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  1. Notes

Herbalsim Descriptions (herb)

Crafting Homebrew

Black Ash Bark

Difficulty: Master 

Casting Time: 1 action 

Duration: 1 hour

After eating this herb, your body hums with tension like a coiled spring. Your unarmed attacks increase one die size and do an additional +1 bludgeoning damage. If you do not roll a die normally, your die becomes 1d4 +1 bludgeoning. Class Specific Bonus: Monk

Monks affected by Black Ash Bark gain 2 ki points.


Black Palm
Difficulty: Advanced 
Casting Time: 1 action 
Duration: 1 hour
 
After eating this herb, the shadows deepen around your body. You gain +2 to Dexterity stealth ability checks and you add +1 to your attack rolls against a target that you surprise. 
 
Class Specific Bonus: Ranger
The current terrain is favored terrain for Rangers. Rangers may choose one additional favored enemy for the duration.

Bloodroot
Difficulty: Grandmaster 
Casting Time: 1 action 
Duration: 1 hour
 
After eating this herb, the blood in your body pumps and circulates faster. Your maximum hit points increase by an amount equivalent to your character's level.
Class Specific Bonus: None

Blue Aloe
Difficulty: Novice 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this herb, the scent of strong evil becomes much more potent and pungent, while good sounds like harmonic chimes. Until the end of the spell, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any plane or object that has been consecrated or desecrated.
Class Specific Bonus: Paladin
The radius of Blue Aloe increases to 180 feet for Paladins.

Coalweed
Difficulty: Master 
Casting Time: 1 action or 1 bonus action
Duration: 1 hour
 
After eating this herb, your tongue tastes like ash and charcoal. If a creature provokes an attack of opportunity against you, you may choose to use your reaction to cast a level 3 spell against the creature. Afterward, the effect of the herb ends. 
Class Specific Bonus: Warlock
Warlocks may choose to cast a spell of power up to level 3 without consuming a spell slot instead.

Cottontail
Difficulty: Intermediate 
Casting Time: 1 action or 1 bonus action 
Duration: 1 hour
 
After eating this herb, you feel energetic and jittery. For the duration of the herb's effect, when you cast a spell that has casting time of 1 action, you may choose to change the casting to 1 bonus action for the casting. Afterward, the effect of the herb ends. 
Class Specific Bonus: Sorcerer
Sorcerers affected by Cottontail gain 1 sorcery point.

Cyprene Thistle
Difficulty: Master 
Casting Time: 1 action 
Duration: Instantaneous
 
After eating this herb, you may choose to reduce your exhaustion level by one or remove one effect that cursed, charmed, petrified, deafened, blinded or poisoned you. 
Class Specific Bonus: Druid
Druids gain 2 uses of Wild Shape.

Fireweed
Difficulty: Intermediate 
Casting Time: 1 action or 1 bonus action 
Duration: 1 hour
 
After eating this herb, your tongue burns from the peppery taste. If a creature provokes an attack of opportunity against you, you may choose to use your reaction to cast a level 1 spell against the creature. Afterward, the effect of the herb ends. 
Class Specific Bonus: Warlock
Warlocks may choose to cast a cantrip instead.

Flossytail
Difficulty: Master 
Casting Time: 1 action or 1 bonus action 
Duration: 1 hour
 
After eating this herb, you feel energetic and jittery. For the duration of the herb's effect, when you cast a spell that has casting time of 1 action, you may choose to change the casting to 1 bonus action for the casting. If you do, roll once on the Wild Magic Surge table. Afterward, the effect of the herb ends. 
Class Specific Bonus: Sorcerer
Sorcerers affected by Cottontail gain 2 sorcery points.

Frenzy Nut
Difficulty: Grandmaster 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this herb, you feel energetic and jittery. Once per turn for the duration of the herb's effect, when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Class Specific Bonus: None

Ginger Root
Difficulty: Novice
Casting Time: 1 action 
Duration: 1 hour
 
After eating this herb, you feel sly and spry. For the duration of the herb's effect, you can take a bonus action on each of your turns to Dash or Disengage. 
Class Specific Bonus: Rogue
Rogues affected by Ginger Root can choose the Dodge action for Cunning Action.

Gnomish Tea Bean
Difficulty: Advanced 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this herb, you feel quick and nimble. For the duration of the herb's effect, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half if you fail. 
Class Specific Bonus: Rogue
Rogues affected by Gnomish Tea Bean gain a bonus 1d4 to Dexterity saving throws.

Goldenharp
Difficulty: Master 
Casting Time: 1 action or 1 bonus action 
Duration: 10 minutes
 
After eating this herb, your tongue vibrates and sings from the sweetness. You gain a 1d6 Bardic Inspiration die to use on attack rolls, ability check, or saving throw. After the duration ends, if the Bardic Inspiration die has not been spent, it is lost. 
Class Specific Bonus: Bard
Bards gain a Bardic Inspiration die equal to their current Bardic Inspiration die size. Upon using Goldenharp, a bard may choose to give the inspiration die to a target up to 60 feet away or use the inspiration die for itself.

Hardleaf
Difficulty: Advanced 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this herb, you feel a burning anger come over you. For the duration of the herb's effect, you reduce damage taken by bludgeoning, piercing, and slashing effects by 2. 
Class Specific Bonus: Barbarian
When a barbarian uses Hardleaf, they may also choose to enter one of its rages during the same action or bonus action.

Ice Spring

Difficulty: Grandmaster

Casting Time: 1 bonus action

Duration: Instantaneous

After eating this herb, you feel an icy coolness spread through you. You regain hit points equal to 1d12 + half of your character's level rounded up. You also gain 10 temporary hit points.

Class Specific Bonus: Fighter

When a fighter uses Ice Sprig, they may also choose to use second wind during the same bonus action.


Lifebloom
Difficulty: Grandmaster 
Casting Time: 1 action 
Duration: Instantaneous
 
After eating this herb, you feel an overwhelming flood of life energy. You touch a creature that has died within the last minute. It returns to life with 1 hit point. 
Class Specific Bonus: None

Maid's Lily
Difficulty: Advanced 
Casting Time: 1 action 
Duration: 1 hour
 
After eating this herb, you feel a touch of innocence and empowerment. For the duration of the herb's effect, add +1 to your saving throws.
Class Specific Bonus: Paladins
Paladins emanate an aura that grants +1 to Wisdom and Charisma saving throws to allies within 10 feet.

Mangrove Grape
Difficulty: Advanced 
Casting Time: 1 action 
Duration: 1 minute
 
After eating this herb, you feel intelligent and inherently connected to the arcane. You may cast a wizard ritual spell at the normal casting rate without consuming a spell slot. 
Class Specific Bonus: Wizards
Wizards under the effects of the Mangrove Grape may cast Cleric or Druid rituals instead.

Mintsprig
Difficulty: Novice 
Casting Time: 1 bonus action 
Duration: Instantaneous
After eating this herb, you taste an invigorating and relaxing mint flavor. You regain hit points equal to 1d6 + half of your character's level rounded up. 
Class Specific Bonus: Fighter
When a fighter uses Mint Sprig, they may also choose to use second wind during the same bonus action.

Oak Thistle
Difficulty: Intermediate
Casting Time: 1 action 
Duration: Instantaneous
 
After eating this herb, you may remove one effect that deafened, blinded or poisoned you. 
Class Specific Bonus: Druid
Druids gain 1 use of Wild Shape.

Rageleaf
Difficulty: Advanced 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this herb, you feel a hot anger come over you. For the duration of the herb's effect, you reduce damage taken by bludgeoning, piercing, and slashing effects by 1. 
Class Specific Bonus: Barbarian
When a barbarian uses Rageleaf, they may also choose to enter one of its rages during the same action or bonus action.

Red Ash Bark
Difficulty: Intermediate 
Casting Time: 1 action 
Duration: 1 hour
 
After eating this herb, your body hums with tension like a coiled spring. Your unarmed attacks increased one die size. If you do not roll a die normally, your die becomes 1d4. 
Class Specific Bonus: Monk
Monks affected by Black Ash Bark gain 1 ki point.

Shade Palm
Difficulty: Novice 
Casting Time: 1 action 
Duration: 1 hour
 
After eating this herb, the shadows deepen around your body. You gain +2 to Dexterity stealth ability checks. 
Class Specific Bonus: Ranger
The current terrain is favored terrain for Rangers.

Silverleaf
Difficulty: Intermediate 
Casting Time: 1 action 
Duration: 10 minutes
 
After eating this herb, your tongue feels silvery and sharp. You have advantage on Charisma deception and Charisma performance checks when trying to pass yourself off as a different person. You can also mimic the speech of another person or sound made by other creatures. You must have heard the person speaking, or heard the creature make the sounds, for at least 1 minute. A successful Wisdom insight check contested by your Charisma deception check allows a listener to determine that the effect is faked. 
 
Class Specific Bonus: None

Snow Sprig
Difficulty: Advanced 
Casting Time: 1 bonus action 
Duration: Instantaneous
 
After eating this herb, you feel a relaxing chill spread through you. You regain hit points equal to 1d12 + half of your character's level rounded up. 
Class Specific Bonus: Fighter
When a fighter uses Snow Sprig, they may also choose to use second wind during the same bonus action.

Swamp Grape
Difficulty: Advanced 
Casting Time: 1 action 
Duration: 1 minute
 
After eating this herb, you feel smart and a weak connection to the arcane. You may cast a wizard ritual spell as a ritual. 
Class Specific Bonus: Wizards
Wizards under the effects of the Swamp Grape may cast Cleric or Druid rituals instead.

Sweetleaf
Difficulty: Master 
Casting Time: 1 action or 1 bonus action
Duration: 1 minute
 
After eating this herb, you feel a steady warmth of life energy seep into your skin. For the duration of the herb's effect, at the beginning of your turn you gain 2 hit points. 
Class Specific Bonus: Cleric
When a Cleric uses Sweetleaf they also gain 4 temporary hit points at the beginning of every turn.

Sweetvine
Difficulty: Master 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this herb, you feel a steady warmth of life energy seep into your skin. For the duration of the herb's effect, at the beginning of your turn you gain 1 hit point. 
Class Specific Bonus: Cleric
When a Cleric uses Sweetvine they gain 2 hit points at the beginning of every turn instead.

Thick Cap
Difficulty: Intermediate 
Casting Time: 1 action 
Duration: 10 minutes
 
After eating this mushroom-like herb, your muscles feel tight and powerful. When you are prone, standing up uses only 5 feet of your movement, climbing doesn't halve your speed, and you can make a running long jump or running high jump after moving only 5 feet on foot, rather than 10 feet. 
Class Specific Bonus: None

Wall leaf
Difficulty: Grandmaster 
Casting Time: 1 action or 1 bonus action 
Duration: 1 minute
 
After eating this large, rigid herb, you feel a smoldering and overwhelming anger come over you. For the duration of the herb's effect, you reduce damage taken by bludgeoning, piercing, and slashing effects by 3. 
Class Specific Bonus: Barbarian
When barbarians use Wall leaf, they may also choose to enter one of their rages during the same action or bonus action.

White Foam
Difficulty: Master 
Casting Time: During Short Rest 
Duration: 1 hour
 
After eating this mushroom-like, spongy herb, your wounds feel sticky and squishy. When you roll a hit die to recover hit points during a short rest, reroll any value that is less than half of highest value of the die, until the value is greater than half of the highest value of the die.
Class Specific Bonus: None

Willow Blossom
Difficulty: Master 
Casting Time: 1 action or bonus action 
Duration: 1 minute
 
After eating this flexible, tough herb, your body feels loose and relaxed. You are proficient with improvised weapons and unarmed strikes. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. 
Class Specific Bonus: None

Yellowbell
Difficulty: Master 
Casting Time: 1 action or 1 bonus action 
Duration: 10 minutes
 
After eating this herb, your tongue squirms and your voice sings a harmony. You gain a 1d4 Bardic Inspiration die to use on attack rolls, ability checks, or saving throws. After the duration ends, if the Bardic Inspiration die has not been spent, it is lost. 
 
Class Specific Bonus: Bard
Bards gain a Bardic Inspiration die equal to their current Bardic Inspiration die size. Upon using Yellowbell, a bard may choose to give the inspiration die to a target up to 60 feet away or use the inspiration die for themself.