I want to take advandage of my kit, but according to it I must spend a few hours and GP to get something useful. Is there a way to get some advandage of the environment like throwing some moss to the fire and get extra something by smelling it or by boiling some water and making some tea?
I imagine this will give me less benefits than the longer process, but for an emergency it may help.
The official material is extremely minimal and boring, but it is at least something I suppose. There are MUCH better third party herbalism guides, but you kind of have to read thru them and pick and choose the aspects of each that you like and don't like
By RAW, there is no kind of chart/table of herbs that can be found and brewed into potions or otherwise utilized for in-game effects (and actually making any such consumable besides a healing potion or antitoxin calls for Alchemy Tools in any case).
To clarify, if you encounter a sick/poisoned character you can try asking your DM "can I attempt to use my Herbalism Kit to treat them?", but unless your DM is running a significantly more in-depth setting you will not be in a position to simply announce "I use the moss I gathered back in that last forest to treat them". In general, 5e leaves the accumulation and utilization of resources up to the DM's discretion and doesn't promote a crunchy crafting system of players attempting to scavenge specific ingredients as they adventure that can then be combined in particular ways to produce new items. The best person to talk to for knowing what kind of performance you can expect from your tool proficiency is your DM.
By RAW, there is no kind of chart/table of herbs that can be found and brewed into potions or otherwise utilized for in-game effects (and actually making any such consumable besides a healing potion or antitoxin calls for Alchemy Tools in any case).
To clarify, if you encounter a sick/poisoned character you can try asking your DM "can I attempt to use my Herbalism Kit to treat them?", but unless your DM is running a significantly more in-depth setting you will not be in a position to simply announce "I use the moss I gathered back in that last forest to treat them". In general, 5e leaves the accumulation and utilization of resources up to the DM's discretion and doesn't promote a crunchy crafting system of players attempting to scavenge specific ingredients as they adventure that can then be combined in particular ways to produce new items. The best person to talk to for knowing what kind of performance you can expect from your tool proficiency is your DM.
Also, once you do use the Herbalism kit to make whatever roll (I'd allow it to be used with medicine checks for advantage, but I can't see much else of the normal skills that it'd be useful for), you can absolutely narrate the herbs you use, just making stuff up on the fly.
An ability checks using a tool such as herbalism kit can have advantage for various reasons, usually through the use of special abilities, actions, spells or Inspiratio. The DM can also decide that circumstances grant advantage. Things i could see favoring it would be using rare plants harvested or part of plant monsters or some other type for exemple. In D&D books you can also find exemple like:
In Xanathar's Guide to Everything an optional rules suggest considering granting advantage to a check when proficiency to a tool and a skill may apply.
In Tasha’s Cauldron of Everything a magic item called Baba Yaga's Mortal and Pestle grant advantage to ability check when used as an herbalism kit.
Tools and Skills Together: If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage.
Baba Yaga's Mortar and Pestle: You can also use the artifact as alchemist's supes, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's it. You have advantage on any check you make using the artifact as one of these tools.
I want to take advandage of my kit, but according to it I must spend a few hours and GP to get something useful. Is there a way to get some advandage of the environment like throwing some moss to the fire and get extra something by smelling it or by boiling some water and making some tea?
I imagine this will give me less benefits than the longer process, but for an emergency it may help.
The article includes a table listing various plants and their effects, suggested checks to find plants or herbs, ideas on how to use the Herbalism Kit, and references to rules in the DMG, XGtE and Strixhaven: A Curriculum of Chaos.
I want to take advandage of my kit, but according to it I must spend a few hours and GP to get something useful.
Is there a way to get some advandage of the environment like throwing some moss to the fire and get extra something by smelling it or by boiling some water and making some tea?
I imagine this will give me less benefits than the longer process, but for an emergency it may help.
Does this link work? If so, scroll down to Herbalism Kit. Or if you have Xanathar's Guide to Everything, it's on Page 82.
https://www.dndbeyond.com/sources/xgte/dungeon-masters-tools#ToolProficiencies
The official material is extremely minimal and boring, but it is at least something I suppose. There are MUCH better third party herbalism guides, but you kind of have to read thru them and pick and choose the aspects of each that you like and don't like
By RAW, there is no kind of chart/table of herbs that can be found and brewed into potions or otherwise utilized for in-game effects (and actually making any such consumable besides a healing potion or antitoxin calls for Alchemy Tools in any case).
To clarify, if you encounter a sick/poisoned character you can try asking your DM "can I attempt to use my Herbalism Kit to treat them?", but unless your DM is running a significantly more in-depth setting you will not be in a position to simply announce "I use the moss I gathered back in that last forest to treat them". In general, 5e leaves the accumulation and utilization of resources up to the DM's discretion and doesn't promote a crunchy crafting system of players attempting to scavenge specific ingredients as they adventure that can then be combined in particular ways to produce new items. The best person to talk to for knowing what kind of performance you can expect from your tool proficiency is your DM.
Also, once you do use the Herbalism kit to make whatever roll (I'd allow it to be used with medicine checks for advantage, but I can't see much else of the normal skills that it'd be useful for), you can absolutely narrate the herbs you use, just making stuff up on the fly.
An ability checks using a tool such as herbalism kit can have advantage for various reasons, usually through the use of special abilities, actions, spells or Inspiratio. The DM can also decide that circumstances grant advantage. Things i could see favoring it would be using rare plants harvested or part of plant monsters or some other type for exemple. In D&D books you can also find exemple like:
In Xanathar's Guide to Everything an optional rules suggest considering granting advantage to a check when proficiency to a tool and a skill may apply.
In Tasha’s Cauldron of Everything a magic item called Baba Yaga's Mortal and Pestle grant advantage to ability check when used as an herbalism kit.
I recently discovered this amazing article, The Horticulturist's Guide to Plants in D&D, while preparing some adventures and it's very useful for getting ideas.
The article includes a table listing various plants and their effects, suggested checks to find plants or herbs, ideas on how to use the Herbalism Kit, and references to rules in the DMG, XGtE and Strixhaven: A Curriculum of Chaos.
Very inspirational!