> [!warning] > This page is a work in progress. Information on this page is subject to change. # Herbalist ## Overview - **Primary Tool:** Herbalism Kit - **Primary Ability:** [[Abilities#Wisdom|Wisdom]] - **Available Checks:** - Identify a plant, herb, fungus, or natural substance and its properties - Determine whether a plant is safe, poisonous, or medicinally valuable - Assess the freshness, potency, or quality of a gathered herb or preparation - [[#Performing Herbalism|Perform an herbalism check]] ### Creation Types | **Creations** | **Description** | | --- | --- | | Poultices | Topical preparations applied directly to wounds or inflamed tissue. Reduce swelling, prevent infection, and promote natural healing. | | Herbal Teas & Infusions | Drinkable preparations that provide minor restorative, calming, or stimulating benefits. Among the most accessible herbal creations. | | Antitoxins & Antidotes | Preparations that neutralize, delay, or suppress the effects of specific poisons and venoms. Require precise knowledge of the target toxin's composition. | | Remedies & Curatives | Treatments targeting specific ailments — fevers, infections, parasites, or magical conditions. May serve as alternatives or complements to magical healing. | | Herbal Elixirs | Complex multi-ingredient preparations with potent and sometimes magical effects. Approach the power of alchemical potions through purely natural means. | ### Ingredient Types | **Ingredients** | **Description** | | --- | --- | | 🞛 Processed Compounds | Dried and powdered herbs, concentrated tinctures, steam-distilled essences, and cold-extracted resins. Processed from raw plants through drying, grinding, decocting, or steeping. | | 🞚 Raw Herbs & Plants | Fresh or recently dried medicinal plants, roots, bark, fungi, seeds, and flowers. Foraged from the wild, cultivated in gardens, or purchased at herbalist markets. Potency degrades over time if improperly stored. | | 🞜 Carriers & Binding Agents | Oils, alcohols, honey, beeswax, mineral salts, and stabilizing compounds used to suspend, preserve, and deliver the active herbal compounds. The carrier medium determines absorption rate, shelf life, and magical compatibility. | ### Creation Cost & Time | **Herbalist Level** | **Creation Slots** | | --- | --- | | Level 0 –<br>Novice | 1 | | Level 1 –<br>Intermediate | 2 | | Level 2 –<br>Advanced | 3 | | Level 3 –<br>Superior | 4 | | Level 4 –<br>Master | 5 | All creation slots are utilized over an 8 hour period. | **Rarity** | **Herbalism DC** | **Herbalism Die** | **Slot Cost** | | --- | --- | --- | --- | | Common | 10 | 1d4 | 1 | | Uncommon | 15 | 1d6 | 1 | | Rare | 20 | 1d8 | 2 | | Very Rare | 25 | 1d10 | 3 | | Legendary | 30 | 1d12 | 4 | ### Performing Herbalism > [!faq]- Herbalism Creation Example > To prepare a ***Draught of the Verdant Recovery***, an Uncommon herbal elixir that allows a creature to roll one additional Hit Die at the end of a short rest and removes the poisoned condition on consumption, follow the steps below: > > **1. Gather ingredients** > The ingredients for a Draught of the Verdant Recovery are: > 🞜 Purified Spring Water & Wildflower Honey (Carrier) > 🞛 Feverwort Tincture & Goldenmoss Powder (Processed Compounds) > 🞚 Fresh Feverwort Root & Dried Goldenmoss > For this example, we'll assume Purified Spring Water and Wildflower Honey have been purchased from a market. > > **2. Roll an herbalism check to determine the potency and purity of the preparation.** > The DC is equal to... > *the rarity of the creation* — *your herbalist level* — *your [[Abilities#Wisdom|Wisdom]] modifier* (minimum of 0) — *your proficiency bonus* (only if proficient with an Herbalism Kit) > - Upon success, you waste no ingredients and produce a full-potency draught. > - Upon [[#Failing An Herbalism Check|failure]], you waste materials and the process takes longer. > > **3. Process the compounds.** > In this case, you succeed and now need to dry, tincture, and powder the raw herbs into ***Feverwort Tincture & Goldenmoss Powder***, which costs 1d6 *portions of Fresh or Dried Herbs* — *Wisdom modifier* (minimum of 0) per draught. > > **4. Add remaining ingredients.** > All other listed ingredients are consumed at a 1-to-1 ratio unless otherwise stated. > In this example, 1 measure of Purified Spring Water & Wildflower Honey is consumed. ### Failing An Herbalism Check On a failed herbalism check, roll a *herbalism die* — *your herbalist level* to see how many ingredients are lost (resulting in a minimum of 1). You must roll separately for both *processed compounds* and *raw herbs & plants*. For time wasted (resulting in a minimum of 1 hour), roll a *herbalism die* — *your proficiency bonus* (only if you are proficient with an Herbalism Kit). ## Recipes Herbal recipes are recorded in healer's journals and naturalist's field guides passed between druids, hedge witches, and apothecaries. Known reference works include: - *The Green Healer's Handbook* — Foundational preparations for poultices, teas, and common remedies. - *Roots and Remedies: Advanced Herbalism* — Complex antitoxins, herbal elixirs, and preparations with near-magical potency.