When consumed, the recipient increases their movement speed by 5 feet. Eating these regularly can cause painful headaches from withdrawal.

Feathery Henbane

While large doses of the henbane are said to be used in potions of fly, consuming the raw plant provides only a fraction of that power. Many climbers claim that the henbane has saved their lives innumerable times as it creates a sensation of buoyancy. When consumed, for the next hour you gain a bonus to all Acrobatics or Athletics check to climb or maintain your balance. You gain a +2 bonus to checks. In addition, if you fall while under the effects of this plant, you reduce the damage taken from the fall as if you fall was 20 feet shorter than it actually was.

Focused Balm

This balm is made from tree sap, mint leaves, and needle shaped leaves. When mashed together, it creates a beige paste that can be applied under the nose to help the recipient stay awake and be more perceptive for 1 hour.

Foxglove Tuning Fork

With small purple blooms that appear like bells, this plant can be used to ascertain the direction of any fey within a certain distance. The small bell flowers must be placed on the finger tips and then the wearer must spend an action to concentrate, as if concentrating on a spell. They then learn the location of any fey, or fey portal, within 500 feet of them, even if the fey are invisible. The wearer must continue concentrating, as an action, each additional round to remain aware of where they are. A fey under the effects of a mindblank spell or similar magic is immune to this effect.

Garland of Asphodels

This garland is made of asphodels and other flowers that grow almost exclusively over sites where a creature died, permeating the soil with negative energy. When placed upon a creature's head, the garland can be used to drain them of negative energy. If a creature wearing the garland is reduced to 0 hit points, they gain a +2 bonus to death saving throws. This garland lasts for 1 hour once placed on a creature’s head until it drains too much negative energy and turns gray. A cleric focused on positive energy, like a cleric of life, or similar focuses and domains, who puts on a garland can wear it for a number of hours equal to their proficiency bonus before it turns gray and loses its abilities.

Gashglue

This thick gray glue takes a full minute to apply to the bare skin. The glue temporarily holds damaged tissue together for up to 4 hours, at which point it dries up and flakes off. If applied within 10 minutes of receiving any bludgeoning, piercing, or slashing damage, you can spend an action to apply and gain temporary hit points. If the temporary hit points exceeds the damage taken, you regain only up to the damage taken, not beyond.

Gillweed

Harvested from a freshwater algae known as llaita, often called seaweed as a misnomer, this algae is said to grow gills and fins on any who consume it. While that is an old wives' tale, there is some truth that this algae can help those submerged in the water. As a bonus action, a creature can chew on this plant and release trapped oxygen within it, allowing them to reset how long they can hold their breath for. The gillweed can be used in this way three times.

Gingko Cognition

This small thimble of oil is harvested from the gingko leaf, and when consumed, is said to awaken the mind and your ability to recall knowledge. For 1 hour after consuming this oil, you gain a +2 bonus to all Intelligence checks made to recall information or history, like the facts of a creature or ancient empires you once read about. In addition, if you are under the effects of a short term, long term, or indefinite madness, you can suppress its effects for 5 minutes.

Hardy Thirst

By consuming the leaves of a succulent, you can hold off the need for water. A creature typically dies of thirst after a number of days equal to their Constitution modifier and consuming the leaves of this succulent removes your need for water for a number of days. You can ignore a need for water for 2 days.

Healing Potion

A mixture of water, common herbs and certain roots that create a drink that will heal. If you drink it as a bonus action you roll, or and action and you get the full benefits.

Healing Potion, Greater

A mixture of water, common herbs and certain roots that create a drink that will heal. If you drink it as a bonus action you roll, or and action and you get the full benefits.

Healing Potion, Superior

A mixture of water, common herbs and certain roots that create a drink that will heal. If you drink it as a bonus action you roll, or and action and you get the full benefits.

Healing Potion, Supreme

A potion of healing is the main bread and butter for any alchemist. A supreme version costs 675 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.

Hecate's Bloom

Thought of as the mother of all witches or the chief goddess of all herbcraft, the flower known as Hecate's Bloom looks like a dark purple cape that hangs loosely down. This flower is known for how extremely poisonous it is and must be dealt with carefully as even bare fingers could become numb and paralyzed by this flower. You can apply this poison to one slashing or piercing weapon, or on one piece of ammunition. A creature hit by the poison weapon must make a Constitution saving throw. On a failed save, they take 3d6 poison damage and are paralyzed for 10 minutes. On a successful save, they take half damage and are stunned until the end of their next turn. They can repeat the saving throw at the end of each of their turns, taking 3d6 poison damage on a failed save, or ending this effect on a successful save. The DC to resist this poison is DC 20.

Inferno Leaves

The leaves of the eucalyptus can be used as the material components for certain spells that don't require a material component with a gold cost. By using the eucalyptus leaves, which are leadened with a flammable oil, the spellcaster who casts a spell that deals fire damage can increase the power of their spell. When used as part of casting a spell, it consumes the eucalyptus leaves and deals an additional 1d8 fire damage to one creature affected by the spell.

Ingested Poison

If consumed, target must make a Constitution saving throw, or the target takes poison damage at the start of each of their turns. The target then continues to make Constitution saving throws at the end of their turn, if it fails the saving throw three times in a row, it becomes poisoned and continues to take poison damage until they make a successful saving throw. Upon a successful saving throw, the target ends the poisoned condition and poison damage

Lady's Youth

Searched for all across the world, the Lady's Life, or alchemilla flower, is an extremely rare plant due to how it was once hunted to almost extinction by the nobility. The flowers and leaves can be boiled in a small saucer of milk where the dangerous toxins are nullified and the precious oils can be safely harvested. A single application of this plant reduces your physical age by 1 week of time. Each time you consume an application of this plant, there is a cumulative 5% chance that you become immune to all effects of the plant for the rest of your life. In addition, there is a cumulative 3% chance that you actually age the time.

Living Stone Blend

This tincture requires finding a type of succulent known as living stone, so noted because its roots seem to magically turn invisible when touching stone. For 1 hour after drinking this tincture, you gain a +2 bonus to all Stealth checks made to hide while near or on stone, like a stone building or a cliff. In addition, you can take the Hide action even if you have nothing to hide behind so long as you are prone on stone.

Night Eyes

As an action, this thick, greasy gel can be applied to the naked eye, granting darkvision of 60 feet. The eyes become extremely sensitive to light for the duration. While exposed to bright light, the user has disadvantage on attack rolls, as well as on Perception checks that rely on sight. This has no effect on those that already have darkvision.

Open-Sight Mushrooms

These mushrooms only grow in the darkest regions of subterranean tunnels, and in fact some think that any exposure to light degrades their properties, probably why they lose potency so quickly. A creature that eats these mushrooms gains the ability to see onto the Ethereal Plane for 1 hour, the distance they can see into it is 30 feet

Paralyzing Paste

A paste made from roots of old trees and concentrated poison from ivy. When you smear this on an object and a creature makes contact with it or is hit by it, they must make a Constitution saving throw or become stunned in pain for 1 round. The paste lasts for 24 hours or until it makes contact with a creature.

Phantasmal Visions

Harvested from mandrake root and turned into a thick, greenish paste that is applied under the tongue. The paste is said to help the consumer see into the future and provide guidance on what is to come next. It takes 1 minute for the full effects to take place and during this time the creature who ingested it must concentrate, as if they were concentrating on a spell, on a specific course of action they wish to take. The target is then under the effects of an augury spell. The future they can glean information from is 15 minutes.

This paste can, instead, be used as the material components for the augury spell. Upon casting the spell and using the paste, you increase how far you can see into the future by 8 hours. The paste is consumed as part of the casting of the spell.

Poppy Tea

This tea is made from boiled poppy seeds. When ingested, the recipient becomes resistant to pain and gains a modicum of protection. Whenever the recipient takes damage, they can reduce that damage. After 1 hour, the effects wear off and the creature must make a DC 15 Constitution saving throw. On a failed save, they suffer 2d10 damage as they notice their wounds, this damage cannot be reduced.

Quickened Thought

Target ingests a paste mixed with bitter leaves and bark. Their mind is awakened and they are able to concentrate on spells that require Concentration much easier. When they are hit, the DC to maintain concentration is decreased. This effect lasts for 1 hour.

Relaxing Bark

Upon burning a certain type of bark & moss in a censor, or by throwing it into the coals of a fire, all those within 10 feet of the smoke find their muscles loosen and their minds relax. Anyone that allows themselves to relax, and take a short rest, for the hour that the bark burns for automatically regains a number of spent hit dice, but they must remain within 10 feet of the smoke for the full hour to gain this benefit. They can only regain hit dice if they spend hit dice during the short rest.

Royal Jelly

This substance is secreted by the nurse bees and is the most important substance for a hive, for without it they can not create new queens to further the hive. It is loaded with nutrition and is said to provide dozens of different benefits when consumed regularly, with some monks claiming that it prolongs life itself. When drank as a tea over the course of a short rest, you regain additional hit points for each hit die spent. You regain 2 additional hit points for each hit die spent.

Rueful Protection

The rue shrub has blue-grey foliage with yellow blooms and grows in bright sunlight and warm environments. It is thought to provide protection against spirits in the forest, its cloying smoke acting as a deterrent to any fey who gets close. When burned, the rue smokes for 10 minutes and creates a thin smoke cloud in a 5-foot radius sphere centered on the rue. Any fey, or beast controlled by a fey creature, that enters this area treats the space as difficult terrain. A creature affected by the smoke must expend 10 feet of movement for every 5 feet they move through this smoke.

Sickening Rot

Mixing rotting flesh with mold growing from dwarven beer creates a bizarre mixture that is delightful as much as it is putrid. When ingested, the target must make a Constitution saving throw or find themselves drunk and incredibly sick at the same time, with disadvantage on Constitution saving throws and ability checks. This mixture tastes like meat rotted for several years in a pickling solution with a slight hint of berries. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction

Sight Rot Cure

This painful infection causes bleeding from the eyes and eventually blinds the Victim. The infection can be cured using a rare flower called Eyebright that grows in swamps and marshes.

Siphoning Touch

Made from the plant known as the strangler fig, this paste is applied to the hands. It lasts for 10 minutes once it is applied, though if the creature picks up or wields anything in their hands, the paste flakes off and the effect ends early. If the target of this effect is a living creature and grapples against another living creature, at the start of the grappled creature's turn, they take necrotic damage, the grappler then regains hit points equal to the necrotic damage dealt, up to their hit point maximum. The grappled creature takes 1d6 necrotic damage at the start of every turn it is grappled by the target of this effect.

Sleeping Leaf Tea

This tea tastes of cloying honey and sweet flowers. A creature that drinks this mixture must make a Constitution saving throw, if they fail the save, they fall unconscious for 1 minute. They awaken if they take any damage, or if a creature uses an action to shake them awake.

Tea Tree Oil

By steaming the leaves of the tea tree, you can harvest an oil that is well known for its antibacterial benefits, with some even believing it can cure acne, hag warts, and any number of other physical growths. When applied to the skin, it helps ward off infections and disease for the next 8 hours and grants you a bonus to your saving throws against disease. The bonus is +2 to saving throws against disease.

Venomcleanse Tea

This herbal tea helps cleanse the body of normal toxins. It is normally imbibed but can also be used to clean a poisoned wound. When a creature suffering from the poisoned condition is treated with this remedy, they may roll a new saving throw to end the poisoned condition.

Vervain

This purple plant has sily, pale-purple flowers that are said to be able to ward off evil spirits. When burned in a fire or censor, it emits smoke in a 20-foot radius centered on the fire. While a creature is within the smoke, everything outside the smoke is lightly obscured and they can't be charmed, frightened, or possessed by fiends and undead. You can move slowly each round if you are burning this in a censor. If you move faster than 10 feet, the smoke cloud cannot keep up and the smoke dissipates. It takes 1 round before the smoke reforms its protective barrier.

Weakening Muscle

Finely shredded mushrooms that turn to goo when worked with. You can then use that goo to smear it on a weapon and coat the weapon. On your next successful attack roll, the target must make a Strength saving throw or have disadvantage on Strength saving throws and ability checks for the next hour as the goo-like consistency makes the muscles shaky and unsteady. They can repeat the saving throw once every 10 minutes to end the effect early.

Whistling Thorn

This woody thorn has large holes that can catch the wind, creating a natural whistle or be blown into by a creature to reproduce the sound. It is the natural habitats of swarms of ants who jealously guard entire trees. As an action, you can throw this thorn up to a number of feet equal to 10 feet + 5 feet times your Strength modifier. A swarm of insects suddenly explode out with a number of hit points. The swarm has 15 hit points, though their hit point maximum remains at 15 hit points. They treat every creature they can sense as their hostile enemy. They continue to attack any creature they can see until they are destroyed or until they find the tree that they were taken from, rejoining their hive. If they attack another swarm of ants, they deal d6s for their damage instead of d4s.

Woundbind Poultice

This is a spongy mass of absorbent moss treated with a number of herbs designed to staunch bleeding, cleanse wounds, and dull pain. If bound over a wound, it promotes quick healing.