[Basic version](https://a5e.tabletopbytheik.nl/compendium/items/herbalism_kit) **Type:** Misc Tool **Main Uses:** Harvest medicinals and create healing potions **[Enchanting](https://a5e.tools/rules/crafting-magic-items):** See "Herbalist's Limited Alchemy", below **Journey Activities:** [[13-Journeys C7/Journey Activities/Light Fervent Fire]] **Xanathar's Skill Bonuses:** - [[03-Mechanics/6-Ability Scores/Arcana|Arcana]]: Your knowledge of the nature and uses of herbs grant you an expertise die to your magical studies that deal with plants and your attempts to identify potions. - [[03-Mechanics/6-Ability Scores/Investigation|Investigation]]: When you inspect an area overgrown with plants, you gain an expertise die to help you pick out details and clues that others might miss. - [[03-Mechanics/6-Ability Scores/Medicine|Medicine]]: With your mastery of herbalism you have advantage to treat illnesses and wounds by augmenting your methods of care with medicinal plants. - [[03-Mechanics/6-Ability Scores/Nature|Nature]] and [[03-Mechanics/6-Ability Scores/Survival|Survival]]: When you travel in the wild, your skill in herbalism grants an expertise die to identify plants and spot sources of food that others might overlook. **Xanathar's Other Uses:** - **Identify Plants.** You can identify most plants with a quick inspection of their appearance and smell. | Activity | DC | | --------------- | --- | | Find plants | 15 | | Identify poison | 20 | >[!info] Herbalist’s Limited Alchemy While herbalism is primarily used for gathering herbs, a creature with proficiency with herbalism kits has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an [[Herbalism Kit]] in place of alchemist’s supplies when creating potions of healing, antidotes, antitoxins, and vials of poison. > >When crafting in this way, you use an herbalism kit and proficiency with it in place of alchemist’s supplies. This crafting otherwise works the same as using alchemist’s supplies. You can add additional reagent modifiers when crafting in this way. # Master Herbalism Kit 30 gp, 15 lb. Those proficient with a master herbalism kit can identify flora, harvest their useful components, and brew them into helpful concoctions. ### Components A padded pack with various pouches, clippers, tongs, thin leather gloves, a mortar and pestle, several glass vials and vessels, bottles of herb-infused carrier oils, a metal flask of alcohol, a jar of beeswax, a tea press, a small double boiler, and a herbarium containing dried plants and notes about them. ### Special Uses **Taxonomy.** As Identify Plants, above, but you determine whether it is safe for a creature to consume in its current state or if it must be prepared in some way, and you can discover if it holds any unique properties or interesting effects. **Boil & Toil.** As part of a long rest and with 25 gp worth of raw materials, you can create a potion, syrup, or salve of your choice. Created concoctions lose their potency after a number of days equal to your proficiency bonus, and may possess one of the following effects: - Regain 2d4 + 2 hit points - Gain advantage on saving throws against poison for 1 hour - Remove the petrified condition, provided the creature has been petrified for no more than 1 minute - Remove the blinded or deafened conditions, provided the creature has been blinded or deafened for no more than 7 days - Cure a single minor ailment, such as an inflamed bowel, an upset stomach, skin boils, a cough or fever, aches and pains, or similar