[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