You have studied the very basics of herbalism and can create special tonics and salves whenever you have enough spare time. You gain the following benefits:

  • Your Constitution or Wisdom score increased by 1, to a maximum of 20.
  • You gain proficiency with Herbalism Kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect any tree or other plant within 5 feet of you and learn what type of tree or plant it is, provided the plant is normal non-magical plant.

Lastly, during a long rest, you can craft a tonic or salve to help you and your companions during your trials through dangerous wilds, provided you have a Herbalism Kit, suitable components, and an empty container to store the crafted tonic or salve within.

If you choose to do so you must select a tonic or salve that you will attempt to create then roll a d20 and add your Herbalism Kit bonus. You must make this roll three times. On a success the tonic or salve is successfully created and is stored within your available container with each subsequent success increases the tonic or salves effectiveness. This tonic or salve retains potency for 24 hours and requires an action to administer. Tonics and salves that you are able to create are listed below:


DC 8 – Bitter Tonic

Once consumed the creature is cured of the Poisoned condition.

On each subsequent Success: The creature also recovers 2 hit points.


DC 12 – Sweet Tonic

Once consumed the creature is cured of the Charmed or Frightened condition.

On each subsequent Success: The creature also recovers 3 hit points.


DC 14 – Gelatinous Salve

Once applied the creature reduces all damage taken from non-magical bludgeoning, piercing, and slashing damage by 2 points. This effect lasts for 1 minute.

On each subsequent Success: The duration of the salve is increased to 10 minutes then 1 hour.


DC 15 – Sour Tonic

Once consumed the creature is cured of the Paralyzed or Stunned condition.

On each subsequent Success: The creature also recovers 5 hit points.


DC 18 – Carapace Salve

Once applied the creature’s AC can’t become less than 16, regardless of what armor they are wearing. This effect lasts for 1 minute.

On each subsequent Success: The duration of the salve is increased to 10 minutes then 1 hour.


DC 21 – Salty Tonic

Once consumed the creature can remove 1 magical effect from themselves.

On each subsequent Success: The creature also recovers 8 hit points.


DC 24 – Regenerative Salve

Once applied the creature recovers 1d4 hit points at the beginning of its turn, as long as it is not incapacitated. This effect lasts for 1 minute.

On each subsequent Success: The hit points recovered are increased by 1.


DC 28 – Stone Salve

Once applied the creature gains resistance to non-magical bludgeoning, slashing, and piercing damage. This effect lasts for 1 minute.

On each subsequent Success: The duration of the salve is increased to 10 minutes then 1 hour.

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