Herbal remedies are special herbal poultices, potions, and other curatives that can be used to heal wounds and increase one’s strength and senses. Creating herbal remedies requires an Herbalism Kit. These remedies can usually be bought in any town or village.
Herbal items | Cost |
---|---|
Antiplague | 25 gp |
Antitoxin | 30 gp |
Basil tea | 5 cp |
Bloodletter’s draught | 5 gp |
Burn balm | 5 gp |
Burn balm, Improved | 30 gp |
Ceran tea | 2 gp |
Chamomile Salve | 2 cp |
Devilweed | 5 gp |
Dragon’s bane | 6 sp |
Exspiravit powder | 10 gp |
Faerie wing brew | 2 gp |
Flayleaf | 8 sp |
Geranium compress | 4 sp |
Ginseng tea | 5 gp |
Goldbark bud | 15 gp |
Guardseye | 30 gp |
Hag’s brew | 15 gp |
Halcyon snuff | 50 gp |
Healing myrrh | 5 sp |
Healing poultice | 1-15 gp |
Jinab bark | 50 gp |
Jojopo poultice | 5 sp |
Laumspur tea | 20 gp |
Lavender tea | 20 gp |
Insectbane candle | 2 gp |
Mellowrot | 2 sp |
Oilosse | 2,000 gp |
Pesh | 5 sp |
Pomander of Warding | 15 gp |
Potion of Healing | 25-350 gp |
Potion of Recovery | 25-70 gp |
Potion of Stamina | 25-100 gp |
Potion of Vigor | 5-35 gp |
Purple pipeweed | 1 gp |
Sage | 4 cp |
Sakrash (Twilight mind) | 10 gp |
Shinewater | 10 gp |
Sparkleberry jam/jelly | 5 gp |
Sun pepper | 2 gp |
Sun pepper concentrate | 5 gp |
Terrap sap | 10 gp |
Yewclaw incense | 100 gp |
Willowshade oil | 50 gp |
Price: 25 gp, can be purchased in a flask
If you drink a vial of this foul-tasting, milky tonic, you gain advantage on saving throws against disease for the next hour.
Price: 30 gp, can be purchased in a flask
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Price: 5 cp
Basil is used for cramping and muscle discomfort. It is often used during heavy physical training to reduce after workout pain and discomfort. Midwives also use the tea as a safe method of easing birth, or to slow down the birth process if things are moving too quickly. Basil is of course also quite useful as a culinary herb, and can be used to create a lovely sauce for venison.
Benefit: If administered within 10 minutes after a combat during a short rest, it gives an advantage to any rolls made to see how many hp you heal.
Price: 5 gp, can be purchased in a flask
Upon drinking, the imbiber immediately takes 1d6 damage. Every minute for the next 1d3+1 minutes later they are healed by the amount of damage taken. This potion is used to ease the passing of those too weak to survive, but restores those who still have their strength to live back to health.
Price: 5 gp
Balm that soothes sunburn, and helps alleviate the pain from other burns (if applied within 2 turns of taking fire damage, capable of healing 2d4 fire damage).
Price: 30 gp
When applied within 1 minute, it heals half of the fire damage dealt to a creature. Application takes 1 round per 10 hp healed (which might cause it to be too late to heal).
Price: 2 gp
Crushed leaves from the Ceran bush. Drinking tea made from this herb results in a warm tingling feeling inside, all the effects of being in extreme cold conditions will be negated for 2d4 hours.
Price: 2 cp
Chamomile salve is found in many alchemy workshops and it is particularly good at easing burns resulting from acid. It is made from steeped chamomile flowers, animal fat, and mint extract. Benefit: Provides advantage on healing rolls when patient acid burns.
Price: 5 gp
Tobacco-like smoked drug, that grants advantage on Strength and Constitution checks, but disadvantage on Intelligence, Wisdom and Charisma checks for the next 1d6 hours.
Price: 6 sp
Dragon’s bane is an herb that is used in purple dyes, but is most popularly known for its ability to ease fear and anxiety in those who inhale its smoke. Widely used by soldiers, dragon’s bane tobacco has a dark, spicy aroma and deep purple smoke. Some temples use dragon’s bane incense to settle the mind to enhance concentration.
Benefit: Any character inhaling the smoke (whether from tobacco or incense) gains an advantage against any fear related saves while it is burning (no more than 1 hour) and for 1 hour afterwards. If outdoors, the smoke can affect a 5 ft radius if there is no wind. Incense will have no effect outdoors if there is any wind, while the tobacco would only affect the smoker. Indoors, the smoke of a single pipe or block of incense can affect a 10 ft radius. The character must inhale the smoke for at least 10 minutes to acquire its benefits.
Price: 10 gp
This dried fungus allows for speaking with the spirits of the dead when used as snuff. After using it, and succeeding at a DC10 Constitution save, it functions as a speak with dead spell. On a save the user will experience hallucinations of dead people talking to them.
Price: 2 gp, can be purchased in a flask
A brew made from a rare flower called Faerie wing. Drinking the liquid grants the ability to see invisible objects up to five feet away for one minute.
Price: 8 sp
These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as a powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they have disadvantage on saves against mind-altering effects.
Price: 4 sp
The geranium compress is made from the leaves and flowers of the plant. After being steeped in oil for several weeks the oil is strained and a bit of blood spice is added. Small cloth squares are infused with the oil and are usually sealed in a waxed, leather bag until needed. They are applied directly to a wound to stop bleeding. Benefit: Provides an advantage when stabilizing a wounded character.
Price: 5 gp
When prepared and drunk, grants advantage on Constitution saving throws for 10 minutes.
Price: 15 gp
This foul-tasting bulb can be chewed to gain a degree of mental clarity, and is sometimes used by student scholars and apprentice wizards. For one minute, those who chew the bulb gain advantage on all Intelligence based checks. Unfortunately, there is a side effect: for one hour afterwards, the recipient suffers disadvantage on those same checks.
Price: 30 gp
Dried herbs, that when cooked in water, the resulting tea will grant the drinker the ability to see invisible, phased, ethereal and similarly affected creatures. The effect last for 1d6 hours.
Price: 15 gp, can be purchased in a flask
This vile concoction requires a DC 12 Constitution check to not instantly throw up. If the check is passed, it restores 6d4 hp.
Price: 50 gp
A snuff that engulfs the user in bittersweet recollections of yore. With each dose of the Halcyon Snuff the user remembers a spell forgotten, effectively regaining a 1st level spell slot. If several doses are taken simultaneously, higher level spell slots can be regained, up to the number of doses taken. However, other memories linger uninvited to forever haunt and burden the user of this drug. Each dose inflicts 2d8 psychic damage after the initial effect.
Price: 5 sp
When you burn this powerful resin, it fills a small room with faint smoke that persists for a full hour. Any creatures resting in the area regain 1 additional hit point per level. Multiple uses of healing myrrh in a 24-hour period do not stack.
A healing poultice is a special mixture of herbs compacted into a bandage and then laid across a wound. It hardens and assists in the healing process, but requires time and rest. Once a healing poultice is applied, you heal at the end of your next short rest. You may apply this healing before you spend hit dice to heal wounds. Only a single healing poultice can be applied at a time.
When healing, roll the same die as your most common hit die. If you don’t have a hit die value for any reason, roll a d4.
Quality | Recovery | Cost |
---|---|---|
Lesser | 2 [hit die] + 2 | 1 gp |
Greater | 4 [hit die] + 4 | 5 gp |
Improved | 6 [hit die] + 8 | 15 gp |
Price: 2 gp
This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.
Price: 50 gp
The dark chocolate-brown bark of this small fast growing tree, may be eaten in order to allow a person to remain awake for one whole week, without the need for sleep. At the end of this period, they will collapse absolutely exhausted, instantly gaining 5 levels of exhaustion.
Price: 5 sp
If applied within 3 turns of taking frost damage, proper application of the poultice will cure 2d6 points of cold damage. The poultice is usable for about 2 weeks after preparation.
Price: 20 gp
If drunk during a short rest, any expended Hit Dice restore the maximum number of hit points.
Price: 20 gp
Grants immunity to being magically put to sleep and advantage on any saving throws involved with magical effects that would affect their sleep for 24 hours.
Price: 2 sp
Sneaky goblin chieftains give this orange paste to the tribe’s warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain advantage on saves against fear effects. However, while under the effects of mellowroot, you must make a DC 15 Wisdom saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.
Price: 2,000 gp
This exceedingly rare herb will restore an elf to life if applied within seven days of death. This effect also works on half-elves up to 3 days.
Price: 5 sp
The milk of this vibrantly green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour, a +2 bonus on saves versus fear effects for 1 day, and disadvantage to Dexterity and Wisdom checks for 1 day. Pesh is addictive (Constitution save DC 10 to resist), and long-term users suffer Dexterity and Wisdom damage.
Price: 15 gp
This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a Wisdom saving throw (DC 10) or be turned, as detailed in the Turn Undead cleric feature.
Can be purchased in a flask.
This red potion feels strangely warm to the touch. It tastes of cinnamon and orange.
You recover some hit points when you drink this potion—the better the quality, the more hit points you are able to restore. When you drink a healing potion, roll the same die as your most common hit die. If you don’t have a hit die value for any reason, roll a d4.
Quality | Recovery | Cost |
---|---|---|
Lesser | 2 [hit die] + 2 | 25 gp |
Greater | 4 [hit die] + 4 | 60 gp |
Superior | 6 [hit die] + 8 | 100 gp |
Supreme | 8 [hit die] + 16 | 350 gp |
Can be purchased in a flask.
This watery, green potion smells of freshly cut grass. If left in natural sunlight, it spoils after one hour.
You instantly recover a number of expended hit dice when you drink this potion—the better the quality, the more hit dice you recover. You may choose which of your hit dice are restored.
Quality | Recovery | Cost |
---|---|---|
Lesser | Recover 2 hit die | 25 gp |
Greater | Recover 4 hit die | 40 gp |
Superior | Recover 8 hit die | 70 gp |
Can be purchased in a flask.
This cold, black potion tastes strongly of old coffee and sour milk. It fizzes when shaken.
Stamina potions grant a small burst of energy to those suffering from exhaustion—a potential life-saver on long, dangerous journeys far from a safe resting place. When you drink a stamina potion, you can ignore a small amount of exhaustion for one hour. This energy boost is short-lived, however, and your exhaustion returns in full strength once the potion wears off—make sure you’re not in a dangerous position when it does
You may ignore some exhaustion for one hour when you drink this potion—the better the quality, the more exhaustion you can ignore.
Quality | Recovery | Cost |
---|---|---|
Lesser | −1 exhaustion | 25 gp |
Greater | −2 exhaustion | 40 gp |
Superior | −4 exhaustion | 70 gp |
Supreme | Ignore all exhaustion | 100 gp |
Can be purchased in a flask.
This potion of boiled water and herbs gives increased energy and dulls pain.
Drinking this potion grants you temporary hit points. Outside of combat or other strenuous activity, you retain these hit points for 1 hour or until you take sufficient damage. While in combat or similar situations which would keep your blood pumping and metabolism high, this time is reduced to 1 minute. After the duration of the potion expires (not when you lose the hit points), you must make a Constitution save. Failure causes you to suffer 1 level of exhaustion.
The better the quality, the more temporary hit points you gain. When you drink a potion of vigor, roll the same die as your most common hit die. If you don’t have a hit die value for any reason, roll a d4.
Quality | Recovery | Save DC | Cost |
---|---|---|---|
Lesser | 2 [hit die] + 2 | 15 | 5 gp |
Greater | 4 [hit die] + 4 | 17 | 15 gp |
Superior | 6 [hit die] + 8 | 19 | 35 gp |
Price: 1 gp
Pipeweed commonly smoked by spellcasters that focus on illusory magic. For one hours after smoking a quantity of pipeweed, the consumer is elevated to a higher state of imagination. This unfortunately makes them inattentive, (enemies in combat will always have a surprise round against the pipeweed smoker while he or she is under its effects) but also increases the spell save DC of any illusion magic cast by the pipeweed user by +2.
Price: 4 cp
Sage is a soft, blue-green leaf that is dried and burned as an incense to achieve its effect, purifying a 20’ square foot area. The purified area repels negative residual emotions and spiritual energies. While burning in an area, any evil or evil act is at a disadvantage while it is in the area. If used in conjunction with a spell that protects from evil, it extends the duration by 50%.
It can also be used as an additional material component while casting the spell glyph of warding as a ritual. If you do, creatures and objects in the glyph’s area of effect when it activates are also targeted by dispel magic.
Certain types of sage can also be used as a culinary herb.
Price: 10 gp, can be purchased in a flask
Sweet oily wine. You cannot be detected by effects that read or alter thoughts or emotions for 1d4 hours. However, your eyes become sensitive to bright light, causing disadvantage on all saves against light effects.
Price: 10 gp
This comes in a large 2 lbs jar. Removes all rust and corrosion from metal objects left to soak in it overnight. One dose de-rusts a medium-sized metal weapon.
Price: 5 gp
Consumption of the jam or jelly grants resistance to radiant damage for 5 minutes.
Price: 2 gp
These small, yellow peppers are extremely spicy. Eating one restores 1d6+2 hp, but imparts a cumulative -2 penalty to all skill checks for the next hour
Price: 5 gp
A translucent crimson concoction with purple flakes suspended within it. The fumes produced by the solution are highly irritating to one’s eyes. As an action, you can splash the contents of this vial onto an adjacent creature or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack, treating the concentrate as an improvised weapon. On a hit, the target is blinded for 1 minute or it makes a DC 12 constitution check. Target may attempt the save again at the end of each of its rounds.
Price: 10 gp
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6+1 rounds after opening). Creatures within 20 feet of the jar gain advantage on all saves against scent-based attacks while the sap’s odor remains, but they automatically fail any scent-based Perception checks during that time.
Price: 100 gp
When this yellowish incense is burnt, the resultant smoke calms the mind when deeply inhaled, suppressing a short-term madness completely, and easing a long-term madness for one hour.
Price: 50 gp
A dark blue oil can be extracted from the fruit of the Willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.