Herbalism

Using an Herbalism Kit a character can create magical Elixirs. Every Elixir requires a herb or plant as a Key Ingredient. Elixirs effects may include restoring health, granting damage resistance, improving ability scores, or dealing extra damage when applied to a weapon.

Ability Checks
Some of the ability checks that can be made using an Herbalism Kit are listed on the table below.

Starting Formulas
Whenever a character gains proficiency in the Herbalism Kit they automatically learn three formulas. The first two of these are determined by rolling three times on the Starting Formulas Tables below (you may choose to roll from any combination of tables, i.e. once from each table or three times from the same table) and choosing any two of the results. The third formula can be any of the player's choice from the same tables.

Bottled Breath
Key Ingredient: Hydra's Thistle

After drinking this Elixir you can hold your breath for 1 hour. During this time you can't exhale or speak without ending the effect early.

Elixir of Clear Mind
Key Ingredient: Bright Rose

You gain a +2 bonus to your Intelligence score for 1 hour.

Elixir of Climbing
Key Ingredient: Buckthorn

When you drink this Elixir, you gain a climbing speed equal to your walking speed for 1 hour.

Elixir of Fortitude
Key Ingredient: Snowberry

You gain a +2 bonus to your Constitution score for 1 hour.

Elixir of Healing
Key Ingredient: Earthbread

When you drink this Elixir and again at the start of each of your turns, you regain 1d4 hit points for 1 minute.

Elixir of Silver Tongue
Key Ingredient: Serpent's Tongue

You gain a +2 bonus to your Charisma score for 1 hour.

Elixir of Speed
Key Ingredient: Tail Leaf

Your speed increases by 10 feet for 1 hour.

Elixir of Vitality
Key Ingredient: Mountain Rose

When you drink this Elixir, it removes any exhaustion levels you have and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend during a short rest.

Monster Oils1
Key Ingredient: Varies

The oil can coat one melee weapon or up to 10 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and deals 1d8 additional damage to a specific class of Monster. The type of Monster is determined by the Key Ingredient used when the Elixir is used.

Oil Elementa1
Key Ingredient: Varies

The oil can coat one melee weapon or up to 10 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and deals 1d4 additional damage. The damage type is determined by the Key Ingredient used to brew the Elixir.

Oil of Sharpness
Key Ingredient: Arrow Root

The oil can coat one melee weapon or up to 10 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +1 bonus to attack and damage rolls. This bonus does not stack with any similar bonus the weapon already has, instead the highest of any bonuses is used.

Oil of Slipperiness
Key Ingredient: Red Weed

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 1 hour.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Philter of Love
Key Ingredient: Bell Flower

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

1 - Each variation of this Elixir has its own Formula and must be learned separately from other varieties.