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T
he world is full of useful flora - if you know Foraging Table
what to look for. This is an optional set of rules d20 Ingredient Elemental Properties
that allow characters to forage for ingredients
and brew them into a variety of useful potions 1 Iron Leaf Earth
based on their Elemental Properties. They 2 Dandetiger Fire
also expand the use of the Nature and Survival 3 Lilywort Water
skills and make the Herbalist Kit more useful.
Characters who are proficient in Nature or Survival may 4 Cockle Feather Air
spend time during a Short or Long Rest foraging for useful 5 Corpse Thorn Corruption
ingredients.
When doing so, roll a DC10 Nature or Survival check. 6 Mother's Grace Vigor
This DC may be varied based on the environment being 7 Inferno Root Earth, Fire
searched, weather conditions, or other factors. A successful 8 Burning Bud Water, Fire
roll indicates that the character has found something of use.
Roll a d20 and consult the Foraging Table to the right to 9 Slippery Clove Water, Earth
determine which ingredient was found. 10 Jewel Weed Water, Air
Each ingredient possesses Elemental Properties that can
be combined into a variety of useful potions and tinctures. 11 Scorch Dust Air, Fire
Characters who are proficient with an Herbalism Kit may 12 Fairy Thistle Air, Earth
use it to brew potions on the Recipe Chart below. 13 Prickle Pod Vigor, Fire
In order to successfully brew a recipe, a character must
consume a number of ingredients whose combined 14 Holly Nut Vigor, Earth
Elemental Properties satisfy the recipe's required Elements. 15 Willow Drop Vigor, Water
When more than one portion of an Element is required, the
number needed is shown in parantheses. Excess properties 16 Supplepuff Vigor, Air
of the combined ingredients are discarded. Each recipe 17 Dragon Sap Corruption, Fire
requires 4 hours of downtime and some sort of heat source 18 Blackbark Corruption, Earth
to brew.
19 Tainted Trickle Corruption, Water
20 Dandermoss Corruption, Air
Recipes
Required Advanced Options
Recipe Elements Effect Differing clilmates, soil types, and environmental factors
Potion of Vigor(3), 1d8+2 Temporary HP for 1 lead various plants to flourish in some areas and flounder in
Rejuvenation Water(2), Air hour. others. To represent this, you may opt to use the location
Medicinal Vigor(2), Restore 1d4 HP. DC10 specific Foraging Tables on the following pages. These
Poultice Water , Air Con. Save to cure disease. provide the players with the motivation to travel to specific
places with the intent of finding key ingredients. Additional
Antitoxin Water(2),
Vigor, Air
Stall the effects of poison
for 48 hours. DC12 Con.
recipes are also available at the end of this document. In
Save to cure poison. addition to being crafted by players, they can also serve as
treasure looted from dungeons or additional offerings in local
Balm of Air(2), Fire, Act one Initiative Step shops.
Agility Vigor higher for 1 hour. You may also find it benefical to utilize a more generous
Blade Poison Corruption(2), See SRD pg. 68 for poison approach to finding ingredients. Instead of a flat DC10 skill
Fire, Earth rules. check, characters who are proficient in Nature or Survival
Energy Air(2), Fire(2), Gain the effects of a Short may roll a Skill test and will find an ingredient on any result
Tincture Earth(2), Rest (No Hit Dice may be besides a Natural 1. Rolls that beat the DC set for the area
Vigor(2) rolled). will find two ingredients (roll twice on the foraging table) and
Elixir of Luck Air, Fire, Gain Advantage on next Natural 20’s allow the player to choose which two ingredients
Water, Earth, Ability or Skill roll. they found. Players who are not proficient in Survival or
Vigor, Nature may also forage, but will only find one ingredient on a
Corruption successful Skill test and will find two ingredients (roll twice
on the foraging table) on a Natural 20.
Cave
d20 Ingredient Elemental Properties
1-3 Iron Leaf Earth
4-6 Dandetiger Fire
7-8 Lilywort Water
9-10 Cockle Feather Air
11-12 Corpse Thorn Corruption
11-13 Inferno Root Fire, Earth
13 Burning Bud Water, Fire
14 Slippery Clove Water, Earth
15-16 Dragon Sap Corruption, Fire
17-18 Blackbark Corruption, Earth
19 Tainted Trickle Corruption, Water
20 Dandermoss Corruption, Air
Plains
d20 Ingredient Elemental Properties
1 Iron Leaf Earth
2 Dandetiger Fire
3 Lilywort Water
4-6 Cockle Feather Air
7-8 Mother's Grace Vigor
9 Slippery Clove Water, Earth
10 Jewel Weed Water, Air
11-12 Scorch Dust Air, Fire
13-14 Fairy Thistle Air, Earth
15 Pricklepod Vigor, Fire
16 Holly Nut Vigor, Earth
17 Willowdrop Vigor, Water
18-19 Supplepuff Vigor, Air
2 | Foraging
20 and Brewing Dandermoss Corruption, Air
Mountains
d20 Ingredient Elemental Properties
1-2 Iron Leaf Earth
3-4 Dandetiger Fire
5-6 Cockle Feather Air
7 Corpse Thorn Corruption
8-9 Inferno Root Earth, Fire
10 Burning Bud Water, Fire
11 Slippery Clove Water, Earth
12-13 Scorch Dust Air, Fire
14-15 Fairy Thistle Air, Earth
16 Dragon Sap Corruption, Fire
17-18 Blackbark Corruption, Earth
19 Tainted Trickle Corruption, Water
20 Dandermoss Corruption, Air
Wetlands
d20 Ingredient Elemental Properties
1 Iron Leaf Earth
2-5 Lilywort Water
6-7 Corpse Thorn Corruption
8-9 Mother's Grace Vigor
10 Burning Bud Water, Fire
11-12 Slippery Clove Water, Earth
13-14 Jewel Weed Water, Air
15 Holly Nut Vigor, Earth
16-17 Willowdrop Vigor, Water
18 Blackbark Corruption, Earth
19-20 Tainted Trickle Corruption, Water
Coastal
d20 Ingredient Elemental Properties
1-2 Iron Leaf Earth
3-5 Lilywort Water
6-7 Cockle Feather Air
8 Mother's Grace Vigor
9 Burning Bud Water, Fire
10-11 Slippery Clove Water, Earth
12-13 Jewel Weed Water, Air
14 Fairy Thistle Air, Earth
15-16 Willowdrop Vigor, Water
17-18 Supplepuff Vigor, Air
19 Tainted Trickle Corruption, Water
20 Dandermoss Corruption, Air
Additional Recipes
Required
Recipe Properties Effect
Ancient Earth(4), Restore 1d10 HP. Seals the wound with a barklike substance leaving a permanent
Healing Vigor scar.
Potion
Lightfoot Air(4), Gain Advantage on Acrobatics and Dex based movement tests for 1 hour.
Elixir Vigor(2)
Blight Corruption(4), Counts as a thrown weapon. All living creatures within 10ft contract Sewer Plague
Bomb Fire(2), and suffer 1d6 damage. A successful DC15 Con Save resists the disease and half of
Earth(2) the damage. All plant based material within 15ft dies over the course of 60
seconds.
Cloud of Vigor(3), Counts as a thrown weapon. All living creatures within 15ft gain 1d6+1 HP.
Healing Air(3), Water
Shock Fire(4), Air(4) Counts as a thrown weapon. All non-blind creatures within 15ft have an initiative of
Grenade 1 and are have Disadvantage on all Ability and Skill tests for 60 seconds. With a
successful DC15 Con Save, the target does not have Disadvantage.
Camouflage Earth(4), Gain advantage on Stealth tests while in wilderness environments for 1 hour.
Water(2)
Draught of Vigor(3), Gain +10ft of Movement Speed for 60 seconds.
Speed Air(2), Water
Philter of Vigor(2), Grants the user darkvision for 1 hour.
Vision Water(2),
Air(2), Fire(2),
Earth
Bright Balm Vigor(3), Emits a faint glow creating dim lit up to 10ft. One bottle can cover 4 square feet.
Fire(3)
Slipfoot Water(4), Creates a 10ft area of extremely slippery ground. Any object that enters this area
Powder Air(2), continues moving until it leaves the area. On a DC15 Dex Save, an affected creature
Corruption may move normally across the area.