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herbalism

Herbalism

Experience has shown that getting an herbalism kit in past Dungeons & Dragons campaigns I've been in doesn't usually lead to much of anything during actual game play. There's always the character that is really interested in making potions by nature, but somehow the game forgets they even exist once it gets going. So for homebrew sake, we're going to say anyone that has a herbalism kit is subject to whatever homebrew rules it takes to brew specific things in specific regions of this campaign setting. There will be DC's to roll against, with bonuses for anyone who has related skills or backgrounds and there will be component gathering and long rests spent brewing.

Goldvale Herbalism

Our experiment with this starts in Goldvale, where player characters may collect specifically noted herbs/components to make potions with, which will have specific effects. All Goldvale based potions will use 2 components that determine the type of thing being crafted, and a third component of anything locally available will determine the duration or strength of a crafted potion. The later element of duration/strength won't be known or recorded here until someone has experimented with it at least once. The name of everything is a huge hint as to where the component can be found in the greater Goldvale area. Please note that nothing here creates a healing potion, as not to overlap with the most common game potion. And as far as Goldvale goes, Kori is probably an expert about this stuff NPC wise.

Local Herbalism Components

  • Cave Cinnamon (at most caves in the Goldvale area)
  • Dense Digitalis (aka foxglove)
  • Dwarven Dill (historic toc lands)
  • Ferret Fennel
  • Grotto Ginger
  • Hayt Horseradish (dig at that grave)
  • Heaglin Hyssop (mint type)
  • Hermit Habanero (spicy pepper)
  • Lake Lavender
  • Necro Nettle
  • Plateau Passionflower
  • Zerk Zedoary (a kind of ginger in real life)

What You Can make

  • Cave Cinnamon + Dense Digitalis + any other local component.
    • ORGANIC INVISIBILITY POTION” - a potion that turns the drinker invisible for a duration, but just them. Not their stuff. Just their organic bits.
  • Dwarven Dill + Ferret Fennel + any other local component.
    • SPEEDY POTION” - a potion that gives a player a faster movement rate. The “any other component” determines a lot about the outcome with this.
  • Grotto Ginger + Hayt Horseradish + any other local component.
    • POTION OF WEIGHT REDUCTION” - This reduces the actual player character's weight by a percentage for a duration.
  • Heaglin Hyssop + Hermit Habanero + any other local component.
    • POTION OF MEDITATION” - Drinking this allows someone to focus extremely well to meditate or attempt to do something along the lines of seek their god's wisdom, or perhaps helps make certain knowledge and lore type checks.
  • Lake Lavender + Necro Nettle + any other local component.
    • CRYOSTASIS POTION” - A potion inspired by science fiction that puts the drinker into suspended animation for a duration.
  • Plateau Passionflower +Zerk Zedoary + any other local component.
    • POTION OF WICKED LOVE” - Drinking this potion makes the drinker have very strong feelings for the next person that speaks to them.

Process To Make

  1. Must be “brewed” with an herbalism kit during a long rest.
  2. A DC will be applied as well as any bonuses from related skills.
  3. The “any other local component” represents a third and different item from the component list that will determine the strength or duration of the brew.
  4. All Goldvale area brewed potions result in 16oz cocktails and of course require water as filler. This is partly to limit the amount of potions that could be consumed in a short period in case players find some way to abuse this. There's no realistic way anyone is chugging too many of these without getting full.
herbalism.txt · Last modified: by dungeonmaster

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