You are an able herbalist, allowing you to adeptly forage materials and are an expert in brewing healing potions. You gain the following benefits:
Foraging:
- Twice per Long Rest you may make a Survival Check to forage your surrounding area for ingredients.
- Choose two types of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You gain Advantage on Survival Checks to locate healing ingredients in your favored terrains.
- Roll 1d4+(Wisdom Modifier) to see how many brewing attempts worth of materials you find on a Successful forage. (Minimum of 1)
Brewing
- You must have a container, at least 2 oz. in size, for each potion brewed.
- When making a skill check to brew a healing potion, the player may choose to use Arcana or Medicine.
- You have Expertise on skill checks using Arcana or Medicine to brew a potion even if you do not have proficiency in either of those skills.
- Potions of Greater Healing require double the ingredients of a Potion of Healing to attempt to brew.
- Potions of Superior Healing require double the ingredients of a Potion of Greater Healing plus a rare component (worth at least 800 gp) of the DMs choosing to attempt to brew.
- Potions of Supreme Healing require double the ingredients of a Potion of Superior Healing plus a very rare component (worth at least 8,000 gp) of the DMs choosing to attempt to brew.
Spoilers Below Show DCs for the Dungeon Master:
Foraging DCs based on resource abundance:
- Forest, Grassland, Swamp DCs:
- Normal = 10
- Abundant = 5
- Sparse = 15
- Mountain, Coast, Underdark DCs:
- Normal = 15
- Abundant = 10
- Sparse = 20
- Arctic, Desert DCs:
- Normal = 20
- Abundant = 15
- Sparse = 25
Difficulty Class for brewing Potions of Healing:
- Potion of Healing = DC 10
- Potion of Greater Healing = DC 15
- Potion of Superior Healing = DC 20
- Potion of Supreme Healing = DC 25
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