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Herbalist

A profession for gathering herbs and putting them to use

Herbalists travel the world to gather anything from common to the rarest herbs. Their books are filled to the brim about information of any flora one could imagine, and they use their knowledge to create potions, balms, and the likes for magical, medicinal and alchemical purposes.

Career

Qualifications

  • For magical uses: Proficiency in the Nature skill.
  • For medicinal uses: Proficiency in the Nature and Medicine skills.
  • For alchemical uses: Proficiency in the Nature skill, and the Alchemist's Tools.

Career Progression

Gathering

If you are searching for an herb outside of its native biome, treat it as one level of rarity higher. Rare herbs cannot be found outside of their native biome. If a herbalist knows any hints as to an herb’s location, they have advantage on their Survival check. If a plant is usually found near a waterfall, or in shady areas, or near certain animals, for instance.  
  • Common: Found with a DC 13 Survival check (identified with a DC 10 Nature check)
  • Uncommon: Found with a DC 17 Survival check (identified with a DC 15 Nature check)
  • Rare: Found with a DC 22 Survival check (identified with a DC 20 Nature check)
  • Unique: A Rare herb found in a unique biome
 

Magical Uses

Herbs can be used magically in several different ways, including (but are not limited to):
  • Putting herbs under a pillow while you sleep
  • Making emblems and talismans from bundles of herbs to anoint the target of a spell
  • Throwing powdered herbs at a target or sprinkling it into a circle
  • Burning or boiling herbs for people to inhale the steam or smoke
  • Making pigment for a dye to paint the target’s skin

  •  

    Examples:

    Warding (Nature DC 14, 1 common herb, 1 uncommon herb)
    When using the herbs as a spell component in a Magic Circle spell, it can also impose disadvantage against creatures of an alignment of your choice (good, evil, chaotic, or lawful) attacking those within the circle. Such creatures may still enter the circle, but must make a Charisma saving throw to do so.   Causing Nightmares (Nature DC 14, 1 uncommon herb, 1 rare herb)
    An affected creature has an unrestful slumber and awakens with one level of exhaustion. This cannot cause a creature to die from exhaustion.   Boosting Abilities (Nature DC 18, 2 rare herbs)
    When you cast Enhance Ability using these herbs as a spell component, it increases the chosen Ability Score by 2 in addition to its other effects. Otherwise, these herbs can cast a normal iteration of Enhance Ability.   Rare spell components (1 unique herb)
    • Boost spell (Nature DC 16): Increase the spell's effective slot level by 1
    • Empower spell (Nature DC 15): Increases the spell's damage by one additional die
    • Extend spell (Nature DC 12): Double the spell's range (touch spells gain Reach)
    • Inevitable spell (Nature DC 18): The spell cannot be countered
 

Medicinal Uses

There are several ways to prepare herbs for use in medicine. The Nature or Medicine skill may be used do do any:
  • Having the patient drink a prepared tincture, decoction, or infusion of the herb
  • Having the patient inhale vapors from a burning or boiling herb
  • Applying a poultice, paste, or balm to the patient.
  • Having the patient eat the herbs raw

  •  

    Examples:

    Healing herbs
    Quickly preparing herbs in a poultice, powder, or raw use.
    Weak Healing Herbs with a Nature/Medicine DC 10 uses 1 common herb to heal 1d4 over a short rest.
    Moderate Healing Herbs with a Nature/Medicine DC 15 uses 1 uncommon herb to heal 2d4 over a short rest.
    Strong Healing Herbs with a Nature/Medicine DC 19 uses 1 rare herb to heal 4d4 over a short rest.   Antitoxin (Nature/Medicine DC 12, 2 common herbs)
    Cures a creature affected by poison with a saving throw of DC 13 or less.   Treat Burns(Nature/Medicine DC 12, 1 uncommon herb)
    Heals a creature for 1d8 HP over a minute but only if they were dealt fire damage since their last rest.   Regeneration(Nature/Medicine DC 20, 1 rare herb, 1 unique herb)
    These herbs will, through some medical miracle, help reattach or regrow lost limbs over the course of one month. The herbs must be reapplied each week, and each use consumes one batch of herbs, so be sure to stock up.
   

Alchemical Uses

Most alchemical uses of herbs involve either powders, potions, pastes, or oils. Messing up an alchemical item has the same sorts of risks as a potion backfiring.
     

    Examples:

    Burning Balm(Nature DC 13, 2 common herbs)
    When applied to the skin, this substance causes a creature to take 1d4 radiant damage each round they are exposed to direct sunlight. In addition, they become vulnerable to all other forms of radiant damage. This lasts for 4 hours.   Moderate Poisons(Nature DC 18, 1 rare herb)
    4d8 poison damage, halved with a DC 16 Constitution save.   Stonebiter Acid(Nature DC 15, 1 rare herb, 1 uncommon herb)
    This acid is harmless on organic matter, but burns away stone and metal. A small vial will melt through one square foot of stone or 6 square inches of metal. It deals 4d6 damage when thrown at a construct creature made of either stone or metal.   Drugs (Nature DC 14/16/18, 1 uncommon/rare/unique herb)
    Once a creature becomes addicted to a drug they are compelled to take the drug again as whenever possible, gaining one level of exhaustion each day that they do not take the drug. Drugs can have various effects like inducing hallucinations, relaxing the body, or focusing the mind but usually involve varying degrees of euphoric high. Different drugs give different advantages or disadvantages. The creature must make a Constitution save each day (can be several depending on type), which range from DC 6 to DC 15.

Payment & Reimbursement

Some potions, oils, and balms sell well on the markets. These are not uncommon, and are used by everyday folk, but the rarer the herbs, the higher the price.

Operations

Tools

  • A Herbalism Kit is required to pursue herbalism.
  • For creating potions for alchemical uses, Alchemist's Tools are required.

Materials

Herbalists can make potions, oils, balms etc. out of any herb they find.
Type
Raw Materials Gathering

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