Please read the rules wiki page for a more detailed break-down of each rule. For a longer list, see the Related Subreddits wiki page. All Rights Reserved. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.
For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at www. Is there a comprehensive list of DND 5E herbs for medicines and poisons? Pretty much what the title is. I'm looking for a list of herbs and poisons designed for DND with descriptions that I can use and change to make an alternative universe for my players.
I am terrible at describing stuff and coming up with names so having a list will help me out tons. I have tried using Google to find a list, but it doesn't seem to pull up anything that I can use.
If I knew how to use reddit I would try to link it but you should be able to google it. Here's one I found by googling "5e herb list"There were a few more lists as well, but this one has illustrations, and I thought that was pretty cool. This is exactly what I've been looking for, thank you! I'm not sure why I haven't been able to find this. Every Google I tried came up with real life herbs and download only links.
This will be extremely helpful, thank you! You could look into natural remidies for the medicines. If you want new names for the ones we use here, try looking into the scientific names they often sound quite fantasy like.
For the poisonous plants; apple seeds, nightshade family potato, tomato, and allot of non farmed plants. Are but a few that can be easily used. I know of a few others but only in my native tongue and on a mobile aswel.RPG Fiction. Game Systems. Relic Vault. These sections are indicated and no challenge is made to their copyright status. All Rights are reserved on this guide. However permission is granted to distribute this guide in any way or form on paper, on disk, via the internet etc provided the following conditions are met.
A charge for materials, such as paper is permitted, but no profit is to be made. In particular this legal notice is attached, and the list of contributors is left intact.
The guide should also be unedited, except for formatting which can be changed if necessary for purposes of presentation etc. This guide may be copied freely subject to the conditions above. It may be altered freely for use in peoples own games. However such altered copies should not be distributed except within your own game group without the permission of the creator, Shaun Hately. Obviously, I have no way of enforcing these conditions, but I have put a lot of work into this guide and I believe it is only fair that other contributors and myself get the credit or the abuse!
The author of this guide acknowledges this inspiration but does not believe that this guide infringes on their copyright. No challenge is made to the copyright status or ownership of any work. The author of this guide affirms his support of copyright laws, and the efforts of game companies and others to protect their rights and intellectual property.
This is the opinion of the author of this guide, Shaun Hately only, and is not necessarily the opinion of other contributors to this guide, or of those people who are kind enough to host it on their websites. The author asserts his moral right to be known as the creator and compiler of this guide, and the moral rights of all contributors to this guide to have their contributions recognised. The use of these and other trademarks is, in no way, intended as a challenge to their trademark status.
The lack of symbols denoting their trademark status is, in no way, intended as a challenge to their trademark status. The author and contributors to this guide are in no way responsible for misuse of any of the substances contained in this guide. Certain portions of this guide contain material of a mildly adult nature. In the case of younger players, parental discretion is advised. There is an acknowledgments section at the end of this guide where you can find a list unfortunately, it may be incomplete of the people who have helped to make this guide, possible, through such tasks as editing, playtesting, and contributing herbs.
If you like this guide, the credit must go to all these people. I believe that there are three people however who are worthy of my special thanks, and I would like to mention them here in no particular order. The first of these is Ezra Van Everbroek. Ezra produced a hypertext version of the fourth edition of this guide, and also hosted it. This document allowed people to jump from place to place in the guide, and to find information easily.
This website appears to be the place that those who found out about the guide through the web, most often obtained their information from. Creating such a large hypertext document can't have been an easy task and I salute and thank Ezra for undertaking such a task.
The second person is Druann Pagliasotti.
Shortly after the third edition of this guide went out over e-mail, Druann sent a list of new herbs adapted to the guides format to the ADND-L list.Long time no see, right? I know, I know. But this? This is actually a little set of rules I wrote. And, best of all, the GM can easily expand them simply by inventing new herbal items on par with the three described in this system.
So, check them out. And then come back this weekend and check out the discussion about how these rules were made and why they were made and what lessons you can learn about making rules.
Herbal items include nonmagical medicines, salves, poultices, and concoctions made from plants, roots, berries, and other naturally occurring ingredients using special instruments and processes. Herbal items come in three qualities: Minor, Moderate, and Masterwork. Generally, the higher the quality, the more potent the herbal item. Herbal items also tend to lose their potency if not used within a certain period of being made.
Herbal items may be purchased from herbalists during play who will quickly concoct the desired item. However, because herbal items lose their potency, they cannot be purchased between game sessions. Characters who have proficiency with the herbalism kit can craft herbal items if they know the appropriate recipe by gathering the ingredients during their adventures.
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The herbalism kit also generally contains a small book in which the herbalist can take notes and record recipes. Proficiency with this kit lets you add your proficiency bonus to any checks you make identify or apply herbs. Proficiency with this kit also lets you craft herbal items for which you know the recipe or to analyze herbal items to discover the recipe.
To craft an herbal item, you must have proficiency in the use of the herbalism kit and you must know the recipe for the item you wish to craft. After choosing the item you wish to craft, you must gather the required ingredients and then craft the item.
If you know the recipe for a particular item, you know which ingredients are required to craft an herbal item, where those ingredients are likely to be found, and how to prepare them.
Herbalist (5e Class)
Every herbal recipe specifies the DCs required to craft Minor, Moderate, and Masterwork quality versions of that item. It also specifies the terrain or terrains in which the ingredients — or substitute ingredients — can be gathered.
Some recipes specify rare or special ingredients that cannot be gathered through normal means. Those ingredients must be acquired through special means, either through purchase or during the course of an adventure. After you select the item you wish to craft, you must gather the ingredients for that item.
You may only gather the ingredients for one item at a time. And you must be in the appropriate type of terrain specified by the recipe. To gather the ingredients, you must spend one hour wandering the local area, searching for appropriate ingredients. During this time, you cannot perform any other tasks, nor can you travel too far in any specific direction and this period does not grant you the benefits for a short rest.
Alternatively, you can gather ingredients as a travel activity. This is similar to foraging except, instead of gathering food and water during a day of travel, you gather the ingredients required to craft an herbal item. At the end of the gathering period, day of travel, or other period as specified by the GM, make a Wisdom check and add your proficiency bonus for your use of the herbalism kit.
Compare the result to the DC required to craft the item you were trying to make. If your check result does not meet or exceed the DC required to craft the lowest quality version of the item, you failed to turn up enough useful ingredients.
Otherwise, you turned up enough ingredients to produce the desired item at a highest quality whose DC to craft you met or exceeded. EDIT: In general, gathered ingredients cannot be stockpiled with an herbalism kit.Disclaimer: This article contains affiliate links that add gold to our coffers. Not only can you create poultices, teas, ointments, elixirs, and balms, but a special organic material may be necessary for imbuing an item with magical properties.
Voidrootcomponent for Reflex Boots.
D&D 5th Edition
It normally grows in either desert or arctic environments and seems to vary in growth rate per root. An Herbalist must have an Herbalism Kit, which includes clippers, a mortar and pestle, pouches, and vials. With this kit, you add your proficiency bonus to ability checks made to identify or apply herbs, and is necessary to create antitoxins and potions of healing.
The cost is 5gp and weighs 3 pounds. Luckily, the Artificer can choose a myriad of tools to be proficient with! Rather, to be a good herbalist, a player may wish to hodgepodge certain proficiencies together to round out her skills: Arcana for knowledge of how to apply plants and creatures in magical studies; Investigation or Perception for finding plants and ingredients in overgrown or unobvious areas; Medicine for using medicinal plants to heal; and Nature or Survival to identify poisonous plants.
Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
5e herb list
The whole point of having an Herbalism Kit as a tool proficiency is so that you can add your proficiency bonus to Herbalism checks for gathering ingredients. Your proficiency in this might also help you know where to find the plant, including terrain, time of day, season, associated challenges, et cetera.
Your character can passively search for ingredients in your adventure, but be sure to let your DM know. Couple this skill with a high Wisdom so that your passive perception is quality enough to spot desired plants.
Calcena is a small pink-brown mushroom. Anyone who breathes the spores too much will hallucinate for a few minutes. On the other hand, meticulously mixed with oils, one draws a vivifying cream which helps to heal more quickly.
Applying the cream of calcena on the lips of a dying person gives the advantage to the first roll of Wisdom Medicine made to stabilize the subject.
If you are a player, talk to your Dungeon Master about what you need to do to create formulasor how you can discover them in-game. As a Dungeon Master, you can imbue your Herbalism-loving players with knowledge of formulas through sage NPCs, old books, accidental discovery, or allow them to create formulas through their own ingenuity.When the grammar has been changed so that this template is no longer applicable please remove this template.
If you do not understand the English language please leave comments on this page's talk page before making any edits. Edit this Page All pages needing grammatical help. A tree like creature picks a flower from the center of a meadow, smells it, and then crushes the petals into a bottle of swirling liquid. He downs the potion, growing in size to tower over all of his friends. An herbalist is an adventurer who uses their knowledge of plants to help their friends, poison their enemies, and enchant all those in between.
Most herbalists come from a certain tribe that taught them the ways of herbalism. Why did your herbalist leave their tribe to become an adventurer? What is their area of expertise, potions, poisons, or enchantments. Remember, Herbalists do not have magic within themselves, but they have the knowledge required to use magical plants to make potions that embody magical effects. You can make an Herbalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.
Second, choose the sage background. Third, choose a hand crossbow and a blowgun. Your Herbalism Journal holds all of the herbs you have encountered. It is both a self-written tome held dear to your character's heart and a physical sheet of paper outlining the the herbs you have found on your journey.
At 1st level, you can choose 3 potions to be able to create during downtime provided you have the appropriate Prima Materia. At each level after this, you can choose 2 more potions to add to the list of potions you can create. Treat it like a spell list. At 2nd level, your Herbalism Journal is filled up with all Common herbs. At 9th level, your Herbalism Journal is filled with Uncommon herbs. At 13th level, your Herbalism Journal is filled with Rare herbs. At 17th level, your Herbalism Journal is filled with Very Rare herbs.
An Herbalist can spend an hour of downtime to research an herb they collected during downtime. They must roll a Nature Check with the following DC. On a successful check, you learn all of the herb's important information. On a failed check, you don't learn anything during the hour, but may try again as many times as necessary. At 3rd level, you chose an Herbalism tribe. Choose between Poisoner Tribe and Cure-all tribe, both are detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 11th, 15th levels. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can't increase an ability score above 20 using this feature.Please read the rules wiki page for a more detailed break-down of each rule.
For a longer list, see the Related Subreddits wiki page. All Rights Reserved.Ranking ALL the Dungeons and Dragons 5e Adventures Worst to Best
This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at www. I was seeing if the community could help me come up with cool herbs to find in my world!
I have made up a few! One of my plays likes to go out in their free time and collect herbs for his alchemy.
I would appreciate both magical and mundane herbs! Thanks so much in advance and here is my list:. Gripweed: This weed is commonly found in graves and where the dead have fallen.
While living it is a mass that swirls and wraps around itself. If it gets a hold of you it tries to pull you into its mass to digest you. If someone is lucky enough to reap this it can be made into a common poison that cuts off the victims airway. Cinderpetals: These bright red and orange flowers can be found all around the world that grow all alone. If ground up finely and left in a vial or bottle they will coagulate the water into a thick goo and make the color into a vibrant swirl of red and orange.
These are commonly used to make alchemist's fire. Addison's Blood: When the world was created Pelor had created a human so beautiful even HE could not resist her beauty. He among many other gods fell in love with her and brought her up into their realm.
The gods began to fight over this mortal woman and while she was ascending to the heavens Vecna took it upon himself to destroy her.
With a quick snap of his fingers she burst into a thousand pieces as her blood and entrails rained down on the land below. Her blood was absorbed into the earth and bright red mushrooms would grow. These mushrooms are commonly used to make healing potions along with other herbs.
Smuggler's Root: This illegal herb has been outlawed hence the name. It was giving people strange abilities for limited amounts of time. This substance was used shortly for military use until they realized how addictive this stuff was. It was causing fights to erupt from within the military. It is said that ingesting one of these roots can give you wizard like powers.
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