Herbalism

If you have have the Herbalism skill, you know where to find useful plants, identify them, safely collect them and how to use them properly.

The herbalism kit

An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Gathering herbs

You can gather herbs during travel or during downtime.

Travel. As an alternative travel activity, you can forage for useful plants. If you do, you don’t contribute to the group’s checks for noticing threats.

Downtime. During periods in between sessions, you can search for herbs in the surrounding area. While doing this, you are assumed to be able to sell some of the useful plants you find, and can maintain a modest lifestyle without having to pay 1 gp per day.

The DC to find useful plants is 15, or 20 in deserts, arctic and other inhospitable areas. If you succeed, roll a 1d4 to determine how many doses of ingredients were gathered. Then find the most relevant terrain type in the terrain tables and determine what herbs you found.

Using herbs

In each herb description, it states the final effect, the time it takes, and any additional costs. You are assumed to have enough knowledge to prepare the herbs (otherwise you probably wouldn’t have picked them).

Unless otherwise noted, a herb is can be prepared during a long rest, and uses the regular rules for the Herbalism skill. If the herb can be used without preparation, this will be indicated with an ¹ next to the name.

Terrain

This tables are used to randomly determine which ingredient are found in different terrains. Additional rulings can be found next to each ingredient on the charts below.

Herb descriptions

¹ The herb can be used withouth preparation.