Uses of the herbalism kit

  • Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

    That is the description of the herbalism kit but it isn't very clarifying. I tried to search more information about this but all the websites I found doesn't follow the rules of any book, they make their own ones (for example this answer, this answer, this especulation, this blog). Our DM said we can choose 2 tools from any book so it doesn't mind if it isn't in the PHP, it can be in another one.

    It'll be my first time playing so I don't want to get hurt (that is why I am looking for items to heal me [our cleric doesn't want to be healer]), but I don't want to ask to the DM how it works because I've already asked him several questions and I don't want to bother him.

    I am looking for:

    1. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials

      That means it has a limit usages?

    2. used by herbalists to create remedies [,] antitoxin and potions of healing

      How can I craft healing herbs, remedies or healing potions? (Anything that restores HP)

    3. How can I gather the resources to craft?
    4. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs.

      How can I identify or apply herbs? If I identify an herb, can I gather it? How much time it takes that?

    If there isn't any official rule, I am open to accepted rules made by community.

    Never be afraid to ask the DM questions about the rules. It is always better to understand and be on the same page.

  • Baron

    Baron Correct answer

    3 years ago

    Xanathar's Guide to Everything answers almost all your issues.

    Before I tackle the specific questions, I'll answer the overarching question.

    What does the Herbalism Kit actually do?

    This is clarified in Xanathar's Guide to Everything. Essentially, most of what the Herbalism Kit does is act as a supplement to other abilities. The examples given in Xanathar's Guide are using your knowledge of nature to assist with Arcana checks relating to plants and potions, assisting with Investigation checks relating to looking through anywhere with overgrown plants, assisting with Medicine checks when using herbal remedies, and so on.

    Most of the kits in the game don't have an obvious list of things to do with them, and work the same. They are mostly roleplay opportunities for your character to shine in a specific way. If you're stuck in a forest and need to determine which plant is which, you would mention to your DM that you have expertise in plants due to the Herbalism Kit, and likely would be given advantage or proficiency bonus on the roll, if not just be told outright immediately.

    That means [Herbalism Kit] has a limit usages?

    No. When you craft an item, the items that are used to craft it are factored into the cost.

    In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half the item's selling cost. (XGE, 128)

    So yes, while you technically use some of the kit to create the item, you simply replace the parts that you used afterwards.

    How can I craft healing herbs, remedies or healing potions? (Anything that restores HP)

    Page 130 of Xanathar's Guide to Everything covers the specifics of Potion of Healing crafting. In summary, a basic Potion of Healing takes a day of downtime, 25gp of materials, and proficiency in (and access to) the herbalism kit.

    How can I gather the resources to craft?

    Technically speaking, you don't. Crafting an item in 5th edition handwaves materials and resources by simply charging an amount of gold depending on what it is you are crafting and just says "you buy what you need".

    Your DM may rule otherwise, and were I the DM of your game and you wished to spend time gathering the herbs needed rather than simply buying them, I'd happily allow that as a roleplay opportunity. You spend more time doing it, but need to spend less gold. However, that's up to your DM, and would be homebrew rules.

    How can I identify or apply herbs? If I identify an herb, can I gather it? How much time it takes that?

    This is another situation where it is up to your DM. Your DM will need to present you with the opportunity to tell what type of herb the given plant is, and you would mention to your DM that you have Herbalism Kit proficiency so you would be able to identify it. You can also mention it on your own, as well; if you are in an area with potentially valuable/helpful herbs or plants, ask your DM if your character could search for and gather something useful.


    While not part of your question, there's a line in your question that is concerning and should be mentioned to a first-time player as you mention you are.

    I don't want to ask to the DM how it works because I've already asked him several questions and I don't want to bother him.

    The thing with D&D is that the DM is the one who runs the game. The rulebooks are secondary to how they want to run things. If they've agreed to be DM, then they've agreed to also answer rules questions when they come up. To do otherwise is just plain silly; he's the DM. That's the job he accepted when he chose to become DM. If he doesn't want to answer rules questions from his players, he shouldn't be DM.

    Feel free to bring up the rules I've listed here, and he very well may just say "okay, that's how it works, whatever". But to be afraid of asking your DM questions about the rules in the game he's running is going to cause problems later on, and you should be able to have open dialogue with him/her.

    Thanks for your answer, the DM will take this in consideration and will let me gather herbs using a check to make basic medicines without additional cost! One little Q: When you said "most of what the Herbalism Kit does is a supplement to other abilities" and gave some examples, are you saying that it adds proficence to related actions? So, e.g: I throw a dice to gather herbs, I get 9, +1 for wisdom modifier, +2 because I am proficent in Survival, and then add another +2 beacause I am proficent in herbalism kit? Or `supplement` means advantage beacuse rules said proficents aren't additive?

    From PHB page 171: " If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once." This means that you wouldn't add your proficiency twice to that roll. However, even if you weren't proficient in survival or nature, you could reasonably be allowed to add proficiency from being proficient in the Herbalism kit (similar to Thieves' Tools).

    I was referring to advantage, yes. In general, this is the perfect sort of thing for the advantage mechanic. You need to hit X, you get +Y, but oh, you have a special circumstance that makes your character particularly good at this? Advantage! But of course, that, like most roleplay situations, is up to your DM.

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Content dated before 6/26/2020 9:53 AM