Herbs




Forage Herbs

In the wild, you can forage for herbs, spending 1 hour to search in a 2km radius.. Based on abundance of resource and proficiency you must make a herbalism check. You then collect resources, below is the stated DC to collect herbs. Herbs forages sell for only 10-25% of their value in most markets


Herbs Worth


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Trained

Expert 

Master 

Legendary

CS

50

100

250

500

S

5

50

100

250

F

1

5

10

100

CF

0

1

5

10


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DC

Rich

10

Fertile

14

Normal

18

Harsh 

25

Barren

35




General Abilities

All of this require a herbalism kit and being trained


Herb Remedy

You administer a herb remedy, spending 1 hour to brew it with 5 gold worth of herb materials.

This can be administered against a willing creature who is sick or diseased from a non-magical effect and you make a contested check vs the DC of the illness


Critical Success You grant the creature a +4 bonus to its next saving throw against the disease.

Success You grant the creature a +2 bonus to its next saving throw against the disease.

Critical Failure Your efforts cause the creature to take a –2 penalty to its next save against the disease.



Herb Salve

You spend 5 gold worth of herb materials and 2 hours to make a single herb salve. You can then spend 10 minutes to apply the salve to heal a willing creature who is not wearing armor. Once this is done, they cannot be affected by this salve again.

Proficiency    DC    Success Healing    Critical Healing

Trained        15    2d6               4d6

Expert*        20    2d6+10            4d6+10

Master*        30    2d6+30            4d6 +30

Legendary*     40    2d6+50            4d6+50


Draw Poison

You use 10 gold worth of herbs and 30 minutes on a willing patient. Then make a contested check vs the poison 


CS/S: The poison is removed

CF/F: N/A


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