The following items can be crafted using a herbalism kit. These items are considered common knowledge. Hence, no formulas are required. The cost represents the standard purchase price of the final good. Crafting rules/times follow the common magic item crafting rules. | |||||
Item | Cost (gp) | Weight (lb) | Description | ||
Alertness Draught (vial) | 2 | This viscous, sweet drink is
often consumed before standing watch to promote wakefulness and
vigilance. For the next 2 hours, the drinker has advantage on Wisdom (Perception) checks and on any saving throws to resist falling sleep, even against magically-induced sleep. |
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Aniseed (vial) | 8 | This vial contains hundreds of
tiny granules soaked with intense-smelling distillations of herbs, including
aniseed. The granules can be scattered across an area to foul tracking
attempts that rely on scent. A vial of aniseed can be deployed as an action, covering a square area, 15 feet on each side. A creature with a heightened sense of smell must succeed on a DC 12 Constitution saving through or lose the effective use of that sense for 10 minutes. What constitutes a heightened sense of smell is defined by the Dungeon Master; typically, it includes any creature that has the Keen Smell or the Keen Hearing and Smell feature, or that has a similar trait that affects its sense of smell, or that can track or perceive its environs through smells. |
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Antidote Kit | 150 | 3 | This satchel holds dozens of
bottles containing antidotes and curatives for poison. These meant to be used
individually or mixed in combinations. This kit has ten uses. As an action, you can spend one use of the kit to treat one poison affecting a subject. If more than one poison affects the target, and you have not identified or differentiated the poisons, one poison is treated at random. Roll a Wisdom (Medicine) check against the saving throw DC of the poison. Success neutralizes that poison. Failure indicates that you cannot affect that poison with this poison kit. |
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Antiparalytic (vial) | 40 | A clear liquid that smells of
mint. A creature that drinks this vial gains advantage on saving throws against paralysis effects (including poisons that confer paralysis) for 1 hour. It confers no benefits to undead or constructs. |
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Antitoxin (vial) | 50 | A mixture of common antidotes
and treated charcoal designed to counteract a wide variety of toxins. A creature that drinks this vial of liquid gains advantage on saving throws against poisons for 1 hour. It confers no benefits to undead or constructs. |
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Beastbane | 5 | 0.5 | This paper package contains
slow- burning herbs and other noxious substances designed to produce a haze
of thin smoke. Igniting this package creates a persistent area of foul scent that lasts for one hour. Adventurers in the wild typically ring their camps with these small fires to prevent animal or insect attacks; the fumes are particularly offensive to beasts, which must succeed on a DC 10 Constitution saving throw the first time they attempt to come within 20 feet of the burning substance. On a failed save, the beast cannot move into that radius. On a success, the beast is not affected by any beastbane for the rest of the day. A normal affected beast will be completely deterred and probably leave the area, but one with an Intelligence of 4 or higher can try to enter the affected area on each of its successive turns, re-attempting the saving throw each time until successful. A wind of moderate or greater speed (at least 10 miles per hour) negates the effect until the wind stops. Extinguishing the flaming package ends the effect until it is relit. |
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Burn Balm (large vial) | 10 | 0.5 | This potion’s blue liquid
glimmers when agitated. By drinking this potion or applying it directly to a burn, you regain up to 10 hit points, but only hit points lost to fire damage. |
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Candle, focusing | 10 | A small, green candle, entirely
mundane in appearance. A creature that meditates in the presence of this candle for no less than 5 minutes gains a +1 bonus to Intelligence checks so long as she remains in the presence of the burning candle. A candle burns for 1 hour. |
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Candle, restful | 2 | A small, gray candle, entirely
mundane in appearance. This candle aids healing during a short rest. Everyone resting within 20 feet of the candle who rolls Hit Dice for healing can treat any rolled 1s as 2s instead, so long as the rolls occur soon after the candle is lit, and the candle is not extinguished prematurely. A candle burns for 1 hour, the entire length of the short rest. |
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Clearbreath Smoke (flask) | 10 | 1 | Inhaling the gray mist from this
flask deadens the user’s sense of smell. For the next hour, this provides advantage on saving throws to resist smell-based effects like a troglodyte’s stench. During this period, the substance causes disadvantage on Wisdom (Perception) checks that call upon the user’s sense of smell. |
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Clearsense Powder (vial) | 5 | A white powder meant to be
inhaled, providing clarity and vibrancy to the user’s perceptions. When inhaled as an action, this powder gives the subject an immediate saving throw against any effect that inflicts blindness or deafness if that effect allows saving throws to end it. This is in addition to any periodic saving throws the effect already allows. |
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Healer's Kit | 5 | 3 | This kit is a leather pouch
containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. |
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Herbal Poultice | 6 | 0.5 | This packet of medicinal herbs
is applied directly to a wound. An herbal poultice can be used as if it was a single charge of a healer’s kit. Alternately, it can be applied to assist longer recover; during a short rest, an affected character heals 1 extra hit point per Hit Die when spending Hit Dice for healing. A poultice works for one application and cannot be reused. |
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Insect Repellent (gourd) | 1 | 0.5 | This herbal concoction comes in
two forms, an odorless salve applied to the skin or a block of incense burned
as a fumigant. Either type repels normal insects for its stated duration but has no effect on giant insects or swarms of insects. The salve comes with 20 applications and protects a single Medium or Small size creature for 24 hours. It is waterproof and will not wash off short of thorough scrubbing. The block of incense burns for 8 hours when lit and affects a 20-foot radius for the duration. |
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Insect Repellent (incense) | 0.1 | ||||
Meditative Draught (vial) | 15 | This oily liquid is consumed to
aid with meditations. The imbiber has advantage on concentration checks for 1 hour following the consumption of this liquid. |
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Nature's Draught (vial) | 8 | Consuming this musky brew
affects the imbiber’s sweat glands, causing her scent to be less offensive to
animals, even calming to them. For 8 hours after drinking nature’s draught, the imbiber has advantage on Wisdom (Animal Handling) checks. |
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Nightlight (vial) | 5 | A dose of this dark liquid is
typically prepared in a thick glass vial. The substance is activated by shaking it vigorously as an action or bonus action. Thereafter, the substance emits light for a period of one round, then goes out for a round, then emits light for a round, continuing this strobing pattern until it has emitted 1d6+2 total rounds of light. When lit, the nightlight produces bright light in a 30-foot radius and dim light for an additional 30 feet. The interval of light and darkness switches at the start of your turn each round. Nightlight is made from a tall, tubular bioluminescent mushroom of the same name that grows in the Underdark. A living nightlight emits bright light in a 15-foot radius and dim light for an additional 15 feet. If a living nightlight is touched, either by a creature or object, its light goes out until it is touched again. |
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Plague Mask | 5 | 1 | This mask covers the nose and
mouth with a filtering layer of medicinal herbs. These provide a pleasant
aroma to mask the miasmic stench of plague. A plague mask also covers the
eyes with a set of clear glass lenses. A plague mask gives advantage to all saving throws to resist diseases that are airborne or that enter the body through the mouth, nose, or eyes. It has no effect on diseases contracted through injuries or by contact with the skin. |
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Potion of Healing (large vial) | 50 | 0.5 | This potion’s red liquid
glimmers when agitated. By drinking this potion, you regain 2d4+2 hit points. |
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Rations, journeybread (1 day) | 5 | 0.125 | These rations rely on the
nutritional value of rare herbs to provide exceptional levels of sustenance
relative to their weight. Despite their weight, each of these rations is the equivalent of 1 pound of food. Journeybread is suitable to the digestive needs of all creatures, carnivores and herbivores alike; it can also be used as an expensive form of animal feed. |
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Regenerative Elixir (flask) | 15 | 1 | This red liquid glimmers when
agitated. It is often confused for a potion of healing. The elixir gives the drinker 1 temporary hit point, which lasts up to 24 hours. Any time the drinker rolls a death save within the coming 24 hours, the save is made with advantage. |
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Sinda Berries (flask) | 5 | 1 | Liquid concoctions of these dark
brown berries have a bitter aftertaste. Consuming one dose gives the creature advantage on saving throws against poison and disease for the next 24 hours. Fresh sinda berries, plucked from the bush less than 24 hours prior, have the same effect without any preparation or treatment if at least 10 of the berries are consumed. |
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Torchstalk | 12 | 1 | A torchstalk is a mass of thin
fungal fronds about the size a torch bound together around a flint
striker. The device can be thrown as an improvised missile weapon, targeting a foe up to 20 feet away as an action. On impact, or if lit, the torchstalk bursts in a cloud of fiery spores. Creatures within 10 feet of the target (or the square where it lands in the case of a miss) take 1d6 fire damage. Unprocessed torch stalks have a 1-in-6 chance to explode when lit. The head of an unexploding frond otherwise burns like a torch, lasting up to 24 hours. |
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Wildroot (vial) | 25 | This pungent, curative liquid is
made from the juices of a rare root. The liquid must be introduced to the subject’s bloodstream, poured on an open wound or injected with a sharp device or weapon of some sort. Once administered, the creature is alleviated of the poisoned condition. |
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