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## Herbalism Kit An herbalism kit includes the vials, chemicals, and other equipment necessary for the creation of natural remedies. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft natural remedies. **Arcana.** Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. **Investigation.** When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss. **Medicine.** Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants. **Nature and Survival.** When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. **Identify Plants.** You can identify most plants with a quick inspection of their appearance and smell. ### Crafting Natural Remedies A character who has the time, money, and the tools to work can use downtime to craft natural remedies. To craft a remedy, a character needs raw materials equal to half the item's market price. To determine how many days it takes to finish the project, divide the market price by an amount equal to 15 plus your Intelligence modifier. Round this result up unless the character succeeds on a DC 15 Intelligence (Herbalism Kit) check, in which case the quantity is rounded down (minimum 1 day). Remedies can be completed over long periods of time, if the work in progress is not damaged. Multiple characters can combine their efforts, if they all have proficiency with the herbalism kit. Divide the time needed to create the remedy by the number of characters working on it. ## Natural Remedies #### Alshline Pouring this pink liquid onto a petrified creature grants it an immediate saving throw with advantage to resist petrification. #### Antitoxin A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. #### Devil's Tincture Drinking this elixir suppresses the negative effects of a curse for 2d4 days. While the curse is suppressed, the creature is intoxicated and has disadvantage on attack rolls and ability checks. \columnbreak ##### Natural Remedies | Item | Remedy For | Market Price | |:-----|:-----------|-------------:| | Alshline | Petrification | 100 gp | | Antitoxin | Poison | 50 gp | | Devil's Tincture | Curses | 50 gp | | Dream Water | Insomnia | 50 gp | | Faerie Milk | Pain and Inflammation | 50 gp | | Fulminating Ointment | Scarring | 50 gp | | Erythrean Vitae | Weariness | 50 gp | | Florid Vitae | Weariness | 25 gp | | Healing Potion | Injury and Fatigue | 50 gp | | Healing Potion Plus | Injury and Fatigue | 200 gp | | Healing Potion Plus Ultra | Injury and Fatigue | 800 gp | | Hissing Soap | Infection | 50 gp | | Mendicant's Jelly | Blindness | 50 gp | | Mind Mint | Brain Injury | 100 gp | | Miner's Mending Salve | Broken Bones | 50 gp | | Nostrum | Tainted Blood | 50 gp | | Pomander of Warding | Undead | 100 gp | | Ranger Tea | Exhaustion | 20 gp | | Rasha Gum | Female Contraception | 20 gp | | Red Tonic | Exhaustion and Fear | 50 gp | | Solace Powder | Madness | 50 gp | | Solace Stone | Madness | 200 gp | | Witch's Glue | Amputation | 400 gp | #### Dream Water Drinking this gritty, milky liquid will render a person unconscious unless they succeed on a DC 12 Constitution saving throw against poison. Every hour, the creature gets a chance to wake up with a successful DC 12 Constitution saving throw against poison. Often causes horrific nightmares or sleepwalking, especially if not taken with enough water. #### Faerie Milk Drinking this sour white liquid gives a creature advantage on Constitution saving throws to ignore the effects of neuralgia for 1 hour. It also reduces inflammation, allowing the creature to ignore disadvantage on Strength ability checks caused by inflammation injuries for 1d4 hours. Taking more than two doses in a day causes severe muscle spasms, causing the creature to suffer disadvantage on Dexterity ability checks for 3d4 hours. #### Fulminating Ointment After exposure to bright light, this salve increases in temperature until it burns the skin, causing 1 fire damage, and then cooling rapidly. When this damage heals, any scars or flesh discoloration present on the site of application will have disappeared. \pagebreak #### Erythrean Vitae Drinking this thick, red elixir immediately restores 1d4+1 expended hit dice. Drinking another elixir vitae before taking a long rest will cause severe exhaustion -- the creature gains 3 levels of Exhaustion. #### Florid Vitae Drinking this pink elixir immediately restores 1 expended hit die. Drinking another elixir vitae before taking a long rest will cause severe exhaustion -- the creature gains 3 levels of Exhaustion. #### Hissing Soap This liquid rapidly evaporates when heated above 80 degrees in open air. When poured on a festering wound, the wound ceases to fester and can heal normally. #### Mendicant's Jelly Rubbing this cold jelly on a person with scarred eyes will temporarily allow them to see for 1d4 hours, though they will suffer sunlight sensitivity during this time. #### Mind Mint Drinking this cooling liquid restores function to the brain after it has been injured, allowing the creature to ignore the disadvantage on Intelligence, Wisdom, and Charisma checks due to suffering a brain injury for 1d6 days. Consuming a dose has a 10% chance to induce an indefinite madness. #### Miner's Mending Salve This sweet smelling salve helps broken bones to heal faster, mending the broken bone in 1 week. Multiple applications of the salve has no further effect for that affected area. #### Nostrum Drinking this elixir grants an immediate saving throw to resist disease or poison. Success on this saving throw renders the imbiber unconscious for 3d6 hours. #### Pomander of Warding This ball of aromatic spices and perfumes fills an area with a 10 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a Wisdom saving throw (DC 10) or they suffer disadvantage on attack rolls. #### Ranger Tea When boiled in water and consumed, this herbal tea grants the drinker a +2 bonus to Constitution saving throws to resist exhaustion when making a forced march. #### Rasha Gum This soft, cohesive substance is designed to be chewed without being swallowed for up to an hour. Chewed by women as a contraceptive and to alleviate symptoms of dysmenorrhea. Crafting one dose of this remedy creates a one month supply (30 pieces). \columnbreak #### Red Tonic This stimulating red beverage allows the imbiber to remove 1 level or Winded or Exhaustion. The imbiber can also immediately make a saving throw to remove the frightened condition, if they are afflicted. Within 4d4 minutes, a wave of extreme lethargy will wash over the imbiber -- the creature gains 3 levels of Winded and has a 10% chance to gain a long-term madness. #### Solace Powder Mix this powder with strong alcoholic drink and give to your patient while the drink is ice cold. After 1d4 rounds, the creature will be cured of a short-term madness. Alternatively, it can suppress a long-term madness for 1d4 hours, or an indefinite madness for 6d10 minutes. #### Solace Stone This lump may be hard to swallow, but after 3d6 minutes, all types of madness can be suppressed for 4d6 hours. #### Witch's Glue With this sticky substance you can reattach severed limbs. Simply apply this viscous paste to a limb that was severed within the last hour. Stitch the limb at the site of amputation and limit movement of the affected organ as much as possible for 1 day and full use of the limb should be restored.