TEXT:      
  ©2017  Bryan Williams 
  1 
   
   
  Homebrewed 
  Crafting: 
  Herbalism  
   
  Design Notes  
     The following D&D 5E design of the 
  Herbalism Skill set was created to provide 
  more of a crafting feel for the Herbalism 
  proficiency. 
  HERBALISM 
   
  An Herbalist is someone who is trained in 
  the science and arts of flora and fauna.  This 
  training opens the doors to all kinds of 
  herbal remedies, along with concoctions that 
  can cause harmful and beneficial effects. 
   
  An herbalism kit contains the most common 
  tools of the trade.  These tools allow the 
  herbalist to create Powders, Salves, Oils, 
  Juices and Incense from various ingredients.  
   
  An Herbalism Kit allows the herbalist to add 
  his/her proficiency bonus to any ability check 
  made to find/identify herbs and to craft the 
  desired concoction. 
   
  Foraging  
  The Herbalist has a keen eye when it comes 
  to identifying Nature’s special creations.   
   
  The herbalist can forage the local area for 
  ingredients.  Alternatively, he/she can 
  provide the required details to anyone skilled 
  in Survival or Nature.  Each search will 
  require 1 hour of time.  The TYPE of foraging 
  chosen may determine the outcome.  The 
  two types of foraging are referred to as: 
  SPECIFIC vs GENERIC. 
   
  Each foraging attempt will require 3 rolls of 
  the Herbalism, Survival or Nature skill.  The 
  end result will determine what is found and 
  what (if anything) it can turn into.   
   
  Refer to Table 1.1 to determine the results 
  of the 3 Foraging rolls. 
  Specific Foraging  
  If foraging for something specific, then roll 
  with advantage (assuming the local area 
  grows the ingredient).  If the roll is equal or 
  greater than the required DC, then the 
  ingredient is found.  When searching this 
  way, rolling less than the required DC will 
  result in finding nothing. 
  Generic Foraging  
  When searching for whatever is available, 
  roll normally (no Advantage/Disadvantage). 
   When searching this way, the rolls will 
  determine the type of ingredient found and 
  what it can be turned into (if anything). 
  Table 1.1 
  DC
  You Find a…
  DC
  Detail…
  DC
  That can be 
  turned 
  into…
  1
  Plant
  1
  Purple
  1
  Nothing
  2
  Plant
  2
  Red
  2
  Nothing
  3
  Plant
  3
  White
  3
  Nothing
  4
  Plant
  4
  Black
  4
  Nothing
  5
  Plant
  5
  Orange
  5
  Nothing
  6
  Flower
  6
  Yellow
  6
  Nothing
  7
  Flower
  7
  Brown
  7
  Nothing
  8
  Flower
  8
  Green
  8
  Nothing
  9
  Flower
  9
  Abnormal Gray
  9
  Powder
  10
  Flower Bulb
  10
  Abnormal Purple
  10
  Powder
  11
  Grass
  11
  Abnormal Red
  11
  Powder
  12
  Stem
  12
  Abnormal White
  12
  Powder
  13
  Branch
  13
  Abnormal Black
  13
  Salve
  14
  Leaf
  14
  Abnormal Orange
  14
  Salve
  15
  Vine
  15
  Abnormal Yellow
  15
  Salve
  16
  Fruit
  16
  Abnormal Brown
  16
  Salve
  17
  Berry
  17
  Abnormal Green
  17
  Oil
  18
  Nut
  18
  Moist Purple
  18
  Oil
  19
  Root
  19
  Sticky Green
  19
  Oil
  20
  Fern
  20
  Bright Yellow
  20
  Oil
  21
  Fungus
  21
  Smelly Brown
  21
  Juice
  22
  Mold
  22
  Squishy Black 
  22
  Juice
  23
  Moss
  23
  Delicate White
  23
  Juice
  24
  Seed Pod
  24
  Flourescent Orange
  24
  Juice
  25
  Barkskin
  25
  Flourescent Blue
  25
  Incense
  26
  Mushroom
  26
  Rotten
  26
  Incense
  27
  Herb
  27
  Dehydrated
  27
  Incense
  28
  Animal Dropping
  28
  Petrified
  28
  Incense
  
       
  ©2017  Bryan Williams 
  2 
   
   
   
  Crafting Concoctions  
  The Herbalist can create a wide variety of 
  concoctions that can help or hinder an 
  adventurer.  This knowledge could have 
  been read in a book or it could have been 
  discovered through experimentation.  The 
  same ingredients may have different results 
  depending upon what it is turned into.  The 
  Herbalist can convert ingredients into one of 
  the following:  Incense, Juice, Oil, Salve 
  or Powder.  Some ingredients can even be 
  left Unaltered. 
   
  All concoctions are good for one dose and 
  one target (unless specified differently). 
   
  Refer to Table 1.2 for what concoctions can 
  be made from the foraged ingredients. 
  Incense 
  Incense is the most difficult concoction to 
  create.  It also provides some of the best 
  benefits that an herbalist can provide.   
   
  Incense must be kept dry at all times.  
  Subjecting Incense to any kind of liquid 
  renders it useless until it has time to dry out 
  again. 
   
  Administering:  Incense requires a minimum 
  of 1 minute for the effect to trigger.   
  Requirements:  Ideally, it requires solitary 
  confinement in a closed room and no wind to 
  disturb the incense cloud (DM discretion).  
  The target must be able to breath in the 
  incense for the duration.  
   
  Juice 
  Juice is also a difficult concoction to create, 
  but it slightly easier than Incense.  The juice 
  itself is not difficult to create, but the potency 
  of the juice is what determines the results.  
   
  Juice is mostly kept in small vials or bottles. 
   
  Administering:  Consuming Juice requires an 
  action.   
  Requirements:  Juice must be consumed 
  orally. 
   
  Oil 
  The extraction of oils from the ingredients is a 
  common practice.   These types of 
  concoctions have a wide range of uses.  
    
  Oil is mostly kept in small vials or bottles. 
   
  Administering:  Administering/Consuming Oil 
  requires an action.   
  Requirements:  Oil can be administered 
  topically to the skin or consumed orally. 
   
  Salve 
  Salves are a very common form of 
  concoctions.  Salves can vary in consistency 
  and form, but great care must be taken while 
  administering. 
   
  Salves can be kept in pouches or other types 
  of soft, leather materials. 
   
  Administering:  Administering salves 
  requires an action. 
  Requirements:  Salves are mostly 
  administered topically, but can also be 
  administered orally.  Care must be taken 
  when applying topically to another target, as 
  the person applying the salve may absorb the 
  salve and render the dosage ineffective. 
   
  Powder 
  Powder is the most versatile form of a 
  concoction.  It is also the easiest to conceal or 
  hide.  It can be easily added to food, water or 
  any other consumable.  It can also be inhaled 
  or even applied topically.  
   
  Powder can be kept in almost any type of 
  
       
  ©2017  Bryan Williams 
  3 
   
   
  container as long as it is kept dry.  It loses its 
  potency after a day if left in contact with any 
  type of liquid. 
   
  Administering:  Administering powder 
  requires an action. 
  Requirements:  Powder can be administered 
  orally, topically or inhaled. 
   
  Unaltered 
  Some foraged ingredients do not require the 
  transformation into Incense, Juice, Oil, Salves 
  or Powder.  These ingredients are considered 
  Unaltered.  Unaltered ingredients are rare, 
  but they do exist.   
   
  Unaltered ingredients must be used within 
  1d12 days before they lose all potency.  The 
  exception being Dehydrated (4d10 days) and 
  Petrified (limitless). 
   
  Administering:  Administering an unaltered 
  ingredient requires an action. 
  Requirements:  Unaltered ingredients can 
  only be administered orally.  
   
   
   
   
   
   
  Herbalist by www.collegeoflore.com/herbalism/ 
   
   
  Recipes  
  Recipes are as vast and numerous as the 
  stars in the night sky.  However, not all 
  recipes are worth repeating.  To determine 
  the possible concoction from a foraged 
  ingredient, first combine the totals of the 3 
  foraging rolls, and then refer to Table 1.2.  
  This represents what Concoction the 
  ingredient could create with a successful 
  Herbalism Kit roll. 
     
  Concoction Results  
  Just because an Herbalist has studied or 
  experimented with various ingredients does 
  not guarantee success at consistently 
  crafting a specific concoction.  Once the 
  required ingredients have been secured, roll 
  using the proficiency from the Herbalism Kit 
  to determine the success and/or potency of 
  the completed concoction. 
   
   
  A typical concoction requires 1 hour of 
  uninterrupted time for the Herbalist to 
  complete with an Herbalism Kit.  An 
  Herbalism Workshop or Lab will typically 
  reduce the amount of time required by 50% 
  (DM discretion). 
   
  Any specified CON save in table 1.2 is equal 
  to 8 + Herbalism Kit proficiency. 
   
     
   
   
  Herbalism Check:  
  Roll
  Result
  1-10 Fail
  11-12 Has 50% chance of working as intended
  13-14 Has 75% chance of working as intended
  15-20 Works as intended
  21+
  Works as Intended PLUS you now roll 
  with ADV for this combination
  
       
  ©2017  Bryan Williams 
  4 
   
   
  Table 1.2   
   
  Possible Concoctions
  Total 
  of 3 
  Rolls
  That will…
  Total 
  of 3 
  Rolls
  That will…
  3
  Do Nothing
  44
  Induce Sleep for 1d4 hours (HP's = level of Herbalist X 
  d10)
  4
  Do Nothing
  45
  Induce Demonic Hallucinations (Fear) for 1 minute  
  (CON save at the end of each turn to resist)
  5
  Do Nothing
  46
  Blind the Imbiber for 1 minute  (CON save at the end 
  of each turn to resist)
  6
  Do Nothing
  47
  Stun the Imbiber for 1 minute  (CON save at the end of 
  each turn to resist)
  7
  Do Nothing
  48
  Cause uncontrollable shakes for 1 minute to the 
  imbiber. Disadvantage on attacks, ability 
  checks/saves.   (CON save at the end of each turn to 
  resist)
  8
  Do Nothing
  49
  Remove 1 level of Exhaustion
  9
  Do Nothing
  50
  Provide Resistance to Acid Damage for 1 minute
  10
  Do Nothing
  51
  Provide Resistance to Cold Damage for 1 minute
  11
  Do Nothing
  52
  Provide Resistance to Fire Damage for 1 minute
  12
  Do Nothing
  53
  Provide Resistance to Lightning Damage for 1 minute
  13
  Do Nothing
  54
  Provide Resistance to Necrotic Damage for 1 minute
  14
  Do Nothing
  55
  Provide Resistance to Poison Damage for 1 minute
  15
  Do Nothing
  56
  Provide Healing (2d4+2)
  16
  Do Nothing
  57
  Provide Darkvision to the Imbiber for 1 minute
  17
  Do Nothing
  58
  Cause the Imbiber to be under the influence of Zone of 
  Truth for 1 minute
  18
  Do Nothing
  59
  Provide the Imbiber with the power of Telepathy for 
  1d4 hours
  19
  Do Nothing
  60
  Provide the imbiber with the Power of Telekinesis for 
  1 minute
  20
  Do Nothing
  61
  Cure Most Poisons and Diseases
  21
  Do Nothing
  62
  Cure Paralysis
  22
  Do Nothing
  63
  Provide True Sight to the Imbiber for 1 minute
  23
  Do Nothing
  64
  Provide Greater Healing (4d4+4)
  24
  Do Nothing
  65
  Temporarily Boost Your Strength by 1 for 1 minute
  25
  Do Nothing
  66
  Temporarily Boost Your Dexterity by 1 for 1 minute
  26
  Do Nothing
  67
  Temporarily Boost Your Constitution by 1 for 1 minute
  27
  Induce 'Indefinite Madness'. Roll table on pg 260 of 
  DMG
  68
  Temporarily Boost Your Wisdom by 1 for 1 minute
  28
  Induce 'Long Term Madness'.  Roll table on pg 260 of 
  DMG
  69
  Temporarily Boost Your Intelligence by 1 for 1 minute
  29
  Induce 'Short Term Madness'.  Roll table on pg 259 of 
  DMG
  70
  Temporarily Boost Your Charisma by 1 for 1 minute
  30
  Cause 3 Levels of Exhaustion for the imbiber
  71
  Temporarily Boost Your Speed by 10 feet for 1 minute
  31
  Cause 2 Levels of Exhaustion for the imbiber
  72
  Temporarily Boost All Abilities by 1 for 1 minute
  32
  Cause 1 Level of Exhaustion for the Imbiber
  73
  Provide Superior Healing (8d4+8)
  33
  Transform the Imbiber into a random creature for 1 
  minute (CON save at the end of each turn to resist)
  74
  Resurrect a humanoid that has been dead for less than 
  1 hour
  34
  Cause the Imbiber to Laugh Uncontrollably for 1 
  minute (CON save at the end of each turn to resist)
  75
  Send the imbiber 6 seconds into the past
  35
  Cause the Imbiber to grow excessive hair all over 
  his/her body for 1d4 days
  76
  Cause a corpse to speak its cause of death
  36
  Cause the Imbiber to experience a ringing in its ears 
  for 1 minute (Disadvantage of PER checks requiring 
  hearing)
  77
  Turn the Imbiber Invisible for 1 minute
  37
  Cause the imbibers speech to become slurred and 
  unable to comprehend for 1 minute.  Casting of spells 
  that require a Verbal component are not possible.  
  (CON save at the end of each turn to resist)
  78
  Enlarge (even)/Reduce (odd) the Imbiber for 1 minute
  38
  Cause the imbiber to belch uncontrollably for 1 
  minute.  Disadvantage on Stealth.  (CON save at the 
  end of each turn to resist)
  79
  Cure any known condition
  39
  Cause the Imbiber to glow in a random color for 1 
  minute (CON save at the end of each turn to resist)
  80
  Fully heals the imbiber
  40
  Cause a Terrible Rash for 10 minutes when Touched or 
  Ingested.  Disadvantage on Persuasion.  Advantage on 
  Intimidation.
  81
  provide a chance of Life & Death - Roll any die:  Even = 
  Max HP + Resist ALL dmg for 1 minute; Odd = Drop to 
  0 HP with 2 death save fails
  41
  Makes all of your teeth fallout when ingested
  82
  Provide True Resurection
  42
  Causes your fingernails to grow at an alarming rate for 
  1d4 hours after ingested
  83
  Permanently add a 1st level spell slot (Max of 1 per 
  PC)
  43
  Provide Healing (2d4+2)
  84
  Permanently Boost a Chosen Ability by 1 (Max of 1 per 
  PC)
  
       
  ©2017  Bryan Williams 
  5 
   
   
  CREDITS 
   
  Author:  Bryan Williams (dude80525@live.com) 
   
  Images: 
  Herbalist by www.collegeoflore.com/herbalism/ 
  Dungeons and Dragons, D&D, Wizards of the Coast and 
  all other Wizards of the Coast product are trademarks 
  of Wizard of the Coast. 
   
  Other Resources by Bryan Williams 
  Homebrewed Class - Tinkerer 
  http://www.dmsguild.com/product/212588/Homebrew
  ed-Class--Tinkerer 
  Homebrewed Crafting - Blacksmith 
  http://www.dmsguild.com/product/216529/Homebrew
  ed-Crafting--Blacksmith 
  Homebrewed Spellcasting – Magic Pool 
  http://www.dmsguild.com/product/222279/Homebrew
  ed-Spellcasting--Magic-Pool 
   
   
   
  Revisions: 09-30-17 Added ‘Other Resources’ section 
   
  
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