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Medicinals

Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists, at the Narrator’s discretion.

Drinking or administering a potion or remedy takes an action. 

Expertise dice granted by the use of medicine can only be gained from that type of medicine once between long rests .

Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Constitution saving throws for 1 hour. 

Antitoxin. Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.

Bandage. These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease .

Dried Yewclaw Bark. Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain an expertise die on Intelligence saving throws for 1 hour. 

Fairy Cap. Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain an expertise die on Charisma saving throws for 1 hour. 

Healer's Satchel. This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check.

Healing Potion. These potions have auras of evocation magic invisible to mundane eyes.

Basic: When you drink the bright red liquid in this flask, you regain 2d4 + 2 hit points. 

Greater: When you drink the pure red concoction in this flask, you regain 4d4 + 4 hit points.

Superior: Requiring rare ingredients, the recipes for these potions are jealously guarded by master herbalists. When you drink the glowing crimson liquid in this vial, you regain 8d4 + 8 hit points.

Supreme: Only a few herbalists every generation master the precise artistry required to brew these serums. When you drink the iridescent liquid in this vial you regain 10d4 + 20 hit points.

Ironwood Acorn. This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain an expertise die on Strength saving throws for 1 hour. 

Jar of Leeches. This jar contains bloodthirsty medicinal worms useful for curing many maladies. You can expend one use of this jar during a short rest to administer leeches to yourself or a willing creature. A creature who has leeches administered to them cannot regain hit points during this short rest due to blood loss, but it may repeat a saving throw to remove the poisoned condition or a blood-borne disease (DC equal to the original effect).
Alternatively, as an action you can throw this jar up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the jar as an improvised weapon. On a hit, if the target is a Large or smaller creature it takes 1d4 ongoing damage. A creature can end this damage by using its action to remove the leeches.

Laudanum. This mixture of ambergris, saffron, and other rare ingredients can calm the nerves and ease mental pain. When you drink the bitter reddish-brown concoction in this vial you recover a level of strife. Roll 1d10. On a 1, you gain a short-term mental stress effect . Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest .

Lavender Paste. Mixing lavender petals with herbs creates a natural insect repellent. You can use an action to apply the paste to yourself or a willing creature, granting immunity to insect-based hazards in swampy terrain. In addition, the creature gains benefits equivalent to mosquito netting for the next 24 hours.  

Medicinal Salve. Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest . A creature treated with medicinal salve rolls a bonus Hit Die and adds the result to the total number of hit points regained during the short rest. When used with a bandage, the bonus Hit Die from a medicinal salve restores the maximum amount of hit points. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest .

Pressed Spiderbulb. Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain an expertise die on Dexterity saving throws for 1 hour. 

Sycamore Petal Poultice. Consumption of these pulped petals heightens your senses, and after you eat it you gain an expertise die on Wisdom saving throws for 1 hour. 

 

Table: Medicinals

Item

Cost

Weight

Adderwort roots

10 gp

Antitoxin

75 gp

Bandage

1 sp

Dried yewclaw bark

5 gp

Fairy cap

5 gp

Healer’s satchel (10 uses)

5 gp

3 lbs.

Healing potion (basic)

50 gp

½ lb.

Healing potion (greater)

150 gp

½ lb.

Healing potion (superior)

550 gp

¼ lb.

Healing potion (supreme)

1,500 gp

¼ lb.

Ironwood acorn

5 gp

Jar of leeches (5 uses)

25 gp

1 lb.

Laudanum

35 gp

¼ lb.

Lavender paste (5 uses)

10 gp

½ lb.

Medicinal salve (3 uses)

75 gp

½ lb.

Pressed spiderbulb

10 gp

Sycamore petal poultice

10 gp