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sandmote
2020-10-09, 04:05 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/ARR_OapbC).

Basic
Where magical healing is rare or unavailable, medicinal herbs and poisons are often used to approximate. In areas with less knowledge of the subject, medicinal herbs are sometimes treated as a type of magic, and their effects can match those of low level spells.

You can spend an hour in the wild in a particular environment searching for medicinal herbs. At the end of the hour, make a Nature (Intelligence) check, upon which you find a medicinal plant or animal with a DC to identify on the table below. If an animal is listed with an Animal Handling DC, this is the DC to milk the animal, and the DC - 5 to identify it using a Nature (intelligence) check.

When you find a medicinal plant or poisonous animal, you can harvest enough material to craft 1d4 doses of herbal medicine or poison from it. Some of these can be harmful, and the rules for determining any injury can be found in the appropriate plant or animal description.

Herbalism and Favored Terrain
When in its favored terrain, a ranger can attempt to make two checks to identify medicinal plants and poisons whenever they would normally be able to make one. The ranger needs no additional time to make the second check.

Creating Herbal Treatments
A herbalism kit or poisoners kit is necessary to craft poisons or herbal remedies. Both types of kits come with 5 vials for storing doses of material, and more vials can be purchased. Alchemist's Supplies and Brewer's Supplies work in a similar manner.

Attempting to craft materials from these tools requires a check to be made. Milking the poisons from a creature must be done immediately, although some creature can be held on to for later use with specially designed equipment. Actually milking a creature using a poisoner's kit or alchemist's supplies requires an Animal Handling (Wisdom) check made, with the DC listed on the creature tables. A creature without proficiency using the associated tools has disadvantage on the check as they struggle to properly use their equipment.

A creature does not need proficiency with the appropriate tools to craft items from plants using a Brewer's Supplies, Herbalism Kit, or Poisoner's Kit. However, crafting the material does require an Intelligence check using the appropriate tool proficiency.

This section describes the herbs a character might encounter while out in the wild.

Achotlin The bush's waxy green leaves don't stand out very well, and it is often recognized by the rods of tiny white flowers sticking up from the stem and bending over.

Adder's Tongue This fern has a single, large leaf from which extends a rod of tiny yellowish-green bundles of spores and grows in moist meadows, shady clearings, and dunes.

Agave Agaves have thick leaves arranged in a rosette. Most varieties produce a single massive flowering stalk before they die. Most of a leaf's surface is smooth, but the needles on the edges are strong enough to be used for sowing.

Angelica This plant looks very much like celery, growing up to eight feet tall after its first year. Its roots are often used in cooking for their pleasant aroma.

Arjuna Beside the rounded leaves growing off the sides and fruit with center folds, this tree can recognized by the roots spreading out over the top of the ground at the base.

Ashwagandha In winter, this shrub grows red, inedible berries with a surrounding papery cover. Dull green leaves grow close to the central stem.

Basilisk These monstrosities can petrify creatures with their gaze. Their saliva can reverse these effects, allowing them to eat the creatures they have petrified.

Basket Stinkhorn This fungus grows an egg-like structure, from which the fruit erupts, smelling of death. It is named from the hollow structure surrounding the spores, which resembles crossing veins.

Boswellia This tree grows segmented leaves, each with an odd number of leaflets, and has small white flowers with pink centers. When the trunk is cut the resin forms large globs along the surface, which can be gathered for later use.

Brahmi The thick, rounded leaves of this plant grow even underwater, with small white flowers growing in portions above the surface.

Candlenut This large tree grows in tropical climates, growing oily green nuts that float on the sea.

Carrion Crawler Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. More information on them can be found in the Monster Manual. A character milking a Carrion Crawler must make a DC 12 Sleight of Hand (Dexterity) check to avoid being exposed to the mucus on its tentacles.

Comfrey This herb grows up to three feet tall, with hairy leaves and bell shaped flowers and grows in wet ditches. The roots are black on the outside, but when broken reveal a white inside as they ooze clear sap.

Coneflower Coneflowers are recognized by their large purple flowers, which grow on prairie or the edge of trees. Chewing a flower numbs the mouth.

Dart Frog These brightly colored frogs possess horrible tasting and paralysis inducing chemicals in their skin. A character that works with a dart frog must make a DC 12 Sleight of Hand (Dexterity check or Make a DC 15 constitution saving throw. on a failed save the creature is paralyzed for 1 minute.

Devil's Club This large plant's large leaves and long stems would make it look tropical, if it weren't for the long spines covering every inch of it. The bright red berries grow on top, and are loved by bears. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1d4 piercing damage.

Devil's Fingers This mushroom erupts from a white covering, sending out seven blood red tentacle structures covered in spores on the upper side.

Foxglove This plant grows a stalk from which a vertical row of flowers extends out.

Garlic This small bulb has a powerful smell, particularly when the dark green leaves are crushed, and grows in open meadows.

Giant Spearmoss This moss is noteworthy for growing underwater in small pools as well as for each part of the plant being significantly larger than those of other mosses.

Ginseng Ginseng grows in a mound, with large, deeply divided leaves and a small bundle of flowers extended from a separate stem. The roots extend into the ground before dividing in two.

Golden Root The stems of this plant rarely extend more than a foot above the stocky, scaly root. The stems are stocky, with serrated leaves and end in a bundle of yellow flowers.

Gotu Kola This plant grows low to the ground, with circular leaves that have a raised lip around the edge. It is also sometimes used as a leafy vegetable.

Great Mullein This herb grows a central stalk, with large leaves growing out forming a rosette.

Hensbane This smelly plant has large leaves bunching on the ground and short stalks with yellow, veined flowers and grows along clearings.

A creature that ingests hensbane must make a DC 10 Constitution saving throw or take 2d6 poison damage.

Juniper Juniper is an evergreen shrub easily recognized by its large purple berries.

Man-O-War Actually a grouping on animal-like creatures, a man-o-war looks a bit like a jellyfish, with a gas filled bell floating on the surface and singing tentacles dragging into the water behind it. They float with the current, sometimes washing up on shore. A creature that attempts to work with a man-o-war must make a Sleight of Hand (Dexterity) check or take 1d4 poison damage.

Maral Named for a type of deer, this plant grows a bundle of large leaves from the root, from which a long stem extends bearing a large, purple flower. The inside of the roots is orange, as are the smaller stringy off growths.

Marsh-Mallow Named for where it grows, this entire plant is hairy, with large leaves branching off of white stalks. The roots are stringy and reddish-brown.

Mesquite This large tree grows small waxy leaves and large seed pods that can be pounded for food in an emergency. The gum in particular has several medicinal uses.

Milk Thistle This plant's smaller leaves are pointed and sharp, growing from a large central stem. It can be recognized by the light purple flowers and the white sap that flows from damaged sections of the plant. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1 piercing damage.

Mugwort This plant grows unevenly divided leaves on branches coming off a central stem, with bundles of tiny white flowers on the plant's extremities.

Osha Osha resembles a giant carrot above ground, but can be recognized by the spicy, celery like smell of its roots.

Passionflower This vine is named for the large, cross shaped stamen of the white and purple flowers. It grows in the shade of the jungle canopy.

Poisonous Snake Some snakes are highly venomous, with long, hollow fangs. Some particularly massive snakes possess, such as black mambas and king cobras possess particularly strong venom. A creature that tries to milk a snake and fails its check by 10 or more is bitten by the snake, which uses the stat block of the poisonous snake or giant poisonous snake as listed in the Monster Manual.

Poppy This flower has a noticeable shape, but the flower buds can be collected to make a powerful sleeping drug.

Purple Worm Massive and incredibly powerful, purple worms live in deep deserts. The venom in their stingers is vicious, and used to drive away competitors for mates and territory. A creature that tries to milk a snake and fails its check by 10 or more is bitten by the worm, which uses the stat block of the giant purple worm as listed in the Monster Manual.

Scorpion Relatives of spiders, scorpions possess the venomous stinger. Typically smaller scorpions have stronger venom, but the most massive specimens often have venom strong enough to kill a horse after a single string. A creature that tries to milk a snake a fails its check by 10 or more is bitten by the snake, which uses the stat block of the scorpion or giant scorpion as listed in the Monster Manual.

Sea Buck-Thorn This thorny plant can handle salt, but not shade. The bright orange berries are sour and difficult to collect but can me mixed into drinks. Despite the name it can also be found above the tree line of mountains. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1 piercing damage.

Sea Urchin These animals are related to starfish, but a covered in venomous spines. A creature that attempts to work with a sea urchin must make an Animal Handling (Wisdom) check or take 1 piercing damage. A creature that takes this damage must make a DC 8 Constitution saving throw or take 1d4 poison damage.

Sphagnum Moss This think moss grows in swamps, sometimes growing so thickly it appears to be solid ground before you step on it.

Sponge Actually an animal, these highly absorbent creatures' remains can be used to soak up liquid.

Stingray Shaped flat like other skates and rays, stingrays possess a pair of stingers on the base of their tails. This venom is fairly weak, but still painful for longer periods.

Sweetgale This favorite of beavers grows in in water, with large rounded leaves and bundles of fruit on a stick.

Tabebuia This tree is most easily recognizable by the trumpet shaped flowers and bundles of oval leaves.

Tamanu This tree has a whirled brown trunk, and waxy leaves. The flowers grow in clusters and produce spherical green, oily nuts.

Touch-Me-Not This bright green plant has neatly divided leaves on low stems. The easiest way to identify it is by touch, as the plant quickly folds in on itself when you brush against it.

True-Love True-love grows in woodland, with bundles of leaves bearing a white flower or purple berry rising from the roots.

Valerian This plant has rounded leaflets, and bunches of white to red flowers the grow above them. The roots are string, with only the center turning from brown to white.

Yarrow This plant grows in fields, marshes, and ditches, and is recognized by its stalks bearing sharp leaves and white spotted magenta flowers.

Wyvern Relatives of dragons, wyverns possess a vicious stinger on the ends of their tails.



Name
DC to Identify
Season
Applications


Angelica
12 Nature
Spring and Autumn
Health Booster, Remedy


Devil's Club
15 Nature
Autumn
Health Booster, Gut Flush


Giant Spearmoss
7 Nature
Summer
Dressing


Golden Root
17 Nature
Summer and Autumn
Remedy, Strength Booster


Juniper
10 Nature
Autumn
Gruit, Poison Cure, Gut Flush


Maral
12 Nature
Autumn
Powermind, Strength Booster


Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit





Name
DC to Identify
Season
Applications


Candlenut
5 Nature
Year Round
Candlenut Clock, Oil


Touch-Me-Not
12 Nature
Year Round
Dressing, Restful Tea


Garlic
10 Nature
Spring
Remedy, Vampire's Bane


Man-O-War
17 Nature
Winter
Paralysis Toxin


Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)


Sea Buck-Thorn
7 Nature
Autumn and Winter
Restful Tea


Sweetgale
10 Nature
All but Winter
Clearbreath, Gut Flush


Tamanu
12 Nature
Year Round
Dressing, Gut Flush





Name
DC to Identify
Season
Applications


Adder's Tounge
15 Nature
Spring and Summer
Recovery Tea


Agave
7 Nature
Year Round
Burn Slave, Distillation, Dressing


Ashwagandha
15 Nature
Autumn
Powermind


Boswellia
17 Nature
Spring and Autumn
Powermind, Painkiller


Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)


Hensbane
10 Nature
Summer and Autumn
Health Booster, Knockout Draught, Shaking Poison


Mesquite
10 nature
All but Winter
Eye Clearer, Dressing


Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)





Name
DC to Identify
Season
Applications


Comfrey
10 Nature
Spring
Recovery Tea, Staunching Wrap


Coneflower
5 Nature
Summer
Remedy, Painkiller


Ginseng
7 Nature
Fall
Clearbreath, Lifebring Tea


Juniper
10 Nature
Autumn
Poison Cure, Gruit, Gut Flush


Mesquite
15 Nature
All but Winter
Eye Clearer, Dressing


Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit


Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)


Sphagnum Moss
15 Nature
Summer
Absorbant, Dressing


True-Love
17 Nature
Spring
Gut Flush, Remedy





Name
DC to Identify
Season
Applications


Coneflower
5 Nature
Summer
Remedy, Painkiller


Comfrey
12 Nature
Spring
Recovery Tea, Staunching Wrap


Garlic
7 Nature
Spring
Remedy, Vampire's Bane


Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)


Great Mullein
15 Nature
Spring
Lifebring Tea, Painkiller


Milk Thistle
7 Nature
Autumn
Gut Flush


Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)


Valerian
10 Nature
Spring and Autumn
Powermind, Knockout Draught





Name
DC to Identify
Season
Applications


Achotlín
15 Nature
Year Round
Remedy, Restful Tea, Staunching Wrap


Candlenut
5 Nature
Year Round
Candlenut Clock, Oil


Dart Frog
7 Animal Handling
Year Round
Health Booster, Paralysis Toxin


Passionflower
10 Nature
Spring
Knockout Draught, Painkiller


Poisonous Snake
15 Animal Handling
Year Round
Antitoxin, Poison (2d4, 10)


Scorpion
15 Animal Handling
All But Winter
Antitoxin, Poison (1d8, 9)


Tabebuia
15 Nature
Year Round
Oil, Recovery Tea, Remedy





Name
DC to Identify
Season
Applications


Comfrey
15 Nature
Spring
Recovery Tea


Foxglove
10 Nature
Summer
Poison (2d4, 10), Recovery Tea


Garlic
5 Nature
Summer
Oil, Vampire's Bane


Hensbane
15 Nature
Summer
Knockout Draught, Shaking Poison


Juniper
10 Nature
Autumn
Poison Cure, Gruit, Gut Flush


Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit


Osha
7 Nature
Spring
Clearbreath


Sea Buck-Thorn
7 Nature
Autumn and Winter
Restful Tea





Name
DC to Identify
Season
Applications


Arjuna
15 Nature
Winter
Lifebring Tea


Brahmi
15 Nature
Autumn
Powermind, Painkiller


Gotu Kola
17 Nature
Summer and Autumn
Burn Salve, Staunching Wrap


Marsh-Mallow
17 Nature
Summer and Autumn
Burn Salve, Staunching Wrap


Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)


Sphagnum Moss
7 Nature
Year Round
Absorbant, Dressing


Sweetgale
10 Nature
All but Winter
Clearbreath, Gut Flush


Yarrow
10 Nature
Spring
Gruit, Staunching Wrap





Name
DC to Identify
Season
Applications


Basket Stinkhorn
25 Nature
Spring and Summer
Poison (3d6, 11)


Devil's Fingers
10 Nature
Summer and Autumn
Poison Dust


Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)


Scorpion
15 Animal Handling
Year Round
Antitoxin, Poison (1d8, 9)





Name
DC to Identify
Season
Applications


Man-O-War
17 Nature
All but Summer
Paralysis Toxin


Poisonous Snake
15 Animal Handling
Year Round
Antitoxin, Poison (2d4, 10)


Sea Urchin
10 Nature
All but Winter
Antitoxin, Poison (1d4, 8)


Sponge
12 Nature
Year Round
Absorbent


Stingray
15 Animal Handling
Year Round
Shaking Poison





Name
DC to Milk
Applications


Basilisk
25 Animal Handling
Petrification Cure


Carrion Crawler
25 Animal Handling
Strong Paralysis Toxin


Giant Scorpion
25 Animal Handling
Antitoxin, Poison (4d10, 12)


Purple Worm
35 Animal Handling
Poison (12d6, 19)


Wyvern
30 Animal Handling
Antitoxin, Poison (7d6, 15)

sandmote
2020-10-09, 04:08 PM
Craftable Materials
Herbs must typically be prepared to be of any use. The preceding tables shows the potential uses of a given herb in the environment and season listings. Most materials listed here have no effect of constructs or undead, as they lack the internal organs these materials effect.

Materials


Name
Cost
DC to Craft


Absorbent
2 gp
5 Herbalist's Kit


Burn Salve
1 gp
7 Herbalist's Kit


Candlenut Clock
5 sp
5 Sleight of Hand


Clearbreath
12 gp
7 Herbalist's Kit


Distillation
2 sp
12 Brewer's Supplies


Dressing
10 gp
7 Herbalist's Kit


Eye Clearer
30 gp
12 Herbalist's Kit


Gruit
1 gp
7 Brewer's Supplies


Gut Flush
75 gp
12 Herbalist's Kit


Health Booster
50 gp
15 Herbalist's Kit


Knockout Draught
75 gp
15 Herbalist's Kit


Oil
1 sp
5 Herbalist's Kit


Paralysis Toxin
50 gp
17 Poisoner's Kit


Petrification Antidote
200 gp
20 Alchemist's Supplies


Poison
Varies
Special


Poison Dust
250 gp
15 Poisoner's Kit


Powermind
15 gp
10 Herbalist's Kit


Recovery Tea
50 gp
7 Herbalist's Kit


Remedy
25 gp
7 Herbalist's Kit


Shaking Poison
200 gp
10 Poisoner's Kit


Staunching Wrap
25 gp
12 Herbalist's Kit


Strong Paralysis Toxin
200 gp
20 Poisoner's Kit




Absorbent This material can be used to soak up liquids, and often to put pressure on wounds. 1 pound of absorbent can pick up 1 gallon of liquid. If the absorbent is held to the wound of an unconscious creature's wounds as an action, the creature regains 1 hit point.

Burn Salve 1 gp of burn slave can be used to sooth minor burns and treat sunburn. If a creature applies 100 worth of burn slave to itself, it gains fire resistance for 1 hour or until it is doused in water. Applying burn slave takes 1 minute in either case.

Candlenut Clock This candle is made of three large, oily nuts of the tropical candlenut tree. The candle emits 5 feet of dim light for up to 1 hour. One half a nut is consumed by the flames in 10 minutes, allowing for a character to tell the time based on the remaining number of shells.

Clearbreath A creature can chew on a dose of clearbreath for up to 10 minutes, during which it has advantage on saving throws against strong smells, such as a troglodyte's strench, as well as on saving throws against vapors like those created by the stinking cloud spell.

Distillation Distillations are concentrated alcoholic drinks, with carrying types and flavors based on the material used. For instance, distilled agave is known as mezcal.

Eye Clearer A dose of eye clearer added to a creature's eyes before a long rest sooths the creature's eyes reduces by 1 any penalty to attack rolls and ability checks that rely on sight at the end of the long rest.

Gut Flush If a creature ingests gut flush over a short or long rest, all poisons ingested by the creature end at the end of the rest.

Gruit Gruit is an alternative to hops used in flavoring beer. 1 dose of gruit added to a barrel of beer improves the taste, doubling the value compared to beers made purely to provide sanitized water.

Health Booster Any creature that ingests a health booster gains 2d4 temporary hit points. A creature that consumes more than one health booster in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the poisoned condition for 1 hour.

Knockout Draught A creature that ingests this compound must make a DC 15 Constitution saving throw or falls unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Lifebring Tea If drunk as a tea over a short or long rest, a reduction to a character's maximum hit points is reduced by 1d4 points, although the character doesn't regain any hit points from this effects.

Paralysis Poison Paralysis poison can be applied to a weapon or piece of ammunition as an action. The next time the weapon or ammunition hits a creature within the next minute the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Until this poison ends, the target is paralyzed.

Petrification Antidote A creature that is coated with petrification antidote is cured of the petrified condition. Applying the antidote takes 1 minute.

Poison Damaging poisons come in a variety of strengths, with different costs, damage and save DCs.



Type
Cost
Save DC
Damage


Foxglove Poison
75 gp
10 Con
2d4 Poison


Giant Scorpion
500 gp
12 Con
4d10 Poison


Purple Worm Poison
2000 gp
19 Con
12d6 Poison


Scorpion Poison
50 gp
9 Con
1d8 Poison


Sea Urchin
25 gp
8 Con
1d4 Poison


Serpent Venom
200 gp
11 Con
3d6 Poison


Snake Venom
75 gp
10 Con
2d4 Poison


Wyvern Poison
1200 gp
15 Con
7d6 Poison




Poison Cure Introducing poison cure into a poisoned creature's bloodstream (for example, by rubbing it on an open wound) allows the creature to immediately make a saving throw against each poison affecting it.

Poison Dust Poison dusts can be blown into a 5 foot square as an action, and affect nasal membranes, tear ducts, and other parts of the body. Each creature in the square must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Powermind A dose of this material, burned and inhaled for 1 minute, grants advantage on intelligence and Wisdom saving throws for 1 hour, and vulnerability to psychic damage for the same duration. If a creature inhales more than 3 doses before taking a long rest, it also has disadvantage on Constitution saving throws for the same duration.

Recovery Tea If you drink a dose of recovery tea during a long rest, you regain one additional hit die (to your normal maximum) at the end of that long rest.

Remedy Taking a remedy grants you advantage on your next saving throw against any poison or disease affecting you at the time your take it.

Shaking Poison A creature injured by shaking poison must make a DC 12 Constitution saving throw or be poisoned for 1 minute.

Staunching Wrap As an action, the staunching wrap can be applied to a creature that has lost hit points within the last minute, causing the creature to heal 1d6 hit points, up a maximum of the number of hit points it lost in that period. The creature then cannot benefit from staunching wrap for 1 minute or until it takes damage. Applying the wrap requires a successful DC 10 medicine check.

Strong Paralysis Poison Strong paralysis poison can be applied to a weapon or piece of ammunition as an action. The next time the weapon or ammunition hits a creature within the next minute the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Vampire's Bane A creature can coat itself in a dose of vampire's bane as an action. For 1 hour afterward vampires and their spawn have disadvantage on attack rolls made against the creature.

sandmote
2020-10-13, 03:59 PM
I hope this is entirely unnecessary, but do not use a list of game effects for treating anyone medically. Check with a Doctor instead. Okay, with that out of the way I really should have some design notes here.

So, a lot of the tools are pretty useless in 5e d&d, so I figured I would at least expand them a bit. This mostly focuses on gathering and crafting for Herbalism and Poisoning; Brewing and Alchemy are throw in for consistency. Similarly, there's not a lot of flexibility in effects outside spellcasting. Crafting takes more time, but I hope it grants some level of parity to characters without access to spells. I would only allow a Nature check to be substituted for Survival if the plant can also be eaten or if it is already possessed and could harm you. Otherwise I think tracking and obtaining food should be the domain of one skill while knowledge of specific various plants or animal habitats should be the domain of the other.

A few of the new materials are renamed from some of the non-magical potions in Explorer's Guide to Wildemount, but the main idea was to provide some more flexibility for non-magical healing on top of that. I mostly tried to focus on actual applications of plants, but you could approximate higher level healing with mythical plants from other planes. Some are taken from Dragon magazine #88 (here (https://annarchive.com/files/Drmg082.pdf), I have no idea if phones will download this). A few concepts are also taken from Dael Kingsmill's herbalism document, but I haven't checked it in a while so don't recall what exactly. Some plants I found by googling traditional medicines, although I then did follow up searches to see if there is actually any evidence they work better than placebo. For some plants the evidence was very shaky, but this is listed more to explain why the list my be missing some of the major plants from a particular tradition.

Plants are listed by the general time they are in season; animals by when they're typically active. Otherwise the DCs are slightly arbitrary between the gatheree's listed uses and physical appearance. I'm not 100% sure how to suggest they be ruled in game if someone is searching for either any plants or a specific plant.