Improved Crafting: Herbalism: A Set of Rules For Using The Herbalism Kit
Improved Crafting: Herbalism: A Set of Rules For Using The Herbalism Kit
Improved Crafting: Herbalism: A Set of Rules For Using The Herbalism Kit
Herbalism
Introduction: Crafting is a staple of MMORPGs, which were greatly inspired by traditional RPGs. The
addition of crafting to 5th edition potentially opens several exciting new elements to gameplay.
Unfortunately, crafting rules as they are written are bare-bones (to say the least) and leave many
wanting a well-defined yet simple system to utilize during play.
My primary goal is to write a set of rules that models foraging flora and fungi. My hope is that the rules
are quick to use, make sense, and are realistic (from the perspective of a fantasy game). I do not feel
that the RAW or any of the homebrew content (I have seen more than 20 homebrew attempts) has
made a system that is simple and sensible.
A secondary goal is to define what characters can do with raw foraged materials.
A tertiary goal is to assemble a long list of names and “flavor” for herbal materials. One of the things
that homebrew sources have done an amazing job of is provide creative names for herbal MacGuffins.
I’ll list and arrange the ones I love and use here, and give ideas for where an almost infinite number of
other herbal names can be found.
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Contents
Herbs
Herbs are the useful products of flora or fungi, and can be roots, stems, bark, leaves, berries, vines, mushrooms, flowers or
any other portion of a plant, algae, moss, or fungus the DM can come up with. Herbs in a fantasy RPG setting often either
absorb and concentrate magic energies from the weave or have been modified in some way by its presence.
Herbalism
What is Herbalism? According to the inter-webs:
Herbalism is the study of botany and use of plants intended for medicinal purposes or for supplementing a diet.
This sounds like a pretty good definition for use within 5th edition with a few modifications. In a fantasy RPG crafting system
herbs are used for nutrition, as products to heal or detoxify, as products to harm, or as products to release stored magic
energies or effects.
Some herbs can be used as soon as they are harvested, while others require further refinement by another set of crafting
tools to become useful. Those herbs that have immediate utility can be consumed as they are found, can require minor
refinement (steeping over a campfire or crushing), or may require combination (with other herbs or items like a medical kit).
Those which require further refinement can often be sold to alchemists (or poisoners or illicit drug makers) sometimes for
great profit, and sometimes at great risk.
To harvest herbs effectively, the character must know what they are looking for. It is extremely unreasonable to expect that
a character will come upon and harvest a rare and powerful herb at random without already knowing what the herb is (this
is one of my biggest issues with previous herbalism rulesets). Life is not like software developers code video games. Things
of value that can be harvested for use or further refinement do not just pop-up and draw your attention as you happen by
them; not even when you roll a natural 20. Your characters may tread through a field full of highly useful and/or valuable
herbs, but without the knowledge of their value or utility they will just step on them.
This is not to say that rare or useful herbs do not grow in places where you come across them at random; this is to say that
without knowledge of an herbs identity if a character was to randomly pick every herb they come across that looks unique
to them, most of the time the herb in question will just be a weird looking weed. Characters may happen upon something
rare and valuable once in a great while, but the majority of the time dragging in every peculiar looking berry or flower they
come across is going to be a waste of time. More importantly, there is no way to “roll a die” and randomly encounter some
useful herb that you have no previous knowledge of and have never seen or gathered before.
Herbalism Kit
Proficiency with an herbalism kit is necessary to practice herbalism with any sort of efficacy, although the process of
herbalism does not actually require an herbalism kit. Proficiency with an herbalism kit means that a character has devoted
enough time harvesting herbs to know how to do it whether they have a kit on them or not. Possession and use of an
herbalism kit allows a character to use their proficiency bonus while harvesting herbs and determining if an herb which was
harvested survives the trip from its habitat to the location where it is used or sold, as both situations may sometimes require
a check.
A character with proficiency in the Herbalism kit has experience harvesting herbs and a knowledge of the herbs that grow in
the region where the character was trained, as well as knowledge of any region where they have spent a good deal of time
harvesting herbs. The exact amount of time required to become familiar with the herbs of a region is at the DMs discretion.
An herbalism kit contains tools for safe and delicate harvesting, such as gloves, small blades, and tweezers. An herbalism kit
also contains items for storage of the herbs that are harvested, such as stoppered jars and vials, several small sacks, and
cloths to dampen to keep fresh delicate herbs that lose their potency when dried. The most essential part of an herbalism kit
is the regional herb guide that defines and describes the rare and common herbs found within a region, which also describes
the conditions and climate where the herbs thrive and illustrates what the herb looks like. An herbalism kit also includes a
mortar and pestle, metal tea strainer, kettle, flint, and tinder box for preparing and/or steeping herbs.
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Improved Crafting: Herbalism
Herbs are found in a region and grow in abundance or scarcity; this growth pattern is a property of that herb in that region
(and may be different for the same herb in a different region). Herbs also have a region-specific potency, which represents
how much magic they absorb from the weave in that region and has implications for its use. Finally, herbs have stability
properties that determine complications and difficulty when harvesting, handling, and storing.
Flora and fungi can grow in abundant quantities; when found you can harvest for at least an hour and possibly fill all your
containers or even a cart full of containers once a single location is found.
Flora and fungi can grow in sparse quantities, where only a few to several lone plants or perhaps a single large bush or tree
are found in one location. Once a sparse patch of herb is found it can be picked clean in an hour at the most and a new
location must be found.
Finally, flora and fungi can grow in scarce quantities, with only one blooming plant or perhaps even only one bloom found. A
small quantity can be harvested from this single source and then a new location must be found.
To harvest you must locate the herb. You may locate by looking for a specific herb or notice an herb as you happen upon it
as you travel. In addition, a character can just pick an unusual looking plant or mushroom as they pass by it (or draw and
describe it if they have a knack) and bring that back to someone knowledgeable. As you are actively looking for one type of
herb you may actually happen upon it or another herb.
Actively looking for an herb requires a sense of where in the region a location is where the herb is likely to grow. A regional
herb guide will define this for all but the rarest herbs in the region. Other herbalists or literary sources can also provide
details as to where herbs are located.
Finding and travelling to a location should take an hour or so (DM discretion, but I’d suggest no more than 2 hours). Once
the location is found the character must make a check against a DC determined by whether the herb is abundant or scarce
(unless the DM prefers to RP the process). If the character fails their search, they should only have a limited number of rolls
to find the herb in that location. Each roll represents an hour of searching and after an hour or two (1-2 rerolls) the character
needs to find a new location (which will require another hour or two of travel) and search again.
At any point along a characters travels they may happen upon useful herbs. The DM may use an opportunity to discover one
of the current regions known herbs as a random encounter. The characters proximity to highly travelled or populated areas
will impact the probability of finding rarer and more valuable herbs. The DM may either choose to include herbal discoveries
and other beneficial encounters into their list or table of random encounters (a novel idea for many), or have two random
encounter lists or tables; one for combat encounters and one for herbal discoveries.
Lastly, as previously described, a character may harvest any herb within a region and bring it to an expert or library for
identification. There is a table that will randomly determine what the character finds. This method is excruciatingly slow, but
if repeated enough a character will eventually learn about the majority of the herbs in the region. They could even gain
proficiency with the Herbalism kit if they spend the time described in the DMG to earn proficiency with crafting tools.
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Improved Crafting: Herbalism
Yes Yes
Success?
6
DM may allow 1
additional search
2) Go learn. The characters can learn about herbs within a region by:
• Purchasing a regional field guide at an herbalists’ shop or bookseller
-or-
• Speaking to a local herbalist or forager
-or-
• Reading about herbs and the environment where they grow
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Improved Crafting: Herbalism
4) Spend an hour or two travelling (unless travelling a remote and/or lifeless area where 2-3x more travel time is required).
Encounters may occur
If already travelling, may ask party to stop near favorable harvesting location to minimize (or possibly eliminate)
travel time.
5) Search location.
• Use Int(Investigation) -or- Wis(Perception) to search
• DC determined by growth pattern
Abundant – DC 10
Sparse – DC 15
Scarce – DC 20
• Some regions are almost lifeless, and have an added DC to search
Desert +10 DC
Wastelands +5 to +10 DC
Tundra +10 DC
Mountains/high elevation
within tree line +5 DC
above tree line +10 DC
• For every 10-fold increase in rarity +5 DC to search
• Some plants may have added difficulty to spot because of magic effects (very rare)
Added difficulty defined in the herbs description
The amount that can be harvested from an area is defined in the DMs description of the regions herbs (or determined by
the DM on the spot). The stability of an herb is also described there, as well as any consequences for rough harvesting.
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Improved Crafting: Herbalism
A player who forages while the rest of the party takes a long rest may gain the benefits of a long rest or a short rest
depending on what happens during the rest period. Per the DMG, a player may gain the benefit of a long rest if the 8-hour
period of minimal or no activity is interrupted for no longer than 1 hour. If a character does not need to travel to forage (if
the party stops to rest in an area where known herbs grow) and the character searches successfully only once (additional
searches require another hour of wandering) they can forage the area for 1 hour while the rest of the party rests and still
gain the benefit of a long rest.
If the player chooses to forage longer than 1 hour, or if the remainder of the 8-hour rest is later disturbed by an encounter
the character gains the benefit of a short rest instead of a long rest. An elven character who requires only 4 hours of
meditation to gain the benefit of a long rest may not forage during that 4-hour meditation period without losing the benefit
of a long rest.
If a character succeeds while searching for food and while searching for herbs the character decides what to harvest first and
how long to harvest each item. The amount of herb harvested in an hour and how many hours the herb can be harvested
are defined by the DM for each herb in the region. The DMG suggests an amount of food found while foraging, but this
amount appears to be for 1 entire day searching. In a region where vegetation is plentiful consider allowing characters to
harvest 1d4 pounds of food in an hour (forest, jungle), 1d2 pounds in an area with less growth (arid plain), and ½ to 1 pound
in an area with very little growth (desert, tundra).
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Improved Crafting: Herbalism
I recently started using a system where every hour of activity earns a die roll, and every one rolled triggers an encounter.
The example for this system had the DM putting a die in a bowl for some amount of time spent adventuring in a dungeon
and then at some point they rolled all the dice in the bowl and each one triggered an encounter (I think the example was in a
dungeon where every 10 minutes accumulates a die and rolls are made on the hour). As the party travels overland I don’t
collect the opportunities into a bowl, and I don’t roll the dice; I have my players roll as each hour passes and encourage
them to pass the die among themselves. If they are travelling stealthily and moving off main roads they roll a d10 or d12
(low probability of a 1). If they travel along main roads and are not quiet or stealthy they roll a d6 or d8 (or even a d4 if they
were to wander around a dangerous area singing, yelling, or doing other loud things).
Also noteworthy is the fact that my encounter system now is no longer a table full of combat encounters. I define about a
dozen encounters on separate encounter sheets, have beneficial encounters I intersperse with potential combat encounters,
and as play progresses I pick which encounter seems most appropriate based on where they are located and how the party
is faring when a one is rolled.
One way my encounter system could be expanded to include characters coming across herbs is to increase the number of
encounters (make every d6 roll a d4 roll, etc.) and add quite a few beneficial encounters where the party stumbles across
herbs. Another slightly more complicated method would be to have every one rolled result in a standard encounter while
another number (or numbers) rolled on the same die will indicate the party has stumbled upon useful herbs.
Of course, the simplest way would be for the DM to randomly disperse opportunities whenever they feel like it without
relying on a die roll or table of any sort.
Regardless of how it is done, the DM should be mindful of the fact that the probability of encountering rare herbs should
increase the farther off the beaten path the party wanders (although rare herbs should not be encountered frequently).
Main roads should only allow players to happen upon the most abundant herbs.
If a character knows over ½ the herbs in a region then they must roll two 0 results on consecutive d10 rolls to find an herb at
random. If they know ¾ of the herbs in a region they must roll three consecutive 0s. If they know 90% of the herbs in the
region they must roll four consecutive 0s. the more you know the herbs in an area the less likely you are to drag something
random in and have it be of value.
Buying and spending time studying a local regional field guide is a much more reasonable strategy.
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Improved Crafting: Herbalism
An herbs Potency is a measure of how effective that herb is when used. The potency of an herb can change from region to
region, though I don’t suggest varying it too widely. Potency has limited impact on use when crafting with an herbalism kit,
but has significant impact on crafting with Alchemy or Poisoners kit.
Also, directly related to use with Alchemy Supplies is the magic type associated with an herb. Magic type helps the DM
decide what type of potion can be made with an herb as it shows the magic the herb absorbed from the weave. Life, Death
(or Shadow), the four elements (Air, Earth, Fire, and Water, or 5 if you include Void) are suggested types. The primary magic
schools (Abjuration, Divination, Illusion, etc.) can be used instead or as well. Two additional types to consider are Arcane
(non-specific) and Mundane (non-magical).
An herbs Stability defines and describes any difficulty or concerns when harvesting, transporting, or storing the herb. Some
herbs have no stability issues and require no roll to harvest, can be stuffed in a sack with no further precautions, and can
stay in that sack for weeks remaining just as potent as the day they were picked. Others…not so much.
There can be other properties relevant to the herb that can be rolled on chosen by the DM as well. The most relevant being
the Unrefined quality which means that the herb does not need to be refined by an alchemist in order to be useful.
Unrefined herbs may be ground, dried, or used whole in a poultice, ground or dried and steeped, or ingested whole. To
minimize overuse, I recommend healing or status removal with unrefined herbs as a poultice to require combination with
one of the 10 uses of a medical kit.
The number of sheets available for each region is up to the DM. The suggested use is for areas with little growth (such as
tundra, mountaintops beyond the tree line, deserts, etc.) where finding any herb is rare there should only be one or two
sheets. The first sheet (representing a d10 roll of 1-9) shows what herbs are present 90% of the time. The second sheet
represent the 10 herbs found 91%-100% of the time. In an area of abundant growth three or even four sheets can be used
with each sheet representing rarer herbs than the previous sheet.
It is suggested that each sheet representing 10-fold rarer herbs contains herbs more potent, more valuable, and with more
stability concerns than the previous sheet. It is also suggested that the sheet of the most commonly occurring herbs contains
the herbs most likely to have an abundant growth pattern. For each 10-fold increase in rarity there is also a penalty to
search for that herb; also, the rarer herbs should have sparse or scarce growth patterns; this makes them even more
challenging to find.
Each sheet does not have to contain 9 (or 10) entries; one herb may be present for more than one roll of the d10. E.G. – a
healing herb that grows like a weed may be present in a grassland 30% of the time an herb is found in that region. On the
regional sheet representing the most commonly occurring herbs this herb may be listed on roll of 1, 2, and 3.
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Sends runners and spreads along the 2d12 plants stored with
4 ridge of dunes 1 hour to access to
5 6gp/bundle harvest breezes or
1 bundle per plant wilts losing 2
potency
6 Scorpion Bane Cactus 2’ tall, round cactus with bright yellow Sparse Life 1 Must be Unrefined –
blossoms around top 1d4 cacti Earth carried whole inner fruit
7 1 hour to (bulky) or falls consumed raw
harvest apart in a few counts as 1
5gp/plant hours gallon of water
and antivenom
8 Sand Blossom Small close flower with petals made of Abundant Earth 1 Very stable if Difficult to spot
sand/sandstone 2d12 plants harvested +5 DC to search
9 2 hours to correctly
5gp/plant harvest DC 10 check
0 Roll on rare herbs table
The rarer herbs on this table (representing 91-100% found) require a 25 DC search for Abundant growth pattern, 30 DC for
sparse growth, and 35 for scarce growth. A DM could make a table for rarer herbs if they wish…but in this environment 2
tables is probably adequate.
4 Rolling Geode Tumbleweed made of stony looking branches Sparse Earth 3 Seeds are none
2d10 plants Air stable and
5 25gp/oz 1-2 hours release when
6 1oz seeds per to chase geode is
7 plant down shaken
(depends
on wind)
8 Air Jellies At night appear as brightly colored stones Scarce Air 5 Require careful Stable once
with vines and air sac usually buried in sand 1d4-2 plant harvesting dried (fall apart
9 underneath (at least 1) DC 10 in hours if wet)
0 25gp/oz During the day, hot air inflates a sack on 1 hour to
2d4 vines/jelly underside and they float 3-4 feet off the sand harvest
1d4oz per vine trailing vines
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like pattern on trunks of Iavary more than Death harvest keep moist or
1gp/cap trees one tree broken caps will spoil in
d12caps/tree 1 hour to harvest 10 Caps spoil d4 days
5 Dusk Goldenglow Long stemmed flower with Abundant Life 1 Unrefined –
clusters of yellow blossoms healing
Covers compress
10sp/stem 1 hour to harvest 20 stems large field
6 Spear Wort Long, tall (5-6’) stalk with deep Abundant Water 2 Must keep
red tip Covers Death stalks from
10sp/stalk 1 hour to harvest 10 stalks wetlands breaking
7 Sorcerer’s Hood Central stalk with cowl shaped Scarce Arcane 3 DC 10
1gp/bloom blooms d4 plants Fire harvest
d10blooms/plant 1 hour to harvest 1 plant
8 Black Hook Dark clinging vine with black Sparse Death 2 DC 15 Unrefined –
leaves and tendrils harvest contact
poison 1d4
must not let dmg and DC
1gp/vine vine 12 Con save
d4vines/tree 1 hour to harvest 1 vine break/leak or poisoned
9 Lava Bud Small flowering vine that Abundant Fire 2 DC 10
grows close to the ground Earth harvest or
10sp/lb flowers 1 hour to harvest 1 lb of flowers melt
d12 lbs flowers flowers
0 Roll on Rare Herb table
It is recommended for most fertile areas that a few unrefined herbs (allowing utility once harvested) are present. One to
make healing compresses, one antivenom and/or common negative status remover, and one unique (poison, uncommon
status removal, or causes uncommon status) are recommended. Varying the potency and/or growth pattern of these herbs
as characters travel from one area to the next can make each region distinct.
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Improved Crafting: Herbalism
As characters search for rare herbs (and the DC increases) consider rewarding them by allowing them to find common herbs
as a happen upon encounter if they don’t find any rare herbs in a location. This rewards their efforts and is reasonable in a
region like a jungle where herbs grow in abundance.
Consider making rare, very rare, and ultra-rare herbs sparse and scarce more often than abundant as I have.
On very rare table there would be only 3-4 herbs; all of which are scarce (maybe one sparse). Potency would be higher
(8-10) and DC to harvest would be high as well. All would be more valuable and Earth (possibly Life) would be the dominant
type of magic found.
Again, these are just suggestions. If you feel your world would benefit from less variety and more focus then have nothing
but Earth or Life magic herbs growing in jungles. Air could grow on mountain tops and fire could grow in deserts. Or you
could scrap using elemental energy types and use a system that mimics the schools of magic. You could have the majority of
herbs be mundane, and not based on magic at all.
You could develop a table like this (or just use this if you want) for each broad region in your world. I plan to make a master
chart for each region, and then modify that chart for the area around each settlement (or every time the characters travel
more than a couple miles) to make each area distinct and “alive”.
I used an online plant/herb name generator to come up with the names on these tables; there are ½ dozen good ones that
come up if you type random herb name generator into a search engine. There are also lots of premade resources out there,
some of which I will skim from and add in the final section.
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Improved Crafting: Herbalism
Herbs with mundane capacity and imbued with energy they absorb from the weave can be very valuable to people who will
use them in rituals, use them in cooking, brewing, or preparing other foodstuffs, or use them create potions and other
consumable items. Selling herbs can (and possibly should) be an in-depth process, or if you want it can be a quick and dirty
way for your characters to make a buck or generate food while travelling.
Herbs can be passed from one player to another so that a player with skill in a kit used to refine herbs (Primarily Alchemists’
Supplies, but to lesser degree Poisoners Kit) can use/experiment with those herbs to make other things. I also think it is
appropriate for some herbs to be useful on their own without refinement. I do not think these herbs should be as powerful
as a potion or other alchemical concoction, but think that they should have utility to heal and remove status effects.
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Improved Crafting: Herbalism
Antivenom Compress
Requires amount of ground, dried, or fresh herb sufficient to cover 6” x 2” compress (DM discretion), 1 use of healing kit
Stable for 1 week (less or more time per DM discretion)
Allows saving throw (type and DC defined by poison – typically Con) 1x/hour (in addition to saves defined by poison type) for
up to 10 hours while worn. For herb with potency 3 or more advantage given for every save attempt.
Herbs and use of healing kit lost after 1 use (rest) or when herbs are no longer effective.
Focus/Clearing/Revivifying Tea
Requires steeping of a few leaves to 1oz (DM discretion) ground or whole herbs in fresh water over flame.
Tea stable (fresh) for up to 1 day once steeped; prepared herb stable for longer (per herb stability)
Removes stunned effect 1 round after consumed
Allows saving throw for blinded and/or charmed and/or deafened and/or diseased and/or frightened and/or paralyzed
and/or poisoned status (status herbs may remove per DM discretion) 1 round after consuming.
Herbs with potency 3 or greater may add additional saves beyond 1st save (DM discretion)
Herbs with potency 3 or greater may give advantage on saves (DM discretion)
Herbs may remove some/all statuses without requiring save (DM discretion)
Sleepytime Tea
Requires steeping of a few leaves to 1oz (DM discretion) ground or whole herbs in fresh water over flame.
Tea stable (fresh) for up to 1 day once steeped; prepared herb stable for longer (per herb stability)
Places creature to sleep (per sleep spell) 1d4 rounds after consumed.
Requires Con save; DC 5, +5 for 1 point of herbs potency
(e.g. – DC 10 for potency 1, DC 15 for potency 2, DC 20 for potency 3, etc.)
Noxious Vine
If placed on open flame (torch or larger) 1-10oz dried vine (amount per DM discretion) releases foul, noxious gas in cloud 10’
radius from source of combustion.
Effects per stinking cloud spell; requires Con save; DC 5, +5 for 1 point of herbs potency
(e.g. – DC 10 for potency 1, DC 15 for potency 2, DC 20 for potency 3, etc.)
Increase radius by 10’ for potency 3 or more (DM discretion).
Increase radius by 10’ for every additional 1-10oz added to flame (maximum radius of effect per DM discretion)
Like these? Make up more. Want to make the system “crunchy”? Require a Dex, Int, or Wis(Herbalism Kit) roll to craft these
items and increase potency with high rolls.
Want some herbal poisons? Make those up too. Poison effectiveness should be based on potency of herb, but I suggest you
keep the efficacy (total damage and DC of poison) small and save the potent stuff for herbs refined by the Alchemists’
Supplies or Poisoners Kit.
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Plantaine Weed
Absorbs toxins and can make antivenom compresses. Grows in abundance in low grassy areas; almost impossible to harvest
completely or kill off a patch. Recommended potency 1-2.
Aniseed
Useful in trace amounts as a spice, in large amounts as a healing herb. Grows abundantly as a grass with large flat seeds
which are stable for transport and storage for extended periods.
Willow Bark
Steeped as a tea which removes pain and swelling and promotes healing and recovery. One tree can produce copious
amounts of bark, and stands of more than one tree are typically found.
Wyrmwood
Rotting wood from felled trees contains hallucinogenic properties. Most potent areas are layers near outside of tree closest
to the ground. Live trees may be in abundance, but felled trees with the right amount of decay are scarce.
Hawthorne
Flowers and berries of this small bush have healing properties. Sparse growth in well shaded regions of forests. Healing
properties fade quickly once picked.
Chamomile
Broad leaves of this bush grow in abundance in sparse forests with lots of sunlight. Mildly sedating effects of steeped leaves
or poultices calms nerves and aids healing.
Redcap
Small mushroom with distinctive red caps with several bright white buttons on the cap and a pale tan stem with NO buttons.
Eating the caps causes vomiting within 1 hour and then 2-4 hours of hallucinations. The redcap grows near the roots of large
trees and is often found growing in the manure of grazing animals. Redcaps (caps, red-eyes, oracles tops) are quite often
valuable and/or illegal.
False Redcap
Small mushroom with distinctive red caps with several pale yellowish white buttons on the cap and along the white stem.
Grows near the roots of large trees. False redcaps are pleasant in flavor but contain a potent neuro-toxin that causes
paralysis and often death 15 minutes after ingestion. Harvested false redcaps that have been plucked from their stems are
almost identical to redcaps.
Valerian Root
Valerian shrubs grow sparsely in the shade of large trees. Steeped or chewed the soft root causes relaxation and restful
sleep which helps calm stress and heal wounds.
Foxglove Flower
Foxgloves grow in abundance in fields and sparse groves of trees. Steeped foxglove leaves and flowers help sick or poisoned
creatures recover.
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Improved Crafting: Herbalism
Angel Flower
Bright white flower with large delicate bloom/petals.
Angel Hair
Thin, wispy vine that reaches for sunlight and has long, almost invisibly thin tendrils.
Blessed Thistle
Deep purple (perhaps golden?) flower on tall stalks with silvery sheen of thin protective needles.
Goldenharp
Bright yellow blossom from low growing bush/shrub or hanging vine.
Lifebloom
Brilliant red flower with white center growing from shrub/plant with broad, deep red leaves.
Radiant Synthseed
White or chromatic seeds from tall golden grass or pods from vibrant vine.
Sacrament Flower
Flat golden or crimson flower with many petals that form a circle or 4-5 petals that are reminiscent of a humanoid body.
Silverleaf
Indistinct plant/shrub with bright silver flower or silver/white leaves
White Foam
Creeping vine with abundant small white flowers
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Improved Crafting: Herbalism
Nightshade
Low, creeping plant with dark twisted stems and deep green leaves. Sometimes bears deep red fruits.
Wrackblade, Bloodgrass
Short, deep red grass with firm, sharp blades. Grows in patches in some regions, and entire pastures in others.
Mandrake
Root with roughly humanoid shape, sometimes including finger and toe like root hairs. Grows under gallows and trees
where humanoid creatures were hung or tortured.
Corpse Flower
Pale flower with long drooping petals that looks like a shrouded humanoid body. Grows in sparse patches, except in areas
connected to the realm of shadow, where it grows in abundance.
Death Blossom
Low, bush with small, dark leaves and tall stalks where brightly colored flowers bloom like a ball, open in all directions.
Fiend Ivy
Crimson vines with dark green, almost black, leaves. Grows plump deep purple berries that give off a sickly-sweet aroma.
Voidroot
Root so deep black in color it almost absorbs all light.
Lightbane Flower
Scarce plant that grows a single flower with delicate petals that are jet black and a single bright pistil in their center that
looks like a point of light in a dark sky.
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Improved Crafting: Herbalism
Mana Blossom
Bright, almost glowing, blue flower with thick petals. Grows alone or in small beds in isolated regions where little else can.
Wizard Eye
A shrub with bright red berries with purple hair-like protrusions at the base of the berries. Grow in hard to find areas that
are difficult to access.
Iridescent Creeper
Purple vine with many colored leaves and tendrils. Found in ancient forests at the top of the tallest trees.
Wind Reed
A tall stalk with white cap that undulates in the breeze, even when there is little breeze present.
Mist Vine
Thin Clear vine with blue-green leaves that are constantly moving. Grows upward from the tops of the highest trees, tendrils
reaching into the air as if supported by the breeze itself.
Cloud Berry
Small white berry that grows from a low bush. Located above the tree line on high mountains where clouds gather as the
day warms.
Water Berry
Deep blue berries that grow on a vine that always originates in rivers or streams.
Ocean bloom
Flower with blue petals that pale to white at the edges. Flowers bloom on cliffs that overlook the ocean
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Improved Crafting: Herbalism
Searing razorvine
Vines have sharp spines and radiate heat, which often leave scorch marks and cuts on the trees or bushes it grows over.
Smoldering crimsonweed
Small dark plant that scorches the earth around its large single taproot. Found on arid plains where spontaneous grassfires
occur during the dry months
Burning bush
Small sparse shrub that grows in isolation on mountainsides. Its aromatic resins often spontaneously combust, which does
no damage to the plant itself
Rock Maple
This large tree has tan leaves in the spring and summer that fall apart into dust in the fall. The wood is incredibly hard and
difficult to harvest
Sand Flower
Small yellow flowered plant with petals that look like pressed sand or earth. Grows at the base of sand dunes or in areas
where dunes give way to rock outcroppings
Dust Blossom
Low creeping plant with abundant pale flowers. Will grow in almost any location, but thrive in arid climates where most
other plants lack the water to grow
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Improved Crafting: Herbalism
Bane Flower
Bright pink flowering vine that grows on gates linking planes. Often interferes with the function of the gate, or limits the
ability of creatures to perceive or cross the portal
Shield Stool
Very hardy fungus with a large, shield shaped cap. Grows in areas most plants or fungus would find inhospitable or
dangerous.
Emperors call
Creeping plant that grows out from a central root and flowers at the edge in a circular formation. Blooming flowers are vivid
purple in color identical to the hue worn exclusively by royalty
Herald blossom
Single green bloom that feeds on the energy of the fey realm. Usually blossoms immediately before a rift to the fey realm
forms nearby
Crone’s Shroud
Grey-green hanging moss that usually covers whatever it grows on completely. Found primarily in lowlands and swamps.
Viziers Boon
Small tree with strong smelling resin exuded from the many cracks in its bark. Incense made of this resin is highly valued by
fortune tellers and other diviners
Lovers Embrace
Flowering plant that always grows in pairs. When flowers bloom they often face each other as if looking at one another.
Resolute Mahogany
These exquisite, large hardwood trees make the ideal material for wands used to enchant creatures. They grow in forests
where other trees seem to bend and bow out of the way so as not to impede their light, and streams seem to meander right
to their waiting roots.
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Improved Crafting: Herbalism
Ephemeral grass
Short shimmering grasses that are almost invisible, showing only the outline of their blades, which allows the color and
shape of the surrounding grasses to show through them.
False spineflower
This soft and delicate flowering plant appears to have large, sharp thorns, but they are illusory. Grows in grasslands where
grazing animals are common
Reversal weed
Small broad-leafed plant that lives amongst grasses. Ingestion of this plant causes a temporary reversal in gender
Gill flower
Flowering reed that grows in wet or swampy regions. Ingestion causes humanoids to develop large frills on their neck and
gain the ability to breathe water for around 1 hour. The frills are tender and cause extreme pain if they dry out
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Improved Crafting: Herbalism
Illicit Substances
Some herbs effect certain humanoids bodily functions and are consumed in one way or another so those humanoids can
experience these effects. Herbs with effects that increases a creatures’ metabolism or alertness/awareness are called
stimulants. Herbs with effects that slow a creatures’ metabolism or sedate the creature are called depressants. Herbs that
cause a change in a creatures’ mental state such that they perceive things differently than others around them are called
hallucinogens. Herbs which cause any of these effects are referred to as intoxicants, and creatures experiencing these
effects are intoxicated.
Some intoxicants are commonly used, such as alcohol (a depressant) or tobacco (a stimulant) and as such, are commonly
available. Some intoxicants are legal (or use is ignored) in certain areas while illegal or unavailable in others.
Some intoxicants are very likely to cause chemical dependence and withdrawal after a short period of regular use. This can
lead to increased use, psychological dependence, and/or addiction. Herbs which lead to dependence and/or addiction and
the behaviors that accompany these states are often illegal in populated regions (towns and cities) and shunned in more
isolated areas (villages).
Pipeweed – stimulant – smoked weed can lead to increased alertness at times (advantage on perception or initiative rolls at
DM discretion) but withdrawal leads to consistent use, which can cause complications (lighting a pipe at night draws
attention, smell of smoke give advantage to creatures’ perception rolls to detect). Grows in many regions with adequate
water (not in arid regions). Legal in most areas
Pinleaf Pipeweed – depressant, hallucinogen – smoked bud causes relaxation (improved healing during rests) but impairs
alertness/awareness. Strong potential for psychological dependence, which leads to repeated use. Can be refined by
alchemy into potent oil or resin. Grows almost everywhere, but grows exceptionally well in arid regions at high elevation.
Legal in most areas as bud, refined forms illegal in most areas.
Fey Pipeweed – stimulant, hallucinogen – small leafed plant. Smoked leaf can lead to wild hallucinations and cause the
creature to engage in erratic behaviors. Strongly habit forming. Grows in areas where Fey realms are close/connected. Leaf
is often illegal in populated areas and use is frowned upon in rural locations. Dried leaf is almost impossible to differentiate
from common pipeweed.
Suoso Leaf – stimulant – chewed leaf is a mild stimulant which helps with mood and/or altitude sickness. Can be refined by
alchemy into a white powder with potent stimulant effects which is inhaled or crystals which are smoked. All forms are habit
forming and refined forms cause significant chemical dependence. Grows abundantly in jungles. Raw leaf is usually legal, but
refined forms are almost always illegal.
Blackleaf – depressant – chewed leaf is strongly sedating and rots the teeth within a short period of use. Grows in wet
regions that are connected to the shadow realm. Can be refined by alchemy into a powerful sedative powder that paralyzes
in trace quantities and can stop the heart in larger (but still relatively small) doses. While paralyzed, creatures are aware of
everything that transpires around them but are unable to respond to their environment. Use of raw leaf is often legal but
frowned upon, while refined products are almost always illegal.
Pleasure Root – intoxicant – chewed or steeped the pleasure root leaves a creature feeing content. Refined into a liquid,
pleasure root is much more potent, and causes creatures to feel euphoric and highly sensitive to physical stimulation. The
root grows in dark, wet areas, often at the base of large trees in amongst the tree roots. Use of pleasure root in refined
and/or unrefined forms is frequently illegal, but seldom enforced.
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Orc Nip – hallucinogen – orc nip is a mild hallucinogen that invokes pleasant, playful visions and behavior. The intoxicating
effects are seen only in orcs (and to lesser degree in ogres). In orcs, inhaling the scent of the leaves (wild or dried) fills them
with the urge to chew and ingest the source immediately. Ingesting the leaves causes pleasant hallucinations and playful
behaviors for several minutes to hours. Refined orc nip can be smoked or inhaled to bring about a pleasant stupor that lasts
for many hours or even days. Orc nip grows in scarce quantities in arid regions, and orc tribes will often fight to the death to
defend a plant located in their tribal lands. Orc nip is almost unknown outside of orc culture and is therefore legal and
overlooked in most areas.
Thought Bane – depressant – the leaves of this delicate vine contain a substance that reacts strongly within the elven
nervous system. When steeped in tea or wine, the unrefined or dried leaf leads to a long trance like state very similar to the
state an elf enters for a long rest. During this period, the elf is completely unaware of their surroundings, and their minds are
completely inactive. After, the elf feels very well rested and refreshed. The active compounds can be refined by alchemy into
an oil which is strongly paralytic if ingested or applied to a wound, but only to elves or ½ elves. The leaves are legal almost
everywhere, but refined forms are highly illegal (sometimes carrying a death sentence) in elven lands.
Gut Rot – stimulant – gut rot is the common term used among dwarves for the spores of a fungi that grow in many mines.
The dwarves exposed to the fungi develop a tolerance to the unpleasant effects most other races experience when they
imbibe the spores, and for them the spores are a mild stimulant. For most other races, the spores cause intense stomach
upset and pain followed almost immediately by vomiting. Many clans will include gut rot in some of their brews; the taste is
mild and pleasant and the stimulant activity allows the dwarves to drink longer. Foreigners who are invited to drink are
often chided for their inability to hold down their drink.
Dream Blossom – depressant – the dream blossom poppy grows in abundance in arid soils. After the flower blooms and is
pollinated, it forms a seed pod at the base of the flower. When cut, the seed pod leaks a milky fluid; the fluid is collected and
when consumed leads to sedation and euphoria. The dream blossom milk can be refined by alchemy into a variety of potent
liquid and solid forms that can be smoked or ingested. In high enough doses dream blossom milk and its derivatives can lead
to respiratory depression, coma, and/or death.
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Improved Crafting: Herbalism
The NPCs who run an herbalism shop will often provide information about local herbs, to include their uses, potency, rarity,
appearance, and where they grow. Some shop owners will avoid telling characters information about herbs that are rare, or
that have potential illicit use. Some shops will have NPC customers or employees who can provide information in addition to
the shop owner.
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Improved Crafting: Herbalism
Regional field guides should be present in large libraries, but scarce in smaller libraries. Unlike herbalism shops, Libraries will
be less likely to have field guides in their collections that are immediately useful. They are just as likely to have a field guide
or other source of literature that describes a far distant region as they are for the immediate region. The presence or utility
of information on herbs in a library is up to the discretion of the DM, but it is suggested that the presence and distribution of
useful information should be sporadic.
This sporadic distribution of useful information should extend to booksellers as well. The collection of books available should
be random and useful books should be happened upon while spending a good deal of time browsing titles. The price and
quality of available resources should also be inconsistent and random with characters finding very expensive, poorly written
books just as often as they find comprehensive books at a reasonable price.
The DM should also consider rewarding side research with partial results. E.G. – in a library often frequented by wizards and
alchemists, books which describe herbs used in potion crafting or as material components will abound. Often these books
will not describe all the herbs of a region, or the particulars of harvesting the herbs that are included, but can give the
herbalist insight into one or two herbs in a region.
Book found Personal library College library Large city library Book seller Cost
Local regional field guide 10% 20% 20% 10% 1gp
Neighboring regional field guide 5% 20% 20% 10% 1gp
Distant regional field guide 1% 20% 20% 10% 1gp
Inexpensive decent reference 5% 30% 30% 20% 5sp
(1d4 common, 1d2 rare)
Inexpensive modest reference 10% 20% 30% 20% 5sp
(1d4 common)
Inexpensive poor reference 20% 10% 30% 20% 5sp
(1 common)
Expensive decent reference 20% 40% 20% 30% 1gp
(1d4 common, 1d2 rare)
Expensive modest reference 30% 20% 20% 40% 1gp
(1d4 common)
Expensive poor reference 40% 10% 20% 50% 1gp
(1 common)
Obscure reference 10% 30% 10% 20% 3gp
(1 rare, 1 very rare)
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Improved Crafting: Herbalism
Final Thoughts
Everyone plays the game differently; many have put their version of crafting rules up for others to use, but none have
scratched the itch for me. I want a system that makes sense, that has depth, but maintains a simplified core mechanism.
Most other systems have a one size fits all approach where every forest in the whole world contains the same herb; this kind
of system is simple to utilize but does not possess the immersive depth I desire. You can create one table for every forest in
your world with this system if you choose, but adding variety creates a world that feels more alive (but takes more time for
the DM)
Most other attempts to flesh out this crafting toolset have used a system where players roll vs a DC and find something
regardless of where they are looking, whether they have ever been there or have any experience in that environment, or
what they hope to find that would best assist them in the game. This is oversimplified and feels unrealistic and does not
promote immersive play. To me it resembles video game play, where characters walk past consumables/materials and they
light up to draw their attention. Players with skill in herbalism kit using these rules will quickly become accustomed to rolling
dice and waiting for their hand-out every time they travel anywhere.
The herbalism kit systems created by other homebrewers are simpler for a DM to pick up and use, and they reward players
for having skill in a kit or set of tools (which is a gaping hole in 5ed rules), but they do not promote immersive play. I intend
this as an alternative system which requires some thought and effort on the part of the DM, but rewards DM and players
with an immersive experience (game within a game or mini-game).
You can, of course, thin out elements of this system to simplify things considerably. You can remove the concept of potency,
harvesting difficulty, and/or stability concerns altogether. You can standardize the quantities harvested (e.g. – measure
every herb harvested in oz or lb). You can create and utilize a recipe system to create a small number of potions from one
given type of herb. You can eliminate the concept of rarity entirely; you can make regional tables less than 10 entries (for
easy d6, d8, d12, or even d20 rolls).
This system is designed for DMs who want to put in some degree of effort to create a greater degree of immersion than that
offered by the multitude of other homebrew offerings. I imagine that if you are still reading, this includes you. I hope you
find some use for this interpretation at your table, even if you only use a small part.
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