[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):** N/A **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 | # 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