Herbalism

T
here is always a small chance of finding even the rarest of herbs growing in the wrong place and even at the wrong time, after all this is a fantasy world. With that said, let’s take a look at the updated herbalism feat. You must take the herbalism feat to gain this ability, without it you would not know what to look for in the wild. The items that appear in the playtest rules as well as any item in this list that is categorized as everyday or common can be created, just like the playtest rules state. Everything else in the listing below takes an Intelligence roll to find and create. Everyday and common items may be purchased and used to create your 3 items per hour, all others may still be purchased if the DM decides that someone has them to sell and you have the money, but they still require an Intelligence check to prepare.

      The rarity of the herb sets the base DC the character must roll to find it, prepare it and save against it, if the effects are resisted. The base DC is modified by climate, terrain and season. An herb that grows only in specific locations (seaside cliffs in Baulder-Aynn) cannot be found elsewhere, even with a natural 20 roll. If climate, terrain and season are all correct then a 20 roll automatically yields the maximum result. If those conditions are not met and you roll a 20, you still manage to find some of the herb but you get the minimum yield possible. Yield determines how many potions, salves or units to sell that you harvest. There are two costs listed for each herb; the price before the slash is how much it will cost you to purchase the raw herbs or prepare the herb into a usable salve, elixir, potion, dust, etc., the price after the slash tells you how much it would cost you to purchase the finished product.

      Ability score damage is temporary and is healed after taking a long rest. Ability score drain is permanent but can be restored with a lesser or greater restoration spell. Most contact poison can also be effectively used as an injury poison.

Rarity Base DC
Everyday 5
Common 10
Uncommon 15
Scarce 20
Rare 25
Very Rare 30

Being in the correct climate zone, terrain type and during the correct season grants a +2 bonus each to your Intelligence roll to find the herb your looking for.

Belladonna
Contact & Ingested
Rarity: Scarce DC (20)
Onset: 10 min.
Effect: 1d2 Strength damage
Secondary Effect: Save vs. Lycanthropy
Cost: 50gp/200gp
Location: Baulder∙Aynn
Climates: Temperate +2
Terrains: Forest +2
Seasons: Spring & Summer +2
Yield: 1d8
      Belladonna has reddish stalks, bright green leaves with red ribs and dull purple berries and flowers. If consumed within 1 hour of a lycanthrope’s attack it grants a second saving throw to resist its curse.
Black Lotus
Contact & Ingested
Rarity: Very Rare DC (30)
Onset: 1 min.
Effect: 1d4 Constitution & 2 Wisdom damage
Secondary Effect: Sleep 1d4 hours
Cost: 500gp/2000gp
Location: Any
Climates: Tropical +2
Terrains: Marsh, Ponds, Streams +2
Seasons: Spring, Summer +2
Yield: 1d6
      The black lotus has a vibrant green leafy stem with large black flowers that resemble a water lilly. The black lotus roots into the ground in shallow, slow moving streams, ponds, lakes, marshes and swamps.
Bloodleaf Residue
Contact & Injury
Rarity: Very Rare DC (30)
Onset: 1 min.
Effect: 2d12 Hit Point damage – Save for half damage
Secondary Effect: 1 Con damage
Cost: 250gp/1000gp
Location: Any
Climates: Tropical
Terrains: Hills, Jungle, Marshlands
Seasons: All
Yield: -
      Bloodleaf is a low growing woody shrub with deep red, heart shaped foliage and spikes of light green woolly flowers.
Deathblade
Contact & Injury
Rarity: Very Rare DC (30)
Onset: Instantaneous
Effect: 2d10 HP damage – Save for half damage
Secondary Effect: 1d2 Strength damage
Cost: 375gp/1500gp
Location: Any
Climates: Any
Terrains: Subterranean
Seasons: All
Yield: -
      This pale yellow plant has long thin leaves and a slight greenish, phosphorescent glow when in dark areas with no light source within 100 feet.
Dryad’s Tears
Coming soon
Hemlock
Ingested
Rarity: Uncommon DC (15)
Onset: 10 min.
Effect: 1d2 Dexterity damage
Secondary Effect: Diaherra for 2 days
Cost: 37gp 5sp/150gp
Location: Any
Climates: Temperate +2
Terrains: Forest & Marshlands +2
Seasons: Summer +2
Yield: 1d6
      A malodorous scent defines hemlock before you see the erect plant with smooth woody stalk and feathery brush-like leaves and tiny white flowers. Hemlock must be harvested at night and the entire plant must be mashed into pulp and crushed to drain the juices.
Holly
Coming soon
Magebane Moss
Contact, Ingested, Inhaled & Injury
Rarity: Very Rare (30)
Onset: 1 min.
Effect: 1d2 Intelligence drain
Secondary Effect: 1d8 of highest level memorized spells forgtotten
Cost: 800gp/3200gp
Location: Arcane tidepools
Climates: Any +2
Terrains: Marshlands & Subterranean +2
Seasons: Any +2
Yield: 1d8
      Magebane moss is a rare mutation that takes place only in the arcane power emanations of a tidepool. The moss is black with shimmering purple specs.
Mandrake Root
Coming soon
Mistletoe
Coming soon
Nightshade
Ingested & Injury
Rarity: Uncommon DC (15)
Onset: Instantaneous
Effect: 1d10 Hit Point damage – Save for half damage
Secondary Effect: Paralyzed for 1 min.
Cost: 125gp/500gp
Location: Northern Daerthor
Climates: Temperate
Terrains: Forest, Hills & Plains
Seasons: Autumn
Yield: 3d10
      Nightsahde a is a woody perennial vine that can grow 6 feet to 12 feet high. Its lower leaves are alternating and ovate while commonly the upper leaves are found to be 3 lobed with 2 shorter lateral segments. Flowers are generally purple or white. The berries are red colored. The seeds are small (about 1 inch long), flesh colored, irregular disks, and have a dull glistening appearance.
Poison Ivy Oil
Contact
Rarity: Uncommon DC (15)
Onset: 1d4 hr.
Effect: 1d2 Dexterity damage
Secondary Effect: Cannot succeed at taking a long rest without magic or treatment of itching
Cost: 62gp 5sp/250gp
Location: Any
Climates: -
Terrains: -
Seasons: -
Yield: -
      Poison ivy has a gnarled vine-like stem with alternating leaf growth of three shiny, light to dark green, almond shaped leaves. The leaves turn red in autumn. Poison ivy is not true ivy. Fresh poison ivy is mildly poisonous to the touch and can cause a rash that burns and itches. When the oil of the plant is collected and prepared the effects are much more server.
Spotted Mushrooms
Ingested & Inhaled
Rarity: Uncommon DC (15)
Onset: 5 min.
Effect: 1d8 Hit Point damage
Secondary Effect: Nausea for 1 hr.
Cost: 50gp/200gp
Location: Any
Climates: Temperate & Tropical
Terrains: Forest & Marshlands +2
Seasons: Spring
Yield: 4d4
      Spotted mushrooms are small, one to two inches across the top. The caps are light red with white spots and the stems are white. The dust created with this mushroom may be ingested or inhaled.
Stripped Toadstool
Ingested & Inhaled
Rarity: Uncommon DC (15)
Onset: 10 min.
Effect: 1d2 Wisdom & Intelligence damage
Secondary Effect: Confused for 2 rounds
Cost: 75gp/300gp
Location: Any
Climates: Temperate & Tropical +2
Terrains: Forest & Marshlands +2
Seasons: Spring, Summer & Autumn+2
Yield: 1d8
      The stripped mushroom is about the size of a human’s fist and is dark brown in color with beige stripes across its cap. The dust from the striped mushromm can be ingested or inhaled.
Wolfsbane
Contact (when fresh), Ingested
Rarity: Uncommon DC (15)
Onset: 10 min.
Effect:1d4 Constitution damage
Secondary Effect: Convulsive for 1 round forcing lycanthropic change
Cost: 125gp/500gp
Location: Any
Climates: Temperate
Terrains: Any
Seasons: Spring & Summer +2
Yield: 1d4
      Wolfsbane grows as erect green stems covered by glossy dark green leaves with white undersides, and clusters of dark blue to purple flowers shaped like a monk’s hood. It is mildly poisonous to the touch when fresh (inducing a rash). Chewing on fresh or dried wolfsbane or ingesting it causes the effects above and forces any lycanthrope to unwillingly shape change (Constitution save DC 20 to resist).

Herbalism

Shards of Destiny Dragonaar