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E FABUIOUS (UIDE OF iN THE FESIRING SWAMP Foraging check Each terrain has a forage DC, depending on how hard itis to find herbs, this is a Wisdom (survival) check, listed at the end of the table below. Optional rule. Other creatures that are proficient in Surviv- al, Medicine or Herbalism kit can aid the forage check. They ‘may roll against the forage DC to add their proficiency bonus to the original roll Preparation Roll “An herb takes an hour to prepare, thas a set DC for an Herb- alism Kit, Poisoner's kit, or an Alchemy kit check, to activate its’ innate effect. 20 Name Effects 16 Wet reads ~ 7-9 2d6Wax-leaf Herbalism Festering Plague A creature exposed to the festering plague must succeed on a DC 17 Constitution Saving Throw, or be infected. An infected creature automatically fails its saving throw against the wail of the banshee. The creature can try to save against the plague again after a day away from the swamp. Alternatively, this can be substituted with the Sight Rot from the DMG 257, and the eyebright flower can be added to your herbalism list. DC111. When prepared into a tea, it gives advantage to saving throws to Adds a +2 to any cooking utensil checks to make meals using this herb, this bonus Herbalism kit DC 14. When prepared into a thick paste can be applied to give advantage to dexterity (stealth) checks made in the swamp. Herbalism kit DC 13. When prepared into an oil can be applied to a wound to heal 2d8 damage during a short rest. Additionally, given an hour a leaf can be made into a single healer’s kit by a successful Herbalism kit DC 14 check Poisoner's Kit DC 16. If prepared correctly, this plant, which only grows in heavily Flowers resist non-magical illnesses. 10-12 2d6 Coal ‘Mushrooms cannot be stacked. B44 1d4 Mush Grass 15-16 1d4Fel Leaf a 17.18 1 Acid Drogwort ic terrain, becomes a poison. You can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 15 Constitution saving throw or take 246 poison damage and be poisoned for one minute. Once applied, the poison retains potency for 1 minute before drying. Herbalism kit/Alchemy kit DC 15 can be prepared into a Potion of Resistance 19 1 Funghy Rot (necrotic). If this concoction is prepared with an Herbalism kit, it has the additional effect of growing small mushrooms in your body for the following week. This is a dangerous denoising of the festering swamp. Herbalism kit DC 12 to identify 20 Festering Flower this plant; on a failed check it can easily be confused with a harmless beautiful flower. However, if handled correctly, exposes a creature with the festering plague. To handle this plant safely, succeed on a Herbalist kit DC 17 check. DForage Dc 12

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