Herbalism Rules

Adventures can Gather or Identify plants that can be used in various alchemical reactions or for tasty tea beverages. An adventure can use the various ingredients from different plant-based wildlife to help make potions, elixirs, poisons and even tea. An adventure will need to pass successful Survival, Intelligence skill checks with the aid of an appropriate artisian tool if they wish.  

Herbalism Checks

All Herbalism Checks have a base DC 15 plus any modifiers whether its identifing or gathering. The modifiers that effect the checks are listed in Exhibit 3. Adventurers will be able to make gathering checks during Short/Long Rests, while traveling, and/or even identify ingredients during downtime activities. A successful check allows the adventurer or Dungeon Master to roll 2d8 based on the geographic location charts in exhibit 1. The adventurer or Dungeon Master then rolls a D20 to determine the number of plants gathered based on Exhibit 2.  
Short/Long Rest
Adventurers can make one Herbalism gathering check during a short rest. They are also able to make two Gathering Checks during a long rest.  
Traveling
Adventurers can make one Gathering Check for every eight hours traveled only if traveling at a normal pace. They can stack this with their Short/Long Rest Gathering Check. Adventurers are also able to make an additional Gathering Check per each forced march. So after a travel day, you can acquire four Gathering Checks plus one for each Forced March.  
Specific Search
If adventurers are looking for a specific ingredient with proper research on local geographic locations. In that case, they can make a Gathering Check with modifiers added. These modifiers are the ones located on Exhibit 3. (Example: Player searches for Basilisk Breath. The DC is calculated by 15+5(per Basilisk Breath's DC Modifier) = DC 20)  
Identifying Non Harvested Herbs
If you find unidentified herbs during your adventures. You can identify the found herbs by undergoing an identifing herb version of the herbalism check. This is a DC 15 + Plant Modifier Survival or Nature skill check. An adventure can use various artisian tools to aid with this check.  

Exhibit 1

 

Exhibit 2


 

Exhibit 3



Cover image: Metallic Council Main Logo

Comments

Author's Notes

Credit: I was inspired by the Herbalism & Alchemy Rules provided in the following PDFs Herbalism & Alchemy v1.2 /u/Dalagrath   and   Octavian's Guide To Herbalism & Alchemy    I have used these as the basis for this article and Minerals Gems/Ores & Smelting Rules


Please Login in order to comment!