BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Medicine and poisons of Herbal origin

Herbs can be used to make medicines or toxic poisons there are five custom herbs; Night-mint, Sweet-nettle, Yellow-spotted-thistle, Twisted-disco, Slow-pine and Grub-Grass. some of which need processing for there desired effect others do not.   Night-mint; native to any place with a dense Forrest, and few large animals.   pain numbing can heal for 1d4 damage to a wound received withing the last minute it takes an action to apply a maximum of 5 hit points can be healed per day. Night-mint can also be refined into a sedative a creature subjected to this poison through a wound must succeed on a DC 12 Constitution saving throw or become poisoned for 10 minutes. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.   Sweet-nettle; native to open fields this plant can cover large areas in the right conditions.   The plant is a nettle so when touched without protection or succeeding a DC 5 slight of hand check they take 1 poison damage this effect can only happen once per plant or per foot squared. As a medicine it is used to calm emotions,it casts calm emotions on any one who smells the fumes when it's burned with a constitution save of 14. using a Poisoners kit Sweet-nettle can be turned into a light colored liquid dissoluble in liquid although gives it a sweet scent and on a failed DC 16 constitution saving throw causes the poisoned condition after 1d4 minutes which only ends after the creature defecates, they feel a very unconformable stomach and a uncontrollable urge to use the rest room.   Yellow-spotted-thistle; This plant grows tall in light Forrest and some hills   The plant is a thistle so when touched without protection or succeeding a DC 5 slight of hand check they take 1 piercing damage this effect can only happen once per plant or per foot squared as the barbs are crushed. This can be used to make a pill that opens the air ways making breathing allowing you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you do this, you can't do it again until you move 0 feet on one of your turns. this effect lasts an hour. on excessive use of this drug you begin to suffocate and are unable to breath properly, this has to be ingested, 5 pills in a day after 10 minutes you gain one level of exhaustion, 10 pills you're constitution score is halved for the day, 15 pills make a constitution saving throw on a failed DC 20 check you fall unconscious, 20 pills causes the air ways to complete open up and you begin to suffocate.   Twisted-disco: Native to dense forests, especially ones with many bats or birds   a small mushroom which has a large twisted stalk, it's stalk can be used to make a vitalizing tea which relaxes muscles and increases healing speed. after drinking the tea the creature regains twice the level's of exhaustion when they long-rest and if they have no exhaustion to regain they gain advantage on there next saving throw, this effect can only be used once a day more tea does not cause any additional effects. The cap however has strong hallucinatory effects on a failed DC 14 constitution saving throw the creature that touched the cap see's dancing lights for the next minute which causes them to fall prone on a failed DC 16 wisdom save. The cap can also be used to make a poison that causes Vivid Hallucinations on a failed constitution DC 14 for touch 12 for ingested, they see other creatures as glowing beasts on a failed DC 16 wisdom save they are frightened of all creatures they can repeat the save on there subsequent turns but have disadvantage if the creature is attempting to scare them.   Slow-pine; a type of tree native to the mountains   The needles of this tree are tough and versatile the wax numbs pain so they can be used as improvised needles for stitching up bad wounds when combined with a DC 15 medicine check it can heal 3d4 slashing damage that has been caused in the last minute. Using a difficult process with a poisoners kit the waxes active ingredient can be harvested in pure form for a single does a pound of needles must be harvested and processed with a DC 18 intelligence or Medicine check other wise the poison will be destroyed. What is produced is a poison that on a failed DC 20 constitution saving throw causes the creature to fall unconscious after 1D10 minutes for 3 hours in which they cannot be waked up from. The poison must come in-contact with the blood either through a coated dart or blade or through injection. smashing a vial over a bloodied player is also effective except the DC for the constitution save is lowered to 15.   Grub-Grass; open fields on paths with migratory birds   A grass which grows thick and leathery when the seeds area ready to spread then waves in the wind resembling worms which causes birds to eat the bitter tasting seeds which can be spread. these seeds are small and shallowly buried buy a thin layer of dirt. the seeds can be crushed for oil this Grub-Grass oil is used in greater healing potions along with lesser healing potions and strawberry's, this oil is also used for greater assassins blood by adding Assassins blood and serpent venom mixed with the Grub-Grass oil and using a poisoners kit to slowly heat the mixture safely assassins blood deals 3d12 damage are incapacitated and prone on a failed DC 14 constitution save on a successful save take half damage and don't fall prone and are not incapacitated. if incapacitated they can repeat the save on there subsequent turns.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!