Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists, at the Narrator’s discretion.
Drinking or administering a potion **or remedy** takes an action.
[Expertise dice](https://a5e.tools/node/77 "Click to view a local node.") granted by the use of medicine can only be gained from that type of medicine once between [long rests](https://a5e.tools/rules/resting "Click to view a local node.") .
# Common Medicinals
Details on the core medicinals can be found here:
https://a5e.tools/rules/medicinals
Tables for determining medicinals randomly are found at the bottom of this page.
# Obscure Medicinals
The medicinals below may sometimes be found randomly in loot. But gathering these herbal remedies in the wild requires special knowledge, such as the druid's Secret of Nature (knack) [[Gather Obscure Medicinals]].
**Ayahuasca**
*This concoction is commonly made by the prolonged decoction of the stems of the caapi vine and the leaves of the chacruna shrub. It is traditionally used for spiritual ceremonies, divination, and healing a variety of psychosomatic complaints. Temporary poisoning and possible extreme side effects are well-known.*
***Effect.*** Consuming the ayahuasca brew grants the imbiber advantage to all Religion checks for 24 hours, as well as imitating the effects of an enhanced *[speak with dead](https://a5e.tabletopbytheik.nl/compendium/spells/speak_with_dead)* spell for the same period:
- So long as your spell save DC is higher than the passive [[03-Mechanics/6-Ability Scores/Insight|Insight]] score of the soul you are conversing with, you can use an action to view the memories of an event the soul is describing.
However, every imbiber of ayahuasc gains the poisoned condition for the same 24-hour period, with no save allowed. Additionally, the creature must make a DC 15 Charisma saving throw or gain a [short-term mental stress effect](https://a5e.tools/rules/mental-stress-effects) for 24 hours.
***Note that any immunity or resistance to poison also negates the beneficial effects of this brew.***
#religionBonus #enhancedSpeakWithDead #poison #mentalStressEffect
**Calendula**
*Calendula features vibrant orange and yellow flowers with lush green leaves, blooming from early summer through fall. It thrives in sunny and well-drained soil. The petals of Calendula possess anti-inflammatory and purifying properties, making them effective in treating necrotic wounds and promoting tissue regeneration.*
**_Effect._** When applied to a creature unable to benefit from magical healing, a poultice made from the crushed petals provides 1d8 hit points.
#vsNoHealing
**Camphor**
*Kusunoki is a tall tree with leaves having a glossy, waxy appearance and smell of camphor when crushed. In spring, it produces bright green foliage with masses of very small white fragrant flowers. Passing steam through the pulverized wood and condensing the vapors will produce camphor, a waxy, colorless solid with a strong aroma. Camphor stimulates the body's nervous system and offers a cooling sensation that is both numbing and soothing.*
**_Effect._** When applied to a creature suffering from the paralyzed condition, the topical liniment enables the creature to repeat the saving throw they made against the condition.
#vsParalyzed
**Coca**
Coca bushes are 7-10 feet tall, branches are curved, and the leaves are thin, opaque, oval, and taper at the extremities. It is known for its powerful stimulant and hunger-suppression properties.
***Effect.*** Chewing the leaves of the coca plant will remove the frightened condition, and provides advantage on saving throws and checks vs fear or the frightened condition for 1 hour.
#vsFrightened #saveVsFear
**Comfrey**
*Comfrey features large, hairy leaves and hollow stalks that grow up to three feet high, with violet or white bell-shaped flowers. It grows in damp fields, ditches, and near water sources, blooming mid-summer. Its roots, when crushed, are especially effective for open wounds and restoring strength.*
**_Effect._** When applied to a creature suffering from the incapacitated condition, the crushed root immediately enables them to repeat the saving throw against the condition. Note that comfrey does not provide this benefit against the stunned condition.
#vsIncapacitated
**Eyebright**
*Eyebright is a hemiparasitic plant, having chlorophyll of its own while also attaching to the roots of a host plant. It has oval, sharply toothed leaves, and white, violet-like flowers that have purple veins and yellow centres. It contains chemicals that might reduce inflammation and kill bacteria.*
**_Effect._** When ingested as a tea, a dose of eyebright enables you to repeat the saving throw you made against the blinded condition. Note that a second dose would provide a second new save, but if ingested in the same 24-hour period you must also make a successful DC 13 Constitution saving throw or gain a [short-term mental stress effect](https://a5e.tools/rules/mental-stress-effects) for 24 hours.
#vsBlinded #mentalStressEffect
**Garlic**
*Garlic is easily recognizable by its tall green stalks with pungent, white flower clusters. Found in meadows, gardens, and forests, its strong odour makes it easy to identify. While well-known for its use as a culinary herb, garlic is also a potent antiseptic. The crushed cloves are especially useful for preventing infection in wounds.*
**_Effect._** If you have received a disease from a wound, applying a garlic poultice to the would enables you to repeat the saving throw you made against contracting the disease.
#vsDisease
**Gingko Biloba**
*Gingko trees are tall, with fan-shaped leaves with two or more lobes, and have a rich green color with prominent veins. In the fall, the leaves turn a brilliant yellow or gold. Ginkgo can help improve memory in people with dementia.*
**_Effect._** When ingested, a dose of gingko enables you to repeat the saving throw you made against the confused condition, or it can provide an expertise die on [[03-Mechanics/6-Ability Scores/Engineering|Engineering]], [[03-Mechanics/6-Ability Scores/History|History]], or [[03-Mechanics/6-Ability Scores/Religion|Religion]] checks to recall information. Note that if a second dose in ingested in the same 24-hour period, you must also make a successful DC 13 Constitution saving throw or be poisoned for 24 hours.
#vsConfused #engineeringBonus #historyBonus #religionBonus
**Heartberry**
*Heartberry is a small, four-leaved plant that grows in woods and along field edges, bearing either a single white flower or a dark berry. Herbalists prize it greatly. When ingested, the berries can neutralise poisons, and when used to wash open wounds, they prevent infection.*
**_Effect._** When you consume the berries, you are granted an expertise die on saving throws vs poison and disease for the next 24-hours.
#vsPoisoned #vsDisease
**King's Candle**
*King's Candle is a tall, striking plant with soft, silvery-green leaves surrounding a thick stalk rising to five feet. Its bright yellow flowers glow faintly like a candle and bloom in rocky soils or sunny slopes like those found near cliffs and quarries. These flowers are known for their potent pain-relieving properties. When crushed and mixed with water or wine, they can be applied directly to wounds to numb pain and speed healing.*
**_Effect._** When applied to an injury, the mixture grants 1d6 temporary hit points. These hit points disappear at the end of your next short or long rest.
#temporaryHP
**Salvia**
*Salvia grows to over a meter high, has hollow square stems like others in the mint family, large leaves, and occasional white flowers with violet sepals. It has a long and continuous tradition of religious use to facilitate visionary states of consciousness during spiritual healing sessions.*
***Effect.*** When smoked, chewed, or consumed in a tea, salvia grants inspiration to the imbiber. Further, this allows the user to be granted a 2nd inspiration, though this "extra slot" only lasts until one of the two inspiration are spent.
#gainInspiration
**Stinking Nightshade**
*Henbane is a low-growing plant with thick, deeply cut leaves and hollow yellow flowers veined with purple. It has a strong, offensive smell and thrives in clearings and along paths, flowering throughout the summer. Though its odour is repellent, the plant's boiled leaves form a powerful painkiller, deadening discomfort from severe wounds. However, it can also cause intoxication.*
**_Effect._** When ingested, the mixture temporarily removes a reduction to your maximum hit points by 2d6 hit points. Note that healing is still required, only the maximum is temporarily restored. You must also make a successful DC 10 Constitution saving throw or be poisoned for one hour. The reduction to your hit point maximum reverts at the end of your next short or long rest.
#vsHpMaximumReduction #poison
_**Source:** MT Black, as well as additional influence by Kevin Thompson's "Wounds and Weeds" in Dragon #82._
# Randomized Medicinals
#### Common Medicinals Table
| % | Item |
| ----- | -------------------------------- |
| 1-5 | Adderwort roots |
| 6-10 | Antitoxin |
| 11-20 | Bandage |
| 21-25 | Dried yewclaw bark |
| 26-30 | Fairy cap |
| 31-36 | Healer’s satchel (10 uses) |
| 37-44 | Healing potion (basic) |
| 45-49 | Healing potion (greater) |
| 50-52 | Healing potion (superior) |
| 53-54 | Healing potion (supreme) |
| 55-59 | Ironwood acorn |
| 60-65 | Jar of leeches (5 uses) |
| 66-70 | Laudanum |
| 71-75 | Lavender paste (5 uses) |
| 76-85 | Medicinal salve (3 uses) |
| 86-90 | Pressed spiderbulb |
| 91-95 | Sycamore petal poultice |
| 96-00 | Roll on Obscure Medicinals Table |
#### Obscure Medicinals Table
| 1d10 | Item |
| ---- | ------------------- |
| 1 | Ayahuasca |
| 2 | Calendula |
| 3 | Camphor |
| 4 | Coca |
| 5 | Comfrey |
| 6 | Eyebright |
| 7 | Garlic |
| 8 | Gingko Biloba |
| 9 | Heartberry |
| 10 | King's Candle |
| 11 | Salvia |
| 12 | Stinking Nightshade |