Herbalism Kit

Herbs and how to aply them - and use them and find them. With this kit you got everything you need to prepare different poultices, salves and cures.

## Herbalism Kit

Contents: herbs, clippers, leather gloves for collecting plants, a mortar and pestle, several glass jars and vials
Proficiency: add you Prof. bonus to checks
## Crafting

Needed: recipe, (search for) required ingredients, prepare ingredients, Crafting Points
Check: Widsom modifier + Prof. bonus

* potent: for 24h
* semipotent: for another 24h
* nonpotent: no effect

### Collecting Herbs

* can be done while travelling but not while doing anything else
* a Ranger with Favoured Terrain can grant advantage on checks to find herbs

### Recipes

You know how to make something, where to find ingredients and probably how to substitute them. To learn new recipes you can:

* learn from other herbalists
* learn from texts
* purchase recipes/items
* analyze items
	+ You can use your kit to analyse an item by destroying it. If you exceed the Masterwork DC with a Wisdom check you learn a new recipe.

* Burnsoothe Ointment
* Drunk Legs
* Gashglue
* Ingested Poison
* Night Eyes

This paste, composed primarily of roots and plant oils, reduces pain and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8 + 4 hit points depending on the potency. You can profit from this once per short rest.

Menge: 1
Materialkosten: 15 gp
Crafting Time: 1
Wirkung:

These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for 1 hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an
action and a successful grapple check to force feed them the concoction.
Save DC is dependent on potency: DC 14. They can repeat the saving throw once every 10 minutes to end the effect early.

Menge: 1
Materialkosten: 20 gp
Crafting Time: 1
Wirkung:

This thick gray glue takes a full minute to apply to the bare skin. The glue temporarily holds damaged tissue together for up to 4 hours, at which point it dries up and flakes off. If applied within 10 minutes of receiving any bludgeoning, piercing, or slashing damage, you can spend an action to apply and gain 3d4 plus Wisdom modifier temporary hit points until your next short rest. If the temporary hit points exceeds the damage taken, you regain only up to the damage taken, not beyond.

Menge: 1
Materialkosten: 30 gp
Crafting Time: 3
Wirkung:

If consumed, target must make a DC 14 Constitution saving throw, or the target takes 1d6 poison damage at the start of each of their turns. The target then continues to make Constitution saving throws at the end of their turn, if it fails the saving throw three times in a row, it becomes poisoned and continues to take poison damage until they make a successful saving throw. Upon a successful saving throw, the target ends the poisoned condition and poison damage.

Menge: 1
Materialkosten: 30 gp
Crafting Time: 2
Wirkung:

As an action, this thick, greasy gel can be applied to the naked eye, granting darkvision of 60 feet. The eyes become extremely sensitive to light for the duration. While exposed to bright light, the user has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. This has no effect on those that already have darkvision. When applied, Night Eyes lasts for 3 hours.

Materialkosten: 50 gp
Crafting Time: 2
Wirkung:
* Quickened Thought
* Relaxing Bark
* Sickening Rot
* Sleeping Leaf Tea

Target ingests a paste mixed with bitter leaves and bark. Their mind is awakened and they are able to concentrate on spells that require Concentration much easier. When they are hit, the DC to maintain concentration is decreased based on the potency of the ingredients. This effect lasts for 1 hour. The Concentration DC is decreased by -1/-3 depending on potency.

Menge:
Materialkosten: 20/50 gp
Crafting Time: 2/4
Wirkung:

Upon burning a certain type of bark & moss in a censor, or by throwing it into the coals of a fire, all those within 10 feet of the smoke find their muscles loosen and their minds relax. Anyone that allows themselves to relax, and take a short rest, for the hour that the bark burns has +2 on dex and int saves for 1 hour, but they must remain within 10 feet of the smoke for the full hour to gain this benefit.

Menge:
Materialkosten: 20 gp
Crafting Time: 2
Wirkung:

Mixing rotting flesh with mold growing from dwarven beer creates a bizarre mixture that is delightful as much as it is putrid. When ingested, the target must make a DC 14 Constitution saving throw or find themselves drunk and incredibly sick at the same time, with disadvantage on Constitution saving throws and ability checks. This mixture tastes like meat rotted for several years in a pickling solution with a slight hint of berries. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction. They can repeat the saving throw once every 10 minutes to end the effect early.

Menge:
Materialkosten: 40 gp
Crafting Time: 2
Wirkung:

This tea tastes of cloying honey and sweet flowers. A creature that drinks this mixture must make a DC 14 Constitution saving throw, if they fail the save, they fall unconscious for 1 minute. They awaken if they take any damage, or if a creature uses an action to shake them awake.

Menge:
Materialkosten: 40 gp
Crafting Time: 2
Wirkung:
* Venomcleanse Tea
* Weakening Muscle
* Woundbind Poultice
* Energetic Cherry

This herbal tea helps cleanse the body of normal toxins. It is normally imbibed but can also be used to clean a poisoned wound. When a creature suffering from the poisoned condition is treated with this remedy, they may roll a new saving throw with advantage to end the poisoned condition if suffering from normal poisons or normally if suffering from magical or exotic poisons.

Menge:
Materialkosten: 15 gp
Crafting Time: 1
Wirkung:

Finely shredded mushrooms that turn to goo when worked with. You can then use that goo to smear it on a weapon and coat the weapon. On your next successful attack roll, the target must make a Strength saving throw or have disadvantage on Strength saving throws and ability checks for the next hour as the goo-like consistency makes the muscles shaky and unsteady.

Menge:
Materialkosten: 50 gp
Crafting Time: 3
Wirkung:

This is a spongy mass of absorbent moss treated with a number of herbs designed to staunch bleeding, cleanse
wounds, and dull pain. If bound over a wound, it promotes quick healing. When applied to a wound, the recipient heals 1d4+3 hit points depending on the potency.

Menge:
Materialkosten: 10 gp
Crafting Time: 1
Wirkung:

These plump red cherry has a strange fruity taste with a harsh and bitter aftertaste, by crushing them with blue flowers, it causes a bit of nervous energy that can quickly wear off depending on the potency. When consumed, the recipient increases their movement speed by 5 feet for 1 minute. Eating these regularly can cause painful headaches from withdrawal.

Menge:
Materialkosten: 10 gp
Crafting Time: 1
Wirkung:
* Focused Balm
* Poppy Tea
* Vervain
* Paralyzing Paste
* Keoghtom's Ointment
* Juckpulver
* Brechmittel

This balm is made from tree sap, mint leaves, and needle- shaped leaves. When mashed together, it creates a beige paste that can be applied under the nose to help the recipient stay awake and be more perception based on potency. The recipient gains a +2 bonus to their Perception checks for 1 hour.

Menge:
Materialkosten: 20 gp
Crafting Time: 2
Wirkung:

This tea is made from boiled poppy seeds. When ingested, the recipient becomes resistant to pain and gains a modicum of protection against it based on potency. Whenever the recipient takes damage, they can reduce that damage by 2 points, to a minimum of 0 damage. After 1 hour, the effects wear off and the creature must make a DC 15 Constitution saving throw. On a failed save, they suffer 2d10 damage as they notice their wounds, this damage can not be reduced.

Menge:
Materialkosten: 40 gp
Crafting Time: 2
Wirkung:

This purple plant has sily, pale-purple flowers that are said to be able to ward off evil spirits. When burned in a fire or censor, it emits smoke in a 20-foot radius centered on the fire. While a creature is within the smoke, everything outside the smoke is lightly obscured and they can't be charmed, frightened, or possessed by fiends and undead for 10 minutes. You can move slowly each round if you are burning this in a censor. If you move faster than 10 feet, the smoke cloud can not keep up and the smoke dissipates. It takes 1 round before the smoke reforms its protective barrier.

Menge:
Materialkosten: 50 gp
Crafting Time: 3
Wirkung:

Kann zum Beispiel auf Rüstung aufgetragen werden und wirkt nach 1 Minute wie der slow spell. Die paralysierende Wirkung hält nach Kontaktabbruch 10 Minuten nach.

Menge: 1
Material: Giftefeu, alte Wurzeln
Materialkosten: 50 gp
Crafting Time: 3
Wirkung:

This glass jar, 3 inches in diameter, contains 4 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Menge: 1
Materialkosten: 100 gp
Crafting Time: 3
Wirkung:

Nachteil auf alle dex-basierten checks und perception checks für 1 minute

Menge: 4
Material: Samenkapseln der Juckbohne (Thassara, Balon, Opaleisreich), die feinen Härchen an den Kernen in der Hagebutte, getrocknete und zerkleinerte Eihüllen der Wellhornschnecke
Materialkosten: 100 gp
Crafting Time: 2
Wirkung:

Die Wirkung setzt nach Einnahme, nach 10 Minuten ein. Die Kreatur muss einen DC 14 Konstitutions Rettungswurf bestehen, oder ist für 30 Minuten incapacitated.

Menge: 1
Materialkosten: 20 gp
Crafting Time: 2
Wirkung:
* Harthaut Creme
* Aloe Vera Verbände

Gibt unarmored und lightly armored creatures +1 AC für 1 Stunde.

Menge: 1
Materialkosten: 60 gp
Crafting Time: 3
Wirkung:

Werden diese Verbände einer unconscious Kreatur verpasst, wird diese dadurch stabilisiert und erhält zu Beginn ihres nächsten turns in der folgenden Kampfrunde Hit Points in höhe ihres Levels, sofern sie zuvor keinen Schaden genommen hat.

Menge: 2
Material: Aloe Vera Gel, Verbände
Materialkosten: 10 gp
Crafting Time: 1
Wirkung:

*(https://dumpstatadventures.com/)*