The Herbalism Kit

An Herbalist is one with vast knowledge of nature’s blessings and curses. With the Herbalist Kit, they can create useful products by gathering flora and fungi. The Herbalist must search for materials, successfully construct their products, and then use that product before it expires.

Foraging

To forage for materials, the Herbalist will roll a d20, adding the Survival modifier. A successful search will require a different DC depending on the availability of materials in that environment. For example, a search for toxic materials in a swamp environment will have a lower DC than a search for boon materials. Materials found in this way must be used in crafting immediately.

Crafting

The Herbalist will then be required to roll a d20, adding the Medicine modifier, to successfully craft their product. The DM may decide whether the roll is successful based on the amount of materials found, and the experience of the Herbalist with that material. Because these crafts must be held in a specialized container, there is only room to carry one product at a time.

Application

The products made with the Herbalism Kit are rudimentary remedies, prepared in the field with basic equipment. Because of this, the products must be used within 24 hours, or they will expire and be ineffective. Elixirs and Draughts must be consumed. Salves must be applied to a weapon as an Injury Poison.

Focus

Every other player level, the Herbalist will apply 1 level of focus towards any of the following fields of medicine. This increases the effect of products made by one die roll per level.

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Focus of Curation

Elixer Type Effect Elixer of Restoration Heals 1d4 Hit Points Elixer of Graces Adds 1d4 Temporary Hit Points Elixer of Vaccine Cures a harmful condition

Focus of Toxicity

Salve Type Effect Salve of Venom Inflicts 1d3 Poison Damage Salve of Corrosion Inflicts 1d4 Acid Damage Salve of the Flame-Licked Inflicts 1d4 Fire Damage Salve of Crippling Reduces speed by 1d3 times 5 feet of movement

Focus of Boons