Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Herbalism: Difference between revisions

A D&D Campaign Setting
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Herbalism is the means of gathering plants and other materials in Mondevai. You can use these materials to craft potions and poisons for your use. Every day you spend in a location where you take a long rest, you can roll a gathering check (WIS or INT plus Proficiency if you're trained in herbalism kits). On a successful check, you find 1d4 herbs in that terrain.
Poison occupies a complex, paradoxical place in Zantaashi life—feared, revered, and thoroughly normalized. Herbalists are not an uncommon sight deep in the marshes, braving the wild dangers to find rare ingredients for new toxins. Even children are taught early to recognize the smell of common plant venoms and the color shifts that mark dangerous herbs.
Artisanal poisoners, licensed by the local House of Life or Death, operate much like apothecaries. Their shops sell soporific reeds, venom salves, antitoxins, incense that sharpens the mind, and tinctures that—when ritually applied—are said to “brighten the karmic mark.” These poisoners are considered valuable businesses, and many come from respected lineages. Members of the different Houses of Karma are able to cast ‘’’Purify Food and Drink’’’ on certain compounds to draw out different potentials depending on the secret House techniques used.
Criminal use is harshly punished, but even criminals tend to use nonlethal toxins. Purposefully crafting a venom with no antidote is a near-sacred taboo. What’s more, each toxin tends to have more than one potential ‘’revector,’’ a compound that acts not just as an antidote, but changes the initial poison into one with a different effect.
== Herbalism ==
The process of gathering ingredients can be a risky and rewarding endeavour. When travelling the swamps of Zantaashi or the forests of Ginwil, a character can attempt to use their Herbalism kit and skills to seek out these reagents to sell or make their own elixirs. Inside encounter areas, a character that sees a potential ingredient can attempt an Herbalism roll to collect the specific reagents. During downtime or travel, they can also attempt (at intervals of the GM’s discretion) to harvest ingredients along their path. In either situation, the roll is a D20 plus their Herbalism Modifier:
: '''Herbalism Modifier''' = WIS or INT Modifier + Proficiency Bonus if using a Herbalism Kit you’re proficient with.


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=== Identifying Ingredients ===


=== Gathering During Gameplay ===
=== Gathering During Downtime and Travel ===
=== Preservation ===
=== Known Ingredients ===
== Ingredients ==
== Ingredients ==
{| class="wikitable"
{| class="wikitable"
|- style="vertical-align:middle; width: 100%;"
|- style="vertical-align:middle; width: 100%;"
!colspan="5"|Potion Ingredients
!colspan="5"|Ingredients
|-
|-
!Ingredient
!Ingredient
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| ???
| ???
| ???
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|-
| Emetic Wax
| Common
| '''Special (Potion & Toxin Modifier)''': Delay the Effect of an ingredient this was combined with by 1d6 rounds.
| +2
| Forests, Swamps
|-
|-
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| Lily Nectar
| Common
| '''Potion Effect''': Removes 1d6 rounds of poison in the target's system, but cannot remove it completely. One round of poison damage will still occur at minimum.
| +1
| Coastal, Grasslands, Swamp
|-
|-
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| Wild Sageroot
| Common
| '''Potion Effect''': Heals for 2d4 + Alchemy Modifier.
| ---
| Most Terrain
|}
|}


{| class="wikitable"
== Alchemy ==
|- style="vertical-align:middle; width: 100%;"
 
!colspan="5"|Poison Ingredients
: '''Alchemy Modifier''' = INT or WIS Modifier + Proficiency Bonus if using a valid tool you’re proficient with.
|-
 
!Ingredient
=== Crafting Potions ===
!Rarity
!Details
|DC
!Found in
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| Emetic Wax
| Common
| '''Special (Potion & Toxin Modifier)''': Delay the Effect of an ingredient this was combined with by 1d6 rounds.
| +2
| Forests, Swamps
|-
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| Spineflower Berries
| Uncommon
| '''Toxin Modifier''': Increase the dice-type by 1 size for any '''Toxin Effect'''.
| +3
| Desert, Swamp
|-
| Wyrmtongue Petals
| Common
| '''Toxin Effect''': 1d4 + Alchemy Modifier poison damage per round; target is ''poisoned'' for 1 minute.
| ---
| Most Terrain
|}


{| class="wikitable"
== Transmutation ==
|- style="vertical-align:middle; width: 100%;"
!colspan="5"|Enchantment Ingredients
|-
!Ingredient
!Rarity
!Details
|DC
!Found in
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| Devil's Bloodleaf
| Very Rare
| '''Enchantment''': Creates a ''Potion of Vitality''.
| +5
| Hills, Swamp, Underground
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Revision as of 15:19, 22 November 2025

Poison occupies a complex, paradoxical place in Zantaashi life—feared, revered, and thoroughly normalized. Herbalists are not an uncommon sight deep in the marshes, braving the wild dangers to find rare ingredients for new toxins. Even children are taught early to recognize the smell of common plant venoms and the color shifts that mark dangerous herbs. Artisanal poisoners, licensed by the local House of Life or Death, operate much like apothecaries. Their shops sell soporific reeds, venom salves, antitoxins, incense that sharpens the mind, and tinctures that—when ritually applied—are said to “brighten the karmic mark.” These poisoners are considered valuable businesses, and many come from respected lineages. Members of the different Houses of Karma are able to cast ‘’’Purify Food and Drink’’’ on certain compounds to draw out different potentials depending on the secret House techniques used. Criminal use is harshly punished, but even criminals tend to use nonlethal toxins. Purposefully crafting a venom with no antidote is a near-sacred taboo. What’s more, each toxin tends to have more than one potential ‘’revector,’’ a compound that acts not just as an antidote, but changes the initial poison into one with a different effect.

Herbalism

The process of gathering ingredients can be a risky and rewarding endeavour. When travelling the swamps of Zantaashi or the forests of Ginwil, a character can attempt to use their Herbalism kit and skills to seek out these reagents to sell or make their own elixirs. Inside encounter areas, a character that sees a potential ingredient can attempt an Herbalism roll to collect the specific reagents. During downtime or travel, they can also attempt (at intervals of the GM’s discretion) to harvest ingredients along their path. In either situation, the roll is a D20 plus their Herbalism Modifier:

Herbalism Modifier = WIS or INT Modifier + Proficiency Bonus if using a Herbalism Kit you’re proficient with.

Identifying Ingredients

Gathering During Gameplay

Gathering During Downtime and Travel

Preservation

Known Ingredients

Ingredients

Ingredients
Ingredient Rarity Details DC Found in
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Alchemy

Alchemy Modifier = INT or WIS Modifier + Proficiency Bonus if using a valid tool you’re proficient with.

Crafting Potions

Transmutation