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  1. - Top - End - #1
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    Post Expanded Gathering rules for Herbalism, Poisons, and Brewing

    This page on the Homebrewery.

    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.

    Spoiler: Creatures and Herbal Plants
    Show
    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.


    Spoiler: Arctic
    Show
    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


    Spoiler: Coast
    Show
    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


    Spoiler: Desert
    Show
    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)


    Spoiler: Forest
    Show
    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


    Spoiler: Grassland
    Show
    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


    Spoiler: Jungle
    Show
    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


    Spoiler: Mountain
    Show
    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


    Spoiler: Swamp
    Show
    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


    Spoiler: Underdark
    Show
    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)


    Spoiler: Underwater
    Show
    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


    Spoiler: Special Creatures
    Show
    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)

  2. - Top - End - #2
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    Default Re: Expanded Gathering rules for Herbalism, Poisons, and Brewing

    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


    Spoiler: Material Descriptions
    Show
    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.

    Spoiler: Poisons Table
    Show
    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.
    Last edited by sandmote; 2020-10-09 at 04:31 PM.

  3. - Top - End - #3
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    Default Re: Expanded Gathering rules for Herbalism, Poisons, and Brewing

    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, 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.

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