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FI Eg Ee 5 uaa a ee and'lazy game n Lr ld ~s Bo t LENA'S GUIDE TO HERBALISM ‘SIMPLE RULES FOR SIMPLE ADVENTURERS. Published using the OGL by Wizards of the Coast, Inc. and AND LAZY GAME MASTERS the SE SRD (v5.1) rule as the sole Open Game Content. {or the 5th edition of the world’s greatest role-playing game ‘WaatT Is AN HERBALISM Kir? ‘The System Reference Document or SRD v5.1 indicate: that a Herbalism Kitallows you to safely identify, harvest, transform and stock any plant material Herbal effects ‘obtained through the use ofthis kit are usually light but durable, such as the Antitoxin example, Potions of Healing, ‘and potions in general, should, however, remain tied to the Alchemist's Supplies. Official content went slightly more in-depth swith the Herbalism Kit, but not quite enough. Most people atill agree that crafting is lacking some rules. Homebrew authors took up the challenge to write them, but often ended with complex rules and dozen of tables to follow 1 could not stop to ask myself: isnt it too much? With that ia mind, this document was ercated to answer a specific need a simple yet flexible herbalism system, Characters will harvest plant materials, craft herbal preparations, lean or ereate herbal recipes while ‘emaining inthe control of the game masters, - Please keep in mind that the game master call alter the rules, costs, and difficulty classes (DC) whenever it ianecded. CREDITS Lena's Guide to Herbalism ©2021 (version 1.1) ‘Author: Hans ‘yhnu' Lone Sang More rules & coloured version available on Patreon Ulustrations: + Snowdrop by Abraham ether (cover, 1807) + Pond in the Woods by Narcisse Virgile Diaz de la Pena (page 1, 1862) + Study of Water and Plants by Thomas Fearnley (page 2, 1837) + Springtime by Pierte-Auguste Cot (page 3, 1873) + Two-Color Headpiece by john Sliegh (page 3, 1866) + The Alchemist by Cornelis Bega (page 5 1563) + Flora’s Beauteous Train by Philip Reinagle (page 6, 1807) Contr) HERBALISM FUNDAMENTALS Characters can in adventure with proficiency in the Herbalism Kitor can become proficient during play However, anybody can attempt to use one. Buying a Herbalism Kit only cos gp after all 1. HARVESTING PLANT MATERIALS Harvesting plant materials takes time and effort. It cannot be attempted during neither a short nora fong rest. Plant ‘materials must be harvested and stored in specific ways, so only characters in possession of a Herbalism Kit (or equivalent) can harvest plant materials used in herbalism. TFor each hour that passes when trying to harvest plant materials this way, chose the plant material rarity you are looking for (see the Harvesting Plant Materials (able below) and make a Survival (Wisdom) check. Ifyou are proficient in the Herbalism Kit, add your proficiency bonus to this roll This is relevant only ifyou are not already proficient in Survival. Other characters can use the Help action and confer advantage on the roll if they are also proficient in Survival, Nature or in the Herbalism Kit The result ofthis roll is compared to the Difficulty Class (DC) set by the plant material rarity you chose (see the Harvesting Plant Materials table below Move the DC by 3 (a row) for each positive or negative effect that comes into play during the hour of harvesting (et. scarce. cenvironment, stealth, bad weather, or even spells that eaA locate plants} Comparing the result of the roll with the final DC establishes degrees of failure or success + Failure by 5+ You failed to harvest any relevant plant material and might fall into a dangerous encounter. + Failure. You can harvest a number of plant matetial oLa lower rarity equal to your proficiency bonus (or none if this option is not available) * Success. You can harvest 1d4 plant material of the chosen rarity + Success by 5+: If proficient in the Herbalism Kit, you ‘can harvest an additional number of plant materials ‘equal to your proficiency bonus. For each additional plant material, you can choose their rarity to be the ‘same as the one you were looking for, or lower Srorace Costs Each plant material you can harvest will cost you money to ‘cover the tool maintenance, container price, and most importantly, for game balance. If you cannot cover the required harvest costs for a plant material, itis lost and will have to be harvested again. A market price is also suggested ifa character wishes to buy accessible plant ‘materials from merchants HARVESTING PLANT MATERIALS Rarity DC — Costs Market Price ‘Common 13° 1 gp 2 ep Uncommon 16 — 10gp 20 gp Rare 19 20gp 4p Very Rare 22 100gp 200 gp Legendary 25 250gp Get it ourself Unique Quest only N/A Allow me to insist tea 3. CREATING HERBAL RECIPES In order to control safely what characters can and cannot do with a Herbalism Kit, the number of herbal recipes known by a character should increase slowly during play and remain under the scrutiny of the game master to preserve the game balance. Acquiring some of the rarest plant materials could also be the starting point of a new quest or used as a reward NAMING PLANT MATERIALS Creating interesting names for your plant material is key to convey a sense of fantasy and mystery. However, doing this will drastically increase the complexity of your herbal recipes. This step is therefore optional ‘The goal of the Plant Material Inspiration table (see opposite) section is to help you improvise plant materials ‘on the fly if you choose to use complex names, such as: + Common Wild Moss Uncommon Crimson Flower Rare Midnight Seed Very Rare Sangria Sap Legendary Prismatic Fruit - Bvea if you improvised on the spot, the plant material ‘name should give enough hints on how it could look, where it could grow and which herbal effect it could produce! CHOOSING AN HERBAL EFFECT Herbal effects are intended to differ fcom potion effects, which should remain above in terms of powen However, they should still be desirable for your player to invest time and money in their Herbalism Kit ‘The Herbal Bffeot Table (see next page) deseribes|game ‘mechanics that could be affected by an herbal preparation. depending on their types and a suggestion for the rarity of the plant materials used. Game masters are free to iwent additional effects. However, one herbal prepatation should only produce one herbal effect to keep its power in check. ‘WRITING AN HErsaL RECIPE When introducing a new herbal recipe, the game master must write a quick reference of the plant materials to use, their rarity and harvest DC, and their total harvest cost. ‘Then, the game master chooses the type of herbal preparation and its herbal effect with the help of the Herbal Effect table. ~ Due to popular demand, a list of basic herbal recipes is provided at the end of this document. Feel free to write recipes in your notes with your own syntax. Players should track recipes in their own style too! CREATINGRERDAL RECIPES PLANT MATERIAL INSPIRATION TABLE Start with the plant material Rasity. Then, choose one Adjective and one Type to compose interesting names for plant material on the fly Adjective Type ‘Amber Alga Arctic Bark Ashy Azure Cave Celadon Fern Flower Fruit Leaves Cerulean Liana Cobalt Lichen Cold Moss Coral Mushroom Crimson Mycelium Dappled Petal Dark Pollen Dotted Resin Earth Root Ebony Sap Fire Seed Frost Stem Thorn Tuber Wood Glowing, Golden Iridescent Marine Midnight a Moon iv Pale A Plura Pristnatic 1 Radiant < Sangria Scarlet ‘ Shadow od Silver v a Snow e sun v Translucent ~ 4 Vermilion ! Viridian oy wild Wind Hereat EFFECT TABLE Pick a Mechanic as a base, then the Herbal Preparation you wish to create, Rarities for the plant material are suggested. Mechanic Salves (1 actior) Food & Drinks Common. Makes a creature instantly puke PoisonjDisease Common. Immediately attempt to resist Uncommon. Ignore the effects of exhaustion for 1 minute Uncommon. Gain Temp HP equal to the crafter’s PB ‘Common. Spend 1 Hit Die to immediately heal ‘Uncommon, Increases max HP equal to crafter's PB Uncommon. Adds the crafter's PB to the next check Legendary. Next attack is a ential hit Uncommon You atternpt to bait atype of creature nearby Uncommon Awakens creatures close to you Rare. An odor so strong, the first melee attack of any Creature against you has DIS Uncommon. Allows creatures closely around you to use their reaction to stand up Infusions (1 hour up to 8 hours) Common. ADV on Constitution saves against food or drinks Rare. Adds the crafters PB on saves to resist Uncommon, ADV on exhaustion saves from harsh environments Rare, ADV on Temp HP rolls Rare. ADV on Hit Dice rolls Rare, Adds the crafter's PB to every hit dice rolls Rare Adds the crafters PB to checks for atime Rare. Reroll 1 on damage rolls Legendary. A type of creatures is potsoned when dealing with you Rare. Passive perception +5 while sleeping Rare. A perfume masking your true odor Rare, Mlows to double a creature's maximum jump distance ‘Uncommon. Speeds up amount Uncommon, ADV on Forced Marches for 1 hour Medicine Uncommon. ADV against sneezing effects Death Saves Rare. The creature is healed back to 1 HP Concentration Uncommon. ADV on your next concentration check lass Features Very Rare. You can Rage as @ Barbarian but will suffer 1 level of exhaustion Racial Traits Uncommon, You can use the Savage Attacks half-ore feature for 10 min Minor Spell Uncommon. 1 use of Mending Effects Metagaming Unique. Allows you to learn the ‘AC and feature names of one creature you can see saves Rare, Make a drug which can make you poisoned Very Rare, ADV on Death Saves Rare. For the next 1 hour, you can succeed on concentration check once Rare. You gain one use of Uncanny Dodge as per the Rogue class feature Rare, You gain or increase darkvision (30 ft) but suffer from Sunlignt Sensitivity (Elf, Drow Monster) Rare. You use Bless on yourself for 10 Unique. Increases chances to get Visions or dreams Inkalations (Long Rest) Rare. Reduces the need for food or water Uncommon, Cured or immune fora short time Uncommon, Removes 1 level of exhaustion Very Rare. Conversion of Temp HP to Max HP Uncommon. 3/4 Hit Dice recovery Very Rare. Long rst time divided by 2 Rare. Negates DIS on a skill check for atime Rare, STR modifier cannot be below +1 Rare. You resist 2 shapechanger curse for an additional day Uncommon. Forces a creature to sleep or unable to dream Very Rare. Kfter a good night of sleep, awakens with an Inspiration die Rare, Confers a+5 ft movernent speed bonus for the next day. ‘Common. Ignore motion sickness (wagon, boats, etc) for the next day Uncommon. Morning-after pill Legendary. Whenever rolling death save, your critical range is 18+ Legendary. You can concentrate on a spell while sleeping Legendary. You get one use of a class feature, but gan one fevel of exhastion Very Rare. You benefit from the Transe as per the Elf Racial Traits Very Rare, You can use Enhanced Ability once Unique. Allow to ask the GM for a precision relative to a past event Legend: GM: Game Master - PB: Proficiency Bonus - ADV: Advantage - DIS: Disadvantage 4. ACQUIRING HERBAL RECIPES ‘An herbal recipe provides the amount of plant material required to craft one dose of an herbal preparation that will affect one creature with its herbal effect. However, knowing the number and rarity of plant ‘materials to use is not enough. Some training is still required to make doses that are safe to use and that will produce the intended herbal effect Base KNowLepcE ‘When you aequire a Herbalism Kit, you can learn a number of herbal recipes equal to your Intelligence modifier (minimum of 1) for which you know how to produce doses safely without having to train yourself. Ifyou are proficient in the Herbalism Kit, you can memorize an additional number of herbal recipes equal to your proficiency bonus, ‘The game master provides a short list of basic recipes you can choose from (without spoiling the plant materials used!) and that are relevant to your adventure. A shortlist is provided in the Examples of Recipes section. LEARNING New HERBAL RECIPES Creating an herbal recipe from scratch takes more time and money than trying to replicate them from a specialized book, or with the help ofa teacher. + Starting From Seratch. When you finish a long rest, you can choose to use your Herbalism Kit andlattempt to create a new recipe using plant material in your possession. Choose wisely the plant material to use ait ‘one type of herbal preparation to produce. Make a Herbalism Kit (Wisdom) check with disadvantage. The! DC is identical to the harvesting DC of the rarest plant ‘material used in this attempt. On a success, you produce a dose of a new herbal preparation and I€arn to use this herbal recipe to produce doses later: The game: ‘master chooses ifits herbal effect is known by the characters and if they can name this new herbsl preparation. On a failure, the plant material inesiedis lost without discovering anything useful + Partial Knowledge. Ifyou possess only fragments of an herbal recipe, such as rumors or a piece of written parchment, you make the Herbalism Kit (Wisdom) check without disadvantage. * Specialized Books. Specialized books are rare and costly. The game master chooses how many recipes are provided by such book. Buying such book should cost ‘twice the total harvesting costs of every plant material used in the book. When you finish a long rest, you can try to lear one of the book's herbal recipes. Make a Herbalism Kit Untelligence) check. The DC is identical to the harvesting DC of the rarest plant material used in the recipe. On a success, you learn the new herbal recipe without having to spend any plant materials. On a failure, you will have to try at another time. + Learning from a teacher. Numerous characters could teach you how to properly use a Herbalism Kit and new herbal recipes. While the method of acquiring proficiency in the kit and the costs of a course is up to the game master, consider giving advantage to Herbalism Kit checks when the character is taught by a teacher or a creature proficient in the Herbalism Kit Homebrew LEARNING HERBAL RECIPES q Basic HERBAL RECIPES ) Name Pepper Balm Honey Wax (Chamomile infusion Hunters Ve Traveler's Infusion Refreshing Tea Natural Glue BloodsMoss Tincture Lucky Charm linbing Chak Exotic Spices Unholy Mixture Healing Balm Blood-Rose Extract Fortifying Tea Floral Parfurre Balm of Bravery Phantom Bane (Owl's Essence Wear Toric Rosemary Liquor Granma's Rerredy Valerian Incense Revigorating Fumes Herbal Fortifier Witch Incense ‘Trolls Decoction (Oracle's Incense ‘The capital letters written in each recipe represent the rarity and the amount of plant materials used to craft one dose of the herbal preparation. Example: "U CC" means that the recipe requires one uncommon and two common plant materials. DCPlant Mat. Costs Herbal Effect Liquid Dwarven Might 13 Lemon Verbera Fumes 13 13 3 13 13 3 3 3 3 3 3 3 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 cc cee ccc ccc cee cece cece ecce cece cecce cecee cece eccee u uc ucc uccc ucce ucce ucce uccece uu uu uu uuc uuc uucc uuc uuu uuu 2 gp Infusion, ADV vs CON Saves vs alcohol for Th, 3 gp_ Inhalation, Repels mosquitos for this long rest 3 gp Salve. The affected creature makes a DC 13 CON Save or instantly sneezes 3 gp_ Salve. Mainly used for hair removal or to write things down like parchment 3 gp_ Infusion, Calms nervous humanoids or giants for Th 4 gp. Salve. Decreases any DC related to hunting by 2 4.gp Infusion. \gnores the effects of motion sickness for 8h 4.gp_ Infusion. You ignore the next CON Save vs extreme heat within 4h 4.gp Salve. Allows on use of the Mending cantrip 5 gp Salve. Allows an affected creature to atternpt to save vs poison once 5 gp Inhalation. You can use Guidance once in the next 24h 5 gp Salve. ADV on any STR checks made to climb for 1h 5 gp. Salve. ADV on any checks made to please when serving food 10 gp Salve. The affected creature makes a OC 15 CON Save or instantly pukes 11 gp Salve. Allows the immediate use of 1 Hit Die 12 gp Infusion. Morning-after pill effect 13 gp Infusion. ADV vs Exhaustion Saves vs physical activities for 8h 13 gp Salve, Adds the crafter's PB 13 gp Salve. Allows to attempt a save vs Frightened Persuasion/Performance checks for 1h 13 gp Salve. Allows one use of Spare the Dying 15 gp Infusion. Adds the crafter’s PB to Perception checks for 8h 20 gp Infusion, Ignores the effects of exhaustion for 1 hour 20 gp Infusion, Divides the time required for reading and writing by 2 20 gp Inhalation, Cures a minor disease 21 gp Inhalation, Removes 1 point of exhaustion after this long rest 21 gp Inhalation. Your walking speed increases by 5 ft. for the next 24h 22 gp Infusion. Any poison or disease last for half their duration for 8h 21 gp Inhalation. The first concentration check within 24 hours will succeed 30 gp Infusion. For 1h, each time you take darnage, you then gain 2 Temp HP 30 gp Inhalation. 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