A campaign I will be starting as a player here shortly doesn't have any formal healers so I was gonna pick up the herbalism kit proficiency to make healing potions when I noticed something I don't know if is a bug or what on behalf of dndbeyond as well as the print of the players handbook
First- When you go to the tool section the alchemy supplies are in the artisans list, which makes sense, however the Herbalism Kit is the last entry of the gaming sets? Why is this? it says you explicitly need proficiency with an herbalism kit to make healing potions and antitoxic (or antipoison) of any kind. So it doesn't make sense that Herbalism is in the gaming sets section
Second- How do I even access the proficiency? (without a feat as I haven't checked there yet) I am playing as a monk, which only gets an artisan or musical instrument proficiency and as such herbalism is nowhere to be found for me. However my background (far traveler) gets a gaming set proficiency, of which the Herbalism kit isn't an option? Should I just ignore the book saying that only an herbalism kit, on top of proficiency with said kit is how you make potions? And in doing this make alchemy and herbalism interchangeable so that they are reasonably accessible? My DM is just as confused as I am on this regard and the answer we receive will likely determine how we go about this. (NOTE: the only feat we have found that can even grant tool proficiency's is "prodigy" of which we do not have access because we don't have the source material on dndbeyond)
Edit: I have found that i can add herbalism in as a custom proficiency which would solve the problem while i leave one monk or far traveler proficiency blank, however my question about why the herbalism kit is in the gaming section and why i cant access it other than custom proficiency still stands
Just use a Custom Background and you can give yourself any 2 skill proficiencies that you want for it - but crucially any 2 tools or 2 languages or 1 of each. It's perfectly RAW to do that.
A campaign I will be starting as a player here shortly doesn't have any formal healers so I was gonna pick up the herbalism kit proficiency to make healing potions when I noticed something I don't know if is a bug or what on behalf of dndbeyond as well as the print of the players handbook
First- When you go to the tool section the alchemy supplies are in the artisans list, which makes sense, however the Herbalism Kit is the last entry of the gaming sets? Why is this? it says you explicitly need proficiency with an herbalism kit to make healing potions and antitoxic (or antipoison) of any kind. So it doesn't make sense that Herbalism is in the gaming sets section
Second- How do I even access the proficiency? (without a feat as I haven't checked there yet) I am playing as a monk, which only gets an artisan or musical instrument proficiency and as such herbalism is nowhere to be found for me. However my background (far traveler) gets a gaming set proficiency, of which the Herbalism kit isn't an option? Should I just ignore the book saying that only an herbalism kit, on top of proficiency with said kit is how you make potions? And in doing this make alchemy and herbalism interchangeable so that they are reasonably accessible? My DM is just as confused as I am on this regard and the answer we receive will likely determine how we go about this. (NOTE: the only feat we have found that can even grant tool proficiency's is "prodigy" of which we do not have access because we don't have the source material on dndbeyond)
Edit: I have found that i can add herbalism in as a custom proficiency which would solve the problem while i leave one monk or far traveler proficiency blank, however my question about why the herbalism kit is in the gaming section and why i cant access it other than custom proficiency still stands
Just use a Custom Background and you can give yourself any 2 skill proficiencies that you want for it - but crucially any 2 tools or 2 languages or 1 of each. It's perfectly RAW to do that.
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