Foraging & Crafting Medicines and Poisons
Foraging can be done by any player, however proficiency, season, and region will affect the outcome. Outcomes are based on Dael Kingsmill's Foraging Homebrew (see below). Once collected, plants (or other materials) can be crafted in different ways, providing different stats and usages. Medicines and poisons synthesized this way are non-magical in nature and require a vial or suitable container to be contained. The different types of crafting are:
- Draught: Small tonic that must be added to a larger drink. Cannot be used in combat.
- Dressing: Can be applied over a wound by taking 10 minutes for the full effect, or hastily using 1 minute for rolled effect. When combined with a salve it grants the full healing of the salve after 1 hour.
- Essence: Created through a process of Decoction, an essence is a fast acting draught that takes effect immediately.
- Fresh: Must be used in its raw form within the specified duration.
- Ingested: Must be consumed, takes effect after the noted amount of time (see tooltip for details).
- Poison (Contact): Single use poison that burns the target with acid damage (does NOT count for vulnerability) on a successful hit. Can be applied to weapons.
- Poison (Injury): Classic poisons that will linger for a number of rounds. Can be applied to weapons.
- Salve: A topical solution for healing, it takes 1 hour for its effects to become active but provides increased healing. When combined with a dressing the full healing is granted, with no bandage apply the rolled benefit at the end of 1 hour. Cannot be used during combat.
- Steeped: Either dried or fresh, these plants need to be steeped in boiling water for 1-5 minutes and then ingested to take effect.
- Tonic: The classic ingestible potion, can be drank using an Action for maximum benefit or a Bonus Action for the rolled benefit. Can be used during combat.
- Wash: These effects take a Long Rest to be acquired. During this time the user must be in contact with the plant at all times.
(WIP) Environmental Effects
Depending on your foraging roll or environmental effects, such as heavy rains or a drought, you might obtain partial portions, or "just enough" in which case the DC to refine the item will be increased by +2. It is also possible that you might find an Abundance of a particular item. An Abundance is equal to 2 portions. It is also possible that you might succumb to environmental hazards while foraging if you have a particularly bad dice roll, so always be wary of your surroundings!
Crafting
Crafting can only be done by players with proficiency in the Herbalism or Poisoner's kits. Medicines can only by crafted with the Herbalism Kit, and poisons can only be crafted with the Poisoner's kit, however Steeped or Fresh ingredients do not require proficiency. Unless otherwise specified, it takes 1 hour of time and 1 Portion of the plant (or other material) to craft the raw ingredients into their refined item. 1 Portion is considered to include enough for both the refined item as well as waste.
Some items, such as Wormwood or Felon Herb, can be crafted using different parts of the plants. As long as the same parts are not being used for both items, plants can be used to make multiple items. Each item takes the required crafting time. An example of where this is not possible is Carpenter's Herb as both items require the use of the plant's flowers.
Assisting Another Player
A player may use the help action for the same amount of time as the player they are helping to give advantage on the necessary checks regarding either foraging or synthesizing. For every other player that spends the same amount of time assisting a +1 will be added to the roll. Players assisting who are proficient in the skill or tools being used can add an additional +1.(WIP) Magical Infusion
To infuse potions and poisons with magic requires the use of a spell slot and an additional Arcana check of the specified DC if the plants are capable of being infused.Adapted from: Kingsmill Materia Medica
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