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World of Shantar D&D 5e House Rules

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Herbalism and Alchemy

"It is true that a basilisks power can be deadly in this realm. However in the spiritual realms that very same deadly power is instead both a curative force and a raw powerful catalyst. Alchemy allows us to embrace these mysteries. With alchemy you can transform and use the core forces from both creatures, minerals, and plants."
-- Fallstaff, Archwizard and bearer of the Golden Sash in his tome Core Alchemy

While adventuring, your characters may come across Primordial Balm, which under most circumstances can amplify a potion or poison’s effects two-fold. Or while walking across a tundra cold and alone you imbibe an elixir containing Drakus Flower or Fennel Silk that helps you regulate your body heat.

Performing Herbalism and Alchemy

For purposes of gathering ingredients and performing alchemy you can ignore the rules in the PHB with regards to needing proficiency. You only need the appropriate tool kit to perform alchemy. If you are not proficient you must make any appropriate alchemy skill checks at disadvantage and you must attempt every roll.

Alchemy Skill Check = d20 + INT or WIS Modifier + Proficiency bonus only if you are proficient with the appropriate toolkit.

Gathering and Harvesting Plants and Ingredients

Harvesting Check: Survival Skill Check DC 15

Whether you are traveling along roadways or adventuring deep in the forest, or have the potential to gather herbs, minerals, animal or monster parts, and more. The base check is once for every 3 days of travel at a normal pace or every day of travel at a slow pace. A failure means that no appreciable finds occur. A success means that you will find at least one ingredient from the terrain type the DM chooses. Use the following chart below:

  • Success of 15 - 19 means you find one ingredient.
  • If your check is at least 20 or higher you harvest 2 ingredients.
  • If your check is at least 25 or higher you harvest d4+1 ingredients.
  • If the main purpose of the days activity is for exploration of ingredients. you may add 1 to this result.

For each ingredient you find roll 2d6 and consult the appropriate environment tables below. Spell casters may re-roll one die. Druids and Rangers and Clerics with the Nature domain may re-roll a second die result. See tables below for each environment. Results of 6-8 are common Ingredients. The higher or lower the result indicates more rare ingredients.

Quantity of Ingredient you found: 1d2 + modifiers

  • +1 for Rangers or Druids
  • +1 for Proficiency with the appropriate toolkit or +2 with Expertise in that toolkit (example: Herbalism Tools or Mining tools

As the DM wishes they can substitute a legendary ingredient for a natural result of 12 for their 2d6 roll if circumstances permit. Legendary ingredients have numerical values above 12. Some can just be found during certain solar or lunar cycles, or perhaps during specific weather conditions.

Recording Results, Alchemy and Harvesting Shorthand

If you have to roll for multiple Harvests, you can quickly record your findings using Harvest ShortCodes. This is a quick way to write it down without looking up the results right away. This will get you back into the game quickly so you don't miss anything the DM might be telling everyone. Harvest ShortCode = 2FA4 (1d2 + any Bonuses) / Terrain Table Letter Codes / 2d6 for ingredient number The use of ShortCodes is not only to speed up the time you spend rolling dice and recording your findings, but to also help when you don't know what the Plant is. Let's say you've found 2FA4, all you need to do now is find FA4 in your Alchemy Book's List of Ingredients and record that you have 2 portions. You're done. You now know that you have 2 portions of the 4th Plant found in Forests Table A and can use this information later to identify those ingredients.

As an example, a ranger traveling through grasslands would announce to their DM that they would like to search for useful herbs and minerals on their slow journey between towns which takes a week. The player would then roll a DC 15 Survival Skill Check two times for the first and second set of three days. They succeed the second roll with a roll of 21. The ranger harvests a total of 2 ingredients for the success above 20. They next determine the ingredient type and roll 2d6 for a result of 9. The DM tells them that the results will all be from table B. The ranger finally determines the quantity of the ingredient and rolls 1d2 with a result of 1. As a ranger class they get a bonus +1 and have harvested 2. The shortcode is 2GB9. The ranger records the result and while in town they discover that that ingredient GB-9 is Bloodgrass (Grasslands table B item 9). The ranger harvested 2 Bloodgrass along their journey!

A successful gathering attempt would result in the DM rolling 1d4 for how many ingredients were gathered, and then looking up the parties most relative terrain in Appendix B. Here the DM would roll for however many ingredients were gained.

A good general guideline to stick by would be allowing 2-3 gathering moments per session, or 1 to 2 gathering opportunities in between long rests. This will allow the player to craft decent potions and poisons, without giving them unlimited amounts of ingredients.

Spell assisted foraging

While there are no restrictions on who can gather ingredients for Alchemical purposes, some classes or races might have additional advantages. When a player casts a spell similar to locate animals or plants, they gain immediate knowledge on what type of plants are around, and the direction they are in. As a DM, roll against the Terrain Ecosystems tables in Appendix B (for the closest similar ecosystem) 1d4 times and let the player know what they would find. Additionally, they gain advantage on Herbalism rolls for those specific plants

Gathering During Downtime

During periods in between sessions, also known as Downtime, a player can perform Herbalism as well. When a player chooses to use their Downtime activity gathering ingredients, the DM would roll for the player in their stead. If the DM does not know the player’s skill scores, the player can decide to either wait to roll at the start of the next session, or have the DM roll d100 and add 3x Character Level, while trying to beat a 75.

An important thing to keep in mind as the DM, is to not give too many ingredients to the player that decides to gather as a Downtime activity. If given too many ingredients at low levels, the player can then create very powerful potions beyond their level. A good rule of thumb for Downtime gathering, would be to roll once or twice for gathering ingredients per day of travel during downtime, or for every 6 hours in game time if the party isn’t going to be traveling.

A successful gathering check results in the same fashion as if gathering during the session.

Identifying Specimens

After the player has gathered some ingredients, the DM can determine whether or not the character has past experience with it. This can be done either through a quick decision by the DM, or by rolling for the knowledge. If the second option is chosen, the player would perform an Herbalism check at a DC of 10 + DC Difficulty of the ingredient (see below for rare ingredients).

If the player fails the roll, the character does not recognize the ingredient enough to understand its purpose. Another attempt can be made after the player has researched more about the ingredient, or has another party member identify it for them. A player cannot roll again for the same ingredient if they do not already know what it is, or have gained insight on it.

If the player succeeded the roll, the character recognizes the ingredient and has a general idea of what it can do in a concoction. Additionally, if the player surpassed the DC by 5 or more, the character knows exact details about the ingredient and what it can be used for.

Rare Findings

The world is a bountiful place amongst all of the terrains it has within itself. While there are some plants that only grow in certain regions, and others that grow almost everywhere, you might come across a rare ingredient or two. These ingredients are marked as such for the DM to easily recognize them.

Rare ingredients such as the Primordial Balm o er major boons to both potions and poisons. Therefor they are much harder to identify the exact details of. The player would perform a regular Herbalism check as described above, but would add an additional +3 to the DC.

Just as the DC gets increased, the detailed knowledge gap does as well. If the player surpasses the roll by 10 instead of the normal 5, the character knows detailed information about that ingredient.

Selling Herbalism Items

Herbs and common Plants are often sold in cities, towns, and even sometimes villages. This can be done either during Downtime or in session, and operates the same regardless. However, depending on how the economy of the world your in is about, the prices and quantities of said items could be at any end of the spectrum.

Don’t expect to walk into the town of Willsbury, which recently was ransacked by Orcs, and hope to sell your ingredients at full price, or even at all! Sometimes you can get lucky and unload all your unwanted ingredients in a capital city in need of fresh herbs, and other times you’ll be holding onto stu for awhile.

Under normal everyday circumstances, a player can expect to sell a handful or two of common ingredients to a merchant in a city or town. However, the amount of money for those herbs will still vary vastly. Rare ingredients are very hard to sell at full price, and even harderto find a buyer for.

Just like selling Magic Items, the player will need to perform a DC 20 Intelligence (Investigation) checkto find potential buyers of their products. Another player in the party can assist in this venture by o ering their services, granting the original player advantage on this roll.

On a failure, no buyer can be found until the player performs a long rest and attempts again. On a success, the player is ableto find a buyer in a nearby area to them immediately. If this was done during downtime, it takes a number of days equal to the rarity of the ingredient. Also, the rarity of the ingredient you are trying to sell might a ect the chance that the price will not be near full price for that particular ingredient. Consult the tables below for both the prices o ered by a potential buyer, as well as the amount of days it would take during downtime to find one.

1Mandrake Root
2Bee Balm
3Pine Resin
4Wild Sageroot
5Wyrmtongue Petals
6Milkweed Seeds
1Faerie Leaf
2Bee Balm
5Wyrmtongue Petals
6Milkweed Seeds
C - Common Ingredients *               
1d12	Ingredient	Additional Rule(s)
1	Mandrake Root	
2	Mandrake Root	
3	Quicksilver Lichen	
4	Quicksilver Lichen	
5	Wild Sageroot	
6	Wild Sageroot	
7	Wild Sageroot	
8	Wyrmtongue Petals	
9	Wyrmtongue Petals	
10	Milkweed Seeds	
11	Milkweed Seeds	
12	Bloodgrass	Re-roll if not tracking provisions

G - Grassland Ingredients
2d6	Ingredient	Additional Rule(s)
2	Harrada Leaf	
3	Drakus Flower	
4	Lavender Sprig	Find 2x the rolled amount
5	Arrow Root	
6	Wild Sageroot
7	Milkweed Seeds
8	Bloodgrass
9	Scillia Beans	Find 2x the rolled amount
10	Cactus Juice	
11	Tail Leaf	
12	Hyancinth Nectar	 
HA - Hill Ingredients                                    
2d6	Ingredient	Additional Rule(s)
2	Devil’s Bloodleaf	
3	Nightshade Berries	
4	Tail Leaf	Find 2x the rolled amount
5	Lavender Sprig	
6	Quicksilver Lichen
7	Wyrmtongue Petals
8	Bloodgrass
9	Ironwood Heart	
10	Gengko Brush	
11	Rock Vine	Find 2x the rolled amount
12	Harrada Leaf	 

HB - Hill Ingredients                                    
2d6	Ingredient	Additional Rule(s)
2	Pixie Dust	
3	Mound Shade	
4	Mineral Silver
5	Lavender Sprig
6	Quicksilver Lichen
7	Wyrmtongue Petals
8	Bloodgrass
9	Ironwood Heart	
10	Mineral Garnet	Find 2x the rolled amount	
11	Mineral Antimony
12	Mineral Gold Find 1/2 the rolled amount	 

F - Forest Ingredients
2d6	Ingredient	Additional Rule(s)
2	Harrada Leaf	
3	Nightshade Berries	
4	Emetic Wax	
5	Verdant Nettle	
6	Wyrmtongue Petals
7	Alder Resin
8	Mandrake Root
9	Arrow Root	
10	Ironwood Heart	
11	Blue Toadshade	
12	Wisp Stalks	Night: Find 2x, Day: Re-roll

D - Desert Ingredients                              
2d6	Ingredient	Additional Rule(s)
2	Cosmos Glond	
3	Arrow Root	
4	Dried Ephedra	
5	Cactus Juice	Find 2x the rolled amount
6	Common Ingredient	Roll on Common Ingredient table
7	Common Ingredient	Roll on Common Ingredient table
8	Common Ingredient	Roll on Common Ingredient table
9	Drakus Flower	
10	Scillia Beans	
11	Spineflower Berries	
12	Voidroot	Come with 1 Elemental Water

 W - Water / Coastal Ingredients
2d6	Ingredient	Additional Rule(s)
2	Hydrathistle	Find 1-2x the rolled amount
3	Amanita Cap	Coastal Only
4	Hyancinth Nectar	
5	Chromus Slime	Find 1-2x the rolled amount
6	Milkweed Seeds Coastal Only
7	Haircap Moss Coastal Only
8	Lilytuber Puss 
9	Lavender Sprig	Coastal Only
10	Blue Toadshade	Coastal Only
11	Wrackwort Bulbs	
12	Cosmos Glond	Find 1-2x the rolled amount

M - Mountain Ingredients                         
2d6	Ingredient	Additional Rule(s)
2	Basilisk’s Breath	
3	Frozen Seedlings	Find 2x the rolled amount
4	Arctic Creeper	Find 2x the rolled amount
5	Dried Ephedra	
6	Common Ingredient	Roll on Common Ingredient table
7	Wild Sageroot
8	Common Ingredient	Roll on Common Ingredient table
9	Drakus Flower	
10	Luminous Cap Dust	Find 2x the rolled amount in Caves
11	Rock Vine	
12	Primordial Balm	 

S - Swamp Ingredients
2d6	Ingredient	Additional Rule(s)
2	Devil’s Bloodleaf	
3	Spineflower Berries	
4	Emetic Wax	
5	Amanita Cap	Find 2x the rolled amount
6	Milkweed Seeds
7	Minkel Tear
8	Lilytuber Puss
9	Blue Toadshade	Find 2x the rolled amount
10	Wrackwort Bulb	
11	Hydrathistle	Find 2x the rolled amount in rain
12	Primordial Balm	 

A - Arctic Ingredients                                
2d6	Ingredient	Additional Rule(s)
2	Silver Hibiscus	
3	Mortflesh Powder	
4	Ironwood Heart	
5	Frozen Seedlings	Find 2x the rolled amount
6	Common Ingredient	Roll on Common Ingredient table
7	Common Ingredient	Roll on Common Ingredient table
8	Common Ingredient	Roll on Common Ingredient table
9	Arctic Creeper	Find 2x the rolled amount
10	Fennel Silk	
11	Fiend’s Ivy	
12	Voidroot	 

U - Underdark Ingredients
2d6	Ingredient	Additional Rule(s)
2	Primordial Balm	Find 1-2x the rolled amount
3	Silver Hibiscus	
4	Devil’s Bloodleaf	
5	Chromus Slime	
6	Mortflesh Powder	Find 2x the rolled amount
7	Fennel Silk	
8	Fiend’s Ivy	
9	Gengko Brush	
10	Luminous Cap Dust	Find 2x the rolled amount
11	Radiant Synthseed	
12	Wisp Stalks

Notes from the Alchemical Herbalist 

--- Selling Herbalism Ingredients Rarity Uncommon Very Rare Price d% Price Mod.* 16-40 gp +0 100+ gp -20 Days to find Buyer 1d6 1d12 Common Up to 15 gp +10 1d4 Rare 41 - 100 gp -10 1d10 * Apply this Modifier to rolls on the Herbalism Prices table Herbalism Prices d% + Mod 21 - 40 81 - 90 You Find ... 20 or lower A buyer offering a tenth of the base price A buyer offering a fth of the base price, and a shady buyer offering half of the base price A buyer offering to purchase all of your ingredients at once at half price 41 - 80 A buyer offering half of the base price, and a shady buyer offering the full price 90 or higher A shady buyer who is willing to buy all of your ingredients at full price, no questions asked Once the player has found a successful buyer for an ingredient, the DM can determine the identity of the buyer if they wish. If the buyer seems shady or likely to get the party into trouble down the road, feel free to skip selling the items to that buyer and try again later.

Preparing Herbal and Alchemical Items

When a player would like to craft a potion or poison, they would announce it to their DM. Players can perform Alchemy Attempts, which are the equivalent to Rituals. This process takes 10 minutes to complete and results in a single vial of paste, powder, or liquid. To start a basic Alchemy Attempt, you would select a base ingredient to work with. Base ingredients have the term Effect in front of the description. When crafting, you can only have one of these base ingredients unless an ingredient says otherwise, such as Bloodgrass. Once you have your base ingredient, you can add other ingredients that have the Potion Modifier, Toxin Modifier or Special term in front of the description. You can only have one Effect ingredient and up to three Modifier ingredients in a single concoction. Secondly, there are Enchantment ingredients. These require Elemental Water as their base ingredient, which then you would select the Enchantment ingredient for the Alchemy Attempt. Now that you have selected your ingredients, you’d find the total difficulty number and roll an Alchemy Attempt DC check. Alchemy Attempt DC = 10 + all ingredient difficulty Modifiers combined On a successful Alchemy Attempt roll, you create the vial of paste, powder, or liquid. On a failure, the vial’s contents don’t look exactly like they should. It is up to the DM to decide whether the character knows if the potion will work correctly. Crafting Potions The two di erent types of potions are E ects and Enchantments. An simple E ect potion normally is either a healing-like substance, while Enchantment potions produce a spell-like effect. For example, Wisp Stalks give the effect of making the consumer of the potion to turn invisible for 1 hour. While the healing-like substances can be altered by Potion Modifier ingredients, all of the Enchantment potions cannot. An example of a potion that you can create using Alchemy: Potion of Delayed Potent Healing. Starting with Wild Sageroot, combine it with Milkweed Seeds and a touch of Gengko Brush. This potion has a Alchemy Attempt DC of 14. The resulting mixture should give o a bluish-green glow in the water, with the remnants of the brown Gengko Brush swirling around. When ingested, this potion provides (8d4/2) healing over the course of two rounds Crafting Poisons One of the main tools in an assassin, Drow, or evil being’s repertoire of ways to kill someone. Poisons. Most of the time these are beautiful, and all of the time they are deadly. There is only one type of poison (E ect) when it comes to this supplement, and that’s all that is needed. Poisons are very versatile in how one can create them. They can target the target’s core and disrupt their body heat overtime to freeze them from the inside-out, or even decide to boil their esh o using acidic properties. They can knock-out targets as well as make targets unaware they are even poisoned. When an alchemist creates a poison, they decide whether the poison needs to be inhaled, ingested, dealt with an injury, or just making contact with skin. Luckily, for all those wanting to master the art of poisons, all they need to start is a very common ingredient called Wyrmtongue Petals. These grow in almost every terrain, and are the base ingredient for all poisons. Additionally, all poisons can be altered by Toxin Modifier ingredients to customize them to their user’s liking. The Tools of the Trade For each type of concoction, the player is required to have a tool. Crafting potions and tonics requires some Alchemist’s Supplies or Herbalism Kit, while crafting poisons requires a Poisoner’s Kit. The player does not need to be pro cient with the tools in order to craft the items, but being pro cient with these tools adds their pro ciency bonus again to their rolls in crafting. Modifying Poisons & Combat Rules Some ingredients like the Arctic Creeper change the damage type from poison to another. However, although the nal poison’s damage has changed, for purposes of Toxin Modifier ingredients, it is still considered poison damage during crafting. Also, a single vial of poison can be applied up to 1 weapon or 3 pieces of ammunition. Additionally, poisons used with this supplement instill the poisoned condition on their target if they fail a CON saving throw. Poison DC = 8 + Alchemy Modifier A few examples of poisons that you can create using Alchemy are be below: Death’s Bite (injury). Start with Wyrmtongue Petals like all poisons, and grind in the root part of some Arctic Creeper. Then add some Spineflower Berries and Quicksilver Lichen. This poison has a Alchemy Attempt DC of 18. The resulting mixture should look like a translucent light grey liquid with lines of silverflakes from the lichen. When used appropriately, the target it is used on becomes poisoned for 30 seconds, and takes 2d6 + Alchemy Modifier necrotic damage per round. Widow Venom (contact). Start with Wyrmtongue Petals like all poisons, and mix in some Amanita Cap with a little bit of Cactus Juice. After that, add some Spineflower Berries. This poison has a Alchemy Attempt DC of 17. The resulting mixture should be a slime-like red substance that has fuzzy bits of the Amanita Cap exposed. When used appropriately, the target it is used on becomes poisoned for 1 minute, takes 1d6 + Alchemy Modifier poison damage per round, and doesn’t notice the e ects until 30 seconds pass. Additionally, the poison will only knock the target unconscious, not kill them. Selling Alchemy Items Selling your crafted potions and poisons can be done either during sessions or during Downtime activities like selling herbs can be. However, finished products are looked for by potential customers far more often then just the ingredients. This is mostly due to the lack of ability to craft such items for most NPCs. The pricing for all Alchemy items is the total cost of the ingredients in the single concoction combined. However, these are just base pricing, and the charts below go o of the base pricing. The player always has the opportunity to price these items themselves, and the DM can respond at their discretion. You can expect to sell up to half of your alchemy wares to potential buyers in most cities and towns, and only a small amount to villages. This of course depends on how much money you are willing to sacri ce. However, the more damage, healing, or power a concoction provides, the less often a buyer will be available. When selling your crafted alchemy items to a potential buyer, the player will need to perform a DC 15 Intelligence (Investigation) checkto find potential buyers of their products. Just like herbalism, another player in the party can assist, granting the original player advantage on this roll. On a failure, no buyer can be found for that item type until the player tries again after a long rest and makes another attempt. On a success, the player is ableto find a nearby buyer immediately, or if during Downtime, it takes a number of days as per the chart below. Remember, that the more ingredients in a concoction, the harder it will be to sell. Herbalism & Alchemy Variants As the DM, you can decide to use any of these additional rulings in your games when it comes to this supplement. However, make sure to communicate this with your players so they understand. Ingredient Expiration This variant of Herbalism a ects how long an ingredient can go when not used in an Alchemy item or preserved in another way. If the ingredient is in an Alchemy item, it is no longer considered an ingredient for purposes of expiration. Most ingredients can only last about a week in game time before losing their full potential. If used past this week time period, the concoction can have slightly altered e ects, or not work at all. However, the rare and very rare ingredients can last almost a month in game time due to their hostile environment situations. A good way to preserve ingredients from expiring too early is to use an Ingredient Pouch (25 gp, 1 lb). Every pouch operates di erently, but costs the same. Some of these pouches keep the ingredients dry, while others merely remove oxygen from the container. Any style of these pouches extends the ingredient life of ingredients by double. Potion Sickness Drinking too many potions can have variable consequences if not carefully monitored. If you feel that your players are making and using too many potions, this variant ruling might be for you. If a player decides to ingest more than 8 ingredients worth of potions between periods of long rest, the DM can decide to have some consequences appear. This can vary from DM to DM, but shouldn’t be used to punish the players. The character merely is tampering with the magical essence of the world too fast. Some good examples would be to have a simple consequence where the character gets sick to their stomach and gains a level of Exhaustion, while on the other end of the spectrum, a consequence could be that the magic in the potions created a Wild Surge within the character. Underdark Treasure Not many people go looking for a ght in the Underdark, let alone ingredients to make fascinating concoctions. With this variant ruling, any ingredients from the Underdark, and any items produced with those ingredients have a black glow to them. Buyers will buy these at 5x the regular value of a normal version. Additionally, the DM might decide that the potion or poison has additional e ects randomly added in the style of an Underdark tone. Sellable Alchemy Items Rarity 2 Ingredients 4 Ingredients d% Price Modifier* +0 -20 Daysto find Buyer 1d8 1d12 1 Ingredient +10 1d6 3 Ingredients -10 1d10 * Apply this Modifier to rolls on the Alchemy Prices table Alchemy Prices d% + Mod 31 - 50 61 - 90 Youfind ... 30 or lower A buyer offering a fth of the base price A buyer offering a half of the base price, and a shady buyer offering full price A buyer offering one and a quarter of the base price, and a shady buyer offering one and a half of the base price 51 - 60 A buyer offering full price, and a shady buyer offering the one and a quarter of the base price 90 or higher A buyer offering one and a half of the base price, and a shady buyer offering double the base price Appendix A: Ingredients List This appendix allows the ability to quickly grab the mechanical information behind each of the ingredients used by this supplement. The table below shows the name of the ingredient, the base pricing, mechanical details about the ingredient, the DC difficulty Modifier, and what terrain it grows in. You can further use this appendix to quickly determine the rarity of the ingredients by referencing the Herbalism Rarity column below. This should give a DM enough reference to get a quick feel for the ecosystems that these things grow in. However, Appendix B has the charts on a bell curve for that as well. Potion Ingredients Herbs/Ingredients Chromus Slime Emetic Wax Gengko Brush Lavender Sprig Milkweed Seeds Rarity Rare Common Uncommon Common Common Details DC Grows in ... Coastal, Underdark Forest, Swamp Hills, Underdark Coastal, Grasslands, Hills Most Terrain Grows in ... Coastal, Swamp Desert, Grasslands Bloodgrass Common Special (Potion E ect): Can combine with any other Potion E ect ingredient to become a food source for 1 day. Cannot be altered by other ingredients. --- Most Terrain Special (Potion & Toxin Modifier): The nal E ect after all other calculations is the exact opposite. This is up to the DM’s discretion on the speci cs per potion/poison. Special (Potion & Toxin Modifier): Delay the E ect of an ingredient this was combined with by 1d6 rounds Potion Modifier: Double the dice rolled of any healing E ect, but divide the total of the dice by 2 (rounding down); Then, the recipient receives that amount of healing per round for 2 rounds. Special (Potion & Toxin Modifier): Makes the potion or toxin more stable and safer to craft. Potion Modifier: Double the dice rolled of any healing E ect, but remove all Alchemy Modifier bonuses. This Modifier can stack. +4 +1 +2 -2 +2 Dried Ephedra Uncommon Potion Modifier: Increase the dice-type by 1 size for any healing E ect. +2 Desert, Mountain Fennel Silk Common Potion E ect: Stabilizes body heat to resist cold weather or wet condition penalties for 1 hour. Cannot be altered by other ingredients. +2 Arctic, Underdark Hyancinth Nectar Common Potion E ect: Removes 1d6 rounds of poison in the target’s system, but cannot remove it completely. One round of poison damage will still occur at minimum. +1 Coastal, Grasslands Mandrake Root Common Potion E ect: Reduce any disease or poison’s potency by half for 2d12 hours. Only hinders already existing poisons or diseases in the body. Cannot be altered by other ingredients. --- Most Terrain Wild Sageroot Common Potion E ect: Heals for 2d4 + Alchemy Modifier. --- Most Terrain Poison Ingredients Herbs/Ingredients Amanita Cap Cactus Juice Rarity Common Common Details DC Toxin Modifier: Changes any poison E ect to be non-lethal and only +1 incapacitate the target. Toxin Modifier: The target will not notice any poison damage E ect in their +2 system until they take 5 rounds of damage from the toxin. Arctic Creeper Common Toxin Modifier: Change poison damage to cold or necrotic damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients. +2 Arctic, Mountain Basilisk Breath Very Rare Special (Toxin E ect): Slowly paralyzes opponent. Target makes a DC 5 + Alchemy Modifier CON saving throw each turn for 4 turns. While under this affect, target is considered slowed by the slow spell. On a failed save, the target is considered [paralyzed] for 4 rounds. Cannot be modi ed or altered by other ingredients. +5 Mountain Chromus Slime Rare Special (Potion & Toxin Modifier): The nal E ect after all other calculations is the exact opposite. This is up to the DM’s discretion on the speci cs per potion/poison. +4 Coastal, Underdark 5 Poison Ingredients (cont.) Herbs/Ingredients Drakus Flower Frozen Seedlings Lavender Sprig Radiant Synthseed Wyrmtongue Petals Rarity Common Rare Common Rare Common Details DC Grows in ... Desert, Grasslands, Mountain Arctic, Mountain Coastal, Grasslands, Hills Underdark Most Terrain Grows in ... Coastal, Forest, Swamp Hills, Swamp, Underdark Arctic, Underdark Arctic, Forest, Hills Arctic, Underdark Mountain, Swamp, Underdark Desert, Grasslands Grasslands, Hills Arctic, Desert Coastal, Swamp Toxin Modifier: Change poison damage to re or acid damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients. Toxin Modifier: While [poisoned], target’s movement speed is reduced by 10 ft for 1 minute. Cannot be altered by other ingredients. Special (Potion & Toxin Modifier): Makes the potion or toxin more stable and safer to craft. Toxin Modifier: Change poison damage to radiant damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients. Toxin E ect: 1d4 + Alchemy Modifier poison damage per round; target is [poisoned] for 1 minute. +2 +4 -2 +2 --- Emetic Wax Common Special (Potion & Toxin Modifier): Delay the E ect of an ingredient this was combined with by 1d6 rounds. +2 Forest, Swamp Harrada Leaf Common Toxin Modifier: While [poisoned], target has disadvantage on ability checks. Cannot be altered by other ingredients. +1 Forest Quicksilver Lichen Uncommon Toxin Modifier: Double the dice rolled of any Toxin E ect, but reduce that E ect duration by half. This Modifier can stack. +3 Most Terrain* Spine ower Berries Uncommon Toxin Modifier: Increase the dice-type by 1 size for any Toxin E ect. +3 Desert, Swamp Enchantment Ingredients Herbs/Ingredients Blue Toadshade Devil’s Bloodleaf Fiend’s Ivy Ironwood Heart Mort esh Powder Primordial Balm Scillia Beans Tail Leaf Voidroot Wrackwort Bulbs Rarity Rare Very Rare Rare Uncommon Very Rare Rare Common Very Rare Very Rare Rare Details DC Arrow Root Uncommon Enchantment: +1 to attack rolls for one minute when applied to a weapon. +2 Desert, Forest, Grasslands Enchantment: User creates a potion of gaseous form (DMG 187). Enchantment: User creates a potion of vitality (DMG 188). Enchantment: User creates a potion of mind reading (DMG 188). Enchantment: User creates a potion of growth (DMG 187). Enchantment: User creates a potion of longevity (DMG 188). Enchantment: User creates a potion of frost/ re/stone giant strength (DMG 187). Enchantment: User creates a potion of climbing (DMG 187). Enchantment: User creates a potion of speed (DMG 188). Enchantment: User creates a potion of ying (DMG 187). Enchantment: User creates a potion of diminution (DMG 187). +3 +5 +4 +3 +5 +4 +1 +5 +5 +4 Cosmos Glond Rare Enchantment: User creates a potion of clairvoyance (DMG 187). +3 Coastal, Desert Elemental Water Rare Special (Enchantment): This is required as the base catalyst for all Enchantment ingredients. See Appendix B for details. +3 Special (See Appendix B) Hydrathistle Uncommon Enchantment: User creates a potion of water breathing (DMG 188). +2 Coastal, Swamp Luminous Cap Dust Rare Enchantment: User creates a potion of heroism (DMG 188). +4 Mountain, Underdark Nightshade Berries Uncommon Enchantment: The effect of this “potion” is similar to the oil of slipperiness (DMG 184). +3 Forest, Hills Rock Vine Rare Enchantment: User creates a potion of invulnerability (DMG 188). +4 Hills, Mountain Silver Hibiscus Rare Enchantment: When consumed by target, they can unleash a random elemental breathe weapon 3 times (PHB 34). Cannot be altered by other ingredients. +4 Arctic, Underdark Verdant Nettle Uncommon Enchantment: User creates a potion of animal friendship (DMG 187). +2 Forest Wisp Stalks Very Rare Enchantment: User creates a potion of invisibility (DMG 188). +5 Forest, Underdark Enhancing Enchantments Due to the volatile and chaotic nature of the magical essence that Enchantments use, you cannot use any Modifier ingredients with them. If you do, you may cause unwanted side effects or harm to the imbiber of the potion. You may also cause a Wild Surge to occur at your DM’s discretion. 6 Plant Life & Ingredient Descriptors Below you willfind narrative text for each of the ingredients listed above. The DM can incorporate these descriptions to allow the player some form of immersion to the world. Each ingredient has a distinct color or quality that is unique. Also, there are some side-rulings that the DM can use to further the narrative or plot in game if they’d like. Arctic Creeper. This noxious weed usually grows in extremely cold environments, or at higher elevations where snow tends to accumulate. The leaves of the plant characterized by a pleasant sweet minty avor, whereas the root is bitter and acidic. The weed is one of an assassin’s favorite plants, due to the root’s ability to freeze a creature’s bloodstream, which leads to a slow and agonizing death. The Arctic Creeper is toxic to many unwary travelers, as it is quite easy to consume the root’s toxins while enjoying the sweet avorsome leaves. Arrow Root. This unusually elongated plant can stand up to four feet tall, and is very easy to spot due to its distinctive white and brown speckled pattern. The Arrow Root thrives in desert and drought environments, as the plant needs very little water to survive. When diced and boiled in water the plant creates a frothy silver liquid, which is ideal for sharpening and polishing weapons and armor without the use of magic or other means. Amanita Cap. This large mushroom is often found growing in clusters near bodies of water, or around other damp terrain. It has a bold blue stem accompanied by a large red cap, which makes this fungi extremely easy to identify. Professional herbalists often cut the head from the root, as the mushroom has the rare ability to re-grow its cap within a few short weeks. Basilisk’s Breath. Often referred to as Grey Restraints amongst the nobles of the world, this dark grey vine is only rarely found atop the highest peaks of mountainous regions. It is fabled that this vine is a gift from the gods, as a way to test humanity. Often sold for outrageous sums of gold, Basilisk’s Breath can attract unwanted attention to those trying to sell it for pro t. Bloodgrass. The most boring, common plant life found in the wild is this dark brown grass. It has absolutely no remarkable qualities, other than being relatively harmless, and its use as basic sustenance when properly prepared. Herbalists do notfind this grass very unique, but still tend to collect it as it occupies almost no space in their packs. Blue Toadshade. Another common mushroom is this dark blue cap with a yellow striped stem. When disturbed, this mushroom lets o a pu of blue powder. Usually this causes no permanent harm to the surrounding creatures, but it can stain their skin and equipment for a short while. The powder is commonly used to color various inks and dyes. Herbalists usually search for the fungi around small watering holes, where aquatic life often thrives. Cactus Juice. This usually clear liquid can be found within most cacti around the world. It’s reasonably di cult to extract, as many cacti are dangerous to work with. Brewers love to use this juice in many recipes, as one of its e ects is to delay alcohol intoxication, allowing people to purchase and consume more before it hits them. Chromus Slime. This thin slime substance is often observed to ow within water current as if it had a mind of its own. Often times, scientists mistake this slime with mercury, as it has the same consistency and look. When attempting to alter the slime, it reverberates and alters the other plant life it touches instead. Cosmos Glond. This uncommon four-leafed plant is notorious for being somewhat di cultto find. This is mostly due to the plant growing about 5 feet underneath the ground, and only peeking out during its nal maturity. However, it has an uncanny look of the stars in a night sky amongst its leaves. Devil’s Bloodleaf. Only a few recorded instances of this red and yellow ower exist. This large and bold red leaf can be going back in history to the dawn of humankind. It was once a popular decoration around homes and gardens, but has become one of the rarest plants in the world. It is said to give immense vitality and health to one who can properly prepare the plant. 7 Drakus Flower. This bright red and pale green ower can be found in both temperate and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s ability to ignite with a moderate application of friction. This ignition does not cause harm, but instead creates theatrical sparks with the ability to light res and create warmth. Dried Ephedra. A bush often found in dry environments, it is thorny and hard to harvest without scratching your skin. It has a distinct dark purple hue when viewed at a distance, but up close it looks black. Herbalists love to use this plant when making healing tonics as it has the odd ability to enhance Wild Sageroot. Elemental Water. This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks oating unnaturally in the middle and at other times you can swear you see re in the water. This special water can be found in all environments as it is not bound to our physical world’s rules. Emetic Wax. This thick, white wax is often found seeping out of trees near lush and wet areas. It is commonly used in candle making, as the wax melts and re-hardens rather quickly, yet is strong enough to form delicate shapes. Herbalists use it to control how their tonics enter the body, performing miraculous feats. Fennel Silk. Often mistaken for a spider’s web, this white web like plant grows amongst frigid and dark environments. It uses sharp hooked tendrils to help secure the edges of the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk will recognize the many applications it has for protecting your extremities from harsh-low temperature environments. Fiend’s Ivy. These long, red thorn-encrusted vines can stretch up to 3 feet long and have sharp thorns that reach up to an inch or two long. It isn’t rareto find blood stains amongst these vines as many animals and adventurers can easily trip or get caught in a bushel of the vines. The vines also seem to have a sentient quality to them as they relax when prey is near, and contract when captured. Frozen Seedlings. These small, pea sized pods can be found amongst resilient owers in very cold environments. Named for their almost frozen appearance, they can be plucked with relative ease and are often used in cold alcoholic drinks. Some assassins have found ways to crush these into a paste and hamper one’s movements. Harrada Leaf. This huge yellow leaf can often be found near tree tops in lush environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be sold as a street drug. The potent nature of this addictive substance will cause a brief euphoric state coupled with an increase in a speci c attribute; followed by a long recovery period in which the user is extremely weakened in that attribute. Hyancinth Nectar. This blue and white thick liquid can be extracted from the Hyancinth’s near somewhat wet areas. This nectar is of high demand and is often used by highly trained guards to counter poisons that evil people attempt to use on them. While it does not cure the mean of poisons, it severely limits its e ects. Hydrathistle. Named for its appearance, this three- pronged blue and black ower is often found in dark and dank environments. When used alone, the thistle has no real bene cial e ects. However, skilled alchemists have been able to use highly powerful and natural water to concoct potions that allow them to breath in water. Ironwood Heart. This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by a Herbalist these seeds can increase a beings physical size greatly. Lavender Sprig. These long stemmed purple-petal owers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten. Luminous Cap Dust. This powder can be shook from the glowing yellow mushrooms often found in extremely dark environments and it keeps an ember-like glow for about a week after extracted. Many Herbalists keep the glowing mushrooms themselves in dark cellars in order to harvest this dust every chance they can. Mandrake Root. This tan root has serrated edges all along its body that often cause injury to Herbalists that do not properly know how to handle it. When stripped of its outer skin, the soft tender center can be eaten with relative ease and is often used by Doctors to reduce pain from poison or disease. Milkweed Seeds. These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive e ects this way. When crushed up and diluted with other liquid these seeds o er very powerful healing e ects. Mort esh Powder. This dark purple powder is often found growing on top of moss in dark, cold environments. This powder is often used as makeup for young men and women to reduce the look of age from their faces. When imbibed with a magical catalyst, the e ect is said to be permanent when consumed/ Nightshade Berries. These light blue berries can be found in small clumped packs among small bushes in lush environments. They can be safely ingested and are often eaten by wild animals for their sweet, but tangy avor. A skilled Herbalist can enhance the berries natural ability to a ect a persons body. Primordial Balm. This thick substance has been observed changing its coloring, almost at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks on end. Herbalists oftenfind this substance growing on rocks in humid environments. The exact rarity of the substance is unknown, as its constantly changing appearance makes it di cult to identify. Drug Addiction At the DM’s discretion, they can introduce addiction to certain substances. These plants and ingredients that offer major boosts to a character’s body tend to have traces of themselves cling to the user for an extended period of time. They can even be found amongst the stomach lining or lungs days or weeks after simple usage. Characters that use these ingredients often should be wary of the consequences that come with them. 8 Quicksilver Lichen. This silver and grey silky moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Assassins have been able to use this lichen to quickly administer their toxins into the target’s system without any drawbacks. However, this takes some preparation and is often forgotten by common folk. Radiant Synthseed. This long black and boat shaped seed emanates a strong yellow glow, and often exerts the smell of owers. When the seed is cracked open, a person canfind a few smaller looking seeds of the same nature. These smaller seeds can often be crushed or blended into mixtures to enhance toxins. Rock Vine. This extremely hardened dark green vine can be found growing in the ground near very old minerals, often seeming to feed o the minerals themselves. At rst glance this vine seems completely useless to mortals, but arcane studies have shown this vine to harden a person’s skin signi cantly if combined with a powerful catalyst. Scillia Beans. These light brown beans can occasionally be found hanging from Scillia Bushes in dry atmosphere environments. They are often used to enhance avors in stew and other meals, but have a much stranger e ect. At full potency, some of these beans can o er the user the ability to climb steep cli s and rock faces with ease. Silver Hibiscus. This silver-grey plant looks as though it represents madness itself. It often has random patterns and unplanned shapes, but always has a black web-like pattern on it. Although it may look deadly to touch, when prepared properly a Herbalist can unleash a torrent of elemental power representing a breath weapon. Spine ower Berries. Often found hanging amongst the bone- like owers, this white berry can be harvested and crushed to enhance toxins made by scoundrels. However, this e ect only applies when introduced directly to the bloodstream. When ingested normally these berries provide little sustenance, but do not harm the person. Tail Leaf. This very fuzzy, dark green leaf looks like a circle with three thick strands hanging from it. When held, the leaf itself feels as though it is vibrating. It is known that a skilled Herbalist can use these leaves in concoctions to create powerful magical e ects to enhance one’s speed. Verdant Nettle. With its dark green and yellow speckled mesh, this plant can be easily spotted. It normally grows in forests and can catch a person’s feet when traveling if they do not have proper footing. Alchemists like to use this plant to create tonics that enhance one’s strength and re exes. Voidroot. This dark grey thick root is often found amongst the most extreme environments. It normally grows in either desert or arctic environments and seems to vary in growth rate per root. Herbalists tend to be very careful when they extract this root from the ground, as it seems to defy gravity and want to “ y” away. Wild Sageroot. The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Alchemists and healers to create concoctions of extraordinary healing power. Wisp Stalks. This incredibly rare fungi has become something of a fable amongst herbalists. It is reported to have a large bulbous cap growing atop a thin stem, and to normally form in small clusters deep within damp cave environments and forests. The organism is usually a translucent blue, and is rumored to render creatures invisible once consumed. Wrackwort Bulbs. These huge white bulbs can be found on small yellow mushrooms often found in swamps or wet caverns. The mushroom releases a pu of powder from these bulbs when threatened and it tends to confuse and hinder a person. When harvested successfully, these bulbs can be ground into a paste and imbibed within magical water to diminish the size of a being. Wyrmtongue Petals. The assassins, and many Drows, favorite natural ingredient. These jagged red petals can be found growing on Wyrmtongue owers in almost every terrain. It’s almost as if the world itself is trying to test humanity by letting these owers grow everywhere. These petals are used as a base for toxins that can o er extremely powerful damage. For this reason, Wyrmtongue is highly illegal, and in many cases punishes owners of this ower with death. 9 Appendix B: Terrain Ecosystems This appendix is used to understand how each of the ingredients work on an ecology basis, as well as used by the DM to randomly determine which ingredient to give the player. These tables are fueled by the Herbalism skill, and correlate directly to that section. Additional rulings can be found next to each ingredient on the charts below, and each Terrain has speci c rulings per ingredient as well. For example, Hydrathistle is found in 1 or 2 amounts while searching for it underwater, but can only be found in quantities of 1-2 in a swamp if its raining. Refer to the ingredient descriptions for reasons why. Refer to the Special Ingredients section at the end of this Appendix for unique items that need more explanation then previously given.

Magic Item Identification

Under the normal rules you can identify any magic item by handling it and experimenting with it over the course of a short rest. By the end of the short rest, you know all these is to know about the item. I think that’s a bit dull. Magic items are, after all, supposed to be unique items of power in 5th edition. Therefore you’ll need to cast the Identify spell, or embark on some serious empirical research, to learn all there is to learn about a magic item. Some may give up their secrerts easily, others may not. You may still handle an item during a short rest and may gain insight into its powers.

Downtime Activities

Learning a Language

You can learn a new language or become fluent in a trained language. You must have an instructor available, or be literate and have a tome that teaches the language. The cost of training is 1 GP / day, and includes the cost of the instructor or tome.

When you finish your time learning a language, you will at least be Trained in the language and must make a successful DC 15 Intelligence Check for fluency. You gain advantage on this roll if you are fluent in at least 2 languages, or if you are already consider trained in this language. If you fail the roll, you are only consider to have a basic training in the language and may attempt the check again as a downtime activity.

Crafting a Magical Item (Replacement)

Creating magic items can be a costly and time consuming task. There are three factors in determining the time and effort in item creation:
Rarity. The rarity determines the base level requirement for crafting the item.
Type. The type of magic item adjusts the level requirements and DC for crafting the item.
Environmental Factors. Astrological alignments or other factors can restrict a specific items creation.

Base Creation Cost by Rarity

Rarity (Base)DCCreation CostMinimum Level
Common850 - 100 gp3rd
Uncommon12100 - 500 gp3rd
Rare16500 - 5,000 gp6th
Very Rare205,000 - 50,000 gp11th
Legendary2450,000 - 500,000 gp17th

Creation Cost Modifier

Type (Base)DCCreation CostLevel ModifierBase Time*
Spell Completion Item (Spell Scroll)-3Base Cost-11/2 day
Single Use Item (Potion, Charm, Scroll)-21/3 Base Cost01 day
Charged Item Power0500 + Base Cost01d8 weeks
Continuous Item Power+21500 + 2x Base Cost+ 24d8 weeks
Armor and Shields+21000 + Base Cost+ 14d8 weeks
Weapons and Armor+22000 + Base Cost+ 14d8 weeks

* If any of the dice rolls a maximum value, roll the die again and add the result in cumulatively.

If the item has a spell effect, you must have the spell prepared during the whole duration of the magic item creation process. For example, if you wish to create a Wand of Magic Missiles (Uncommon), you must spend 1000 gp in base materials, and it will take 1d8 weeks, and you must have Magic Missile prepared and known. If the spell requires a spell component you must provide the component which is consumed every day during your item creation process.

You must also possess and be proficient with the artisans kit appropriate for your item creation, in addition to possessing all the ingredients and spell components necessary for crafting the item. For magic item creation you will need a master artisans kit, which is typically 10x the cost of the normal kit as listed in the PHB.

At the end of the time specified, you roll an item crafting roll (Spell Attribute Modifier + Proficiency Bonus vs. the DC specified. If you succeed, the item is crafted as intended. If you succeed the item is crafted as intended. If you critically succeed, the item may have an enhanced effect. If you fail by less than 5, then you can still possibly salvage it by spending 1 more day crafting the item and rolling once again with disadvantage. If you fail by 5 or more, the item fails and can not be saved. On a natural roll of 1, it is possible the equipment is damaged, the item is cursed, or some other ill effect happens (DM determines).

Multiple characters can combine their efforts to create the magic item if each of them meets the level requirement to craft the item. Different characters can contribute spell slots and knowledge to satisfy individual needs for the item. If you have three crafters who all meet the requirements of the item, you may roll the crafting DC roll with advantage. If you have nine crafters who all meet the item crafting roll, then you can increase the critical threshold by 1 (19 - 20 instead of 20).

Player characters can not normally create more than their Attribute Modifier in Spell Completion Items until they achieve their next level.


You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given below:

Very Soft Ground (Base DC 5)
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground (Base DC 10)
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground (Base DC 15)
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground (Base DC 20)
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Add +1 for every 24 hours since trail was made.
Add +1 for every hour of rain since trail was made.
Add +5 if there is fresh snow or leaf cover since trail was made (+10 if heavy).

Add best stealth of tracked party if they attempt to hide trail (move at half speed).
Add +2 for low visibility (fog, precipitation, dusk).
Add +5 for darkness (+10 if overcast or moonless night).

Subtract 1 for every creature in tracked party.

Inspiration and Hero Point Awards

In the beginning of each session each player begins with a single Inspiration point award.

If you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is “I will do anything to save a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.

When you take an Inspired Action, you can either gain advantage on an ability check, attack roll, or saving throw OR you can give advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics.

Hero Point Awards. Hero Points are awarded usually once per adventure or possibly once per game session for roleplaying or composing a game-related journal or log entry. Unspent Hero Points are not lost between sessions. You can use a Hero Point for one of the following benefits:

  • Advantage - Before you roll, apply advantage to any d20 check.
  • Reaction - Gain an additional Reaction not on your turn.
  • D6 Boost - After you cast a d20, but before you resolve it, you may add to or subtract from the result 1d6. This does not negate a natural roll of 1 or 20.
  • Critical Boost - After you roll your attack, but before you resolve it, you temporarily extend your critical threat range by 1. Instead of needing a natural 20, a natural 19 or 20 would be a critical.
  • Speedy - You are unsurprised and are first in initiative.
  • Second Wind - You restore (skill bonus in dice x your maximum hit die), up to your maximum hit points. You may take this out of turn. When played immediately against damage you have just received, it first reduces the damage you have taken.
  • Recall Power - You may restore a single level 1 - 3 spell slot that you have expended, or a feature of your character that you can use once per short rest.
  • Song Weave - You inject a roleplaying element into the story that is excepted as being true.

The Song Weave adds plot information to the storyline. Information that must be accepted as being true. The event may be surprising but should be plausible, and contribute to the overarching storyline. For example, a temple could be open, a dead NPC might be only in a coma and could be awakened, there is a secret door somewhere in the locked room that the party is engaged in a battle in. A small collapse delays reinforcements from arriving on time.