Gathering, Foraging and Picking

Any magical plant (and even some plant adjacent organisms like mushrooms and lichen) are considered herbs. Herbs can be found in virtually every environment, even using their magical nature to survive in places that would be inhospitable to more mundane plants. Their effects vary widely and some are much rarer and more useful than others, but all have their own value in their own ways. The following section details the basic rules for finding herbs and how to use them.   Gathering Herbs: Collecting a herb is known as gathering, which is further broken down into two different methods: foraging and picking.  

Foraging

  Foraging is the act of passively collecting what nature offers during travel or exploration. It requires attentiveness to one’s environment but does not demand total focus, making it ideal for travelers moving at a normal or slower pace.   Rules for Foraging:  
  • A character must spend 8 continuous hours foraging.
 
  • This may be done:   As a downtime activity, or   While traveling at a normal or slow pace (not during fast travel or while maintaining stealth).
 
  • At the end of the 8 hours, the character makes a Wisdom (Survival) check.
 
  • The results of this check are determined by a foraging result table (provided by the GM or system reference).
 

Picking

  Picking is the focused and labor-intensive process of locating and harvesting a specific herb in a known environment. Unlike foraging, picking requires full attention and cannot be done while traveling.   Rules for Picking:  
  • May only be performed as a downtime activity.
  • The player must declare the specific herb they are attempting to find.
  • The herb must exist in the current environment type (as per environmental tables).
  • The character must spend 8 continuous hours dedicated to the search.
  At the end of the 8 hours:  
  • The player makes a DC 25 Wisdom (Survival) check.   Success:   The character finds and collects the herb.   Failure:   The herb is considered unavailable in the current area.   The party must travel for a full day before any member may attempt to pick the same herb again.
 

Using and Preparing Herbs

  Herbs are powerful natural tools with a wide range of effects—when used correctly. They can be consumed, applied, or processed, depending on the type. Understanding how and when to use them is key to unlocking their potential.   Using Herbs: Herbs function similarly to consumable items, with each herb specifying:  
  • How it is used (e.g., eaten, rubbed on skin or gear)
 
  • How long it takes to use (typically an action)
 
  • What effects it grants (buffs, healing, resistance, etc.)
  Usage Limitations:  
  • A creature may only benefit from one herb at a time.   If a second herb is used while the effects of the first are still active:   The first herb’s effects end immediately, and   The second herb’s effects begin.
  Preparing Herbs: Not all herbs are immediately usable. Certain potent or complex herbs must be prepared before use through smoking, boiling, peeling, or other processing methods.   Preparation Requirements:  
  • The herb’s description will indicate if it requires preparation.
 
  • To prepare a herb, a character must:   Possess a Herbalism Kit   Spend 1 hour during a short or long rest processing the herb   Follow the specific method (e.g., boiling, grinding, burning)
  Additional Notes:  
  • Herb preparation is considered a light and non-strenuous activity.
 
  • If done during a short rest, the character may still:   Benefit from the rest   Spend hit dice to recover hit points
 
  • Once the herb is fully prepared, it must be used immediately at the end of the rest.
 
  • The preparer and the user do not need to be the same creature.
 

Tinctures

  While herbs offer great utility, many require time-consuming preparation, making them impractical in fast-paced situations. Tinctures solve this problem. By distilling the essence of an herb into liquid form, a tincture allows for rapid application of the herb's full effects—without the need for rest or preparation.   Using a Tincture: Tinctures function similarly to herbs but are faster to use and do not require preparation.  
  • Using a tincture takes 1 action.
  • The tincture provides the same effects listed in the original herb’s description.
  • As with herbs, a creature may only be under the effect of one herb or tincture at a time.
  Effect Limitation: If a character uses a tincture while already under the effect of a herb or another tincture. The first effect ends immediately, and the new tincture’s effect begins.   Creating a Tincture: Crafting a tincture is a delicate alchemical process that requires expertise, tools, and valuable materials.   Requirements: To create a tincture, a character must:  
  • Have proficiency in Alchemist’s Supplies   Possess access to alchemy supplies/tools   Expend gold equal to twice the base cost of the herb to purchase necessary ingredients, vials, solvents, and catalysts   Spend 1 full work week (5–7 days) focused on crafting
  Process:  
  • At the end of the work week:   The original herb is consumed and destroyed   The character creates a new item: Tincture of [Herb Name]

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