Herbalism Kit
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
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.
Activity | DC |
---|---|
Find Plants | 15 |
Identify Poison | 20 |
BASIC CRAFTING INSTRUCTIONS:
Each step will be outlined in more depth, but the following serves as a summary and reference for the process.
• Select an Item. Find the item you would like to craft on a crafting table.
• Check with your GM. They will confirm if that item exists and has the default rarity in their game. This system is a tool, it does not supersede worldbuilding.
• Gather the materials. Materials can be looted from humanoids, harvested from more exotic creature types, purchased at stores, or gathered from the wilderness. The specifics
of any material and where it can be found
is covered in the materials section.
• Begin crafting! You can find the related tool and ability score on the table below. Use the related tool and skill to determine your crafting modifier using the following formula:
Crafting Modifier = your Related Tool proficiency bonus + your Related Ability Score modifier.
• You can make progress in 2 hour increments. For each 2 hours spent, make a crafting roll using the formula above and compare the result to the DC listed for the item
• On failure, no progress is made. If you fail three times in a row, the crafting fails and all materials are lost.
• On success, 2 hours of progress is made, and you can mark your progress put it aside or continue to craft. Once your completed progress on an item is equal to the crafting
time listed, the item is complete.
• You’re done! Enjoy your shiny new item!
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Antitoxin |
2 common curative reagents 1 common poisonous reagent 1 glass vial |
2 hours | 1 | DC 13 | Common | 50 gp |
Potion of Healing | 3 common curative reagents 1 glass vial |
2 hours | 1 | DC 13 | Common | 50 gp |