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