D&D 5E herbalism kit and potions...

seebs

Adventurer
So there's a single offhand remark in the PHB saying that you need proficiency with an herbalism kit to make antidotes or potions of healing. The DMG rules say nothing about it, so far as I can tell. Is there any more explanation on this, or on how it works, or is that all we know? Do you need anything other than proficiency with the herbalism kit to do that?
 

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Id say it halves the market price if you do the potions yourself. You could consult some of the previous editions to figure out how to do it. I have no idea though if potions even have a market price, ive been a player thus far and our group doesnt own dmg yet.
 


Id say it halves the market price if you do the potions yourself. You could consult some of the previous editions to figure out how to do it. I have no idea though if potions even have a market price, ive been a player thus far and our group doesnt own dmg yet.

Market price for healing potions is 50gp. See PHB chapter 5. Note that if one is deciding they aren't magical, then it's a 10 day herbalism job. If, instead, one crafts as per magic items, it's a 2-day job...
 

Pretty sure PHB 187 doesn't apply, as that has to do with "nonmagical objects". The DMG rules for item creation require you to be "a spellcaster with spell slots", implying that proficiency with an herbalism kit has little benefit for a non-caster, since you can't craft magic items if you're not a spellcaster. And nothing in the DMG rules mentions anything about proficiency with any tool for crafting any magic item. This sort of feels like they made a change between the PHB and DMG releases.
 

I infer from the herbalism kit that you need proficiency with it to brew any potion with it.

Additionally you will have to comply with the DMG making magic item rules. Ie, you need a formula, and possibly also rare ingredients. It's all a bit loose/flexible on interpretation. But those would be my rulings.

I wonder what would make a good rare ingredient for healing potions.
 

Well, it doesn't say "any potion", just potions of healing and antitoxin.

I'm pretty sure my GM will let me hand-wave the spellcasting for potions of healing, since I've got a non-caster whose background provided the herbalism kit proficiency.
 

I believe the rule of "specific beats general" applies here. As a general rule, you must be a spellcaster in order to craft magic items. As a specific rule, if you are proficient with the herbalism kit you're allowed to use it to create healing potions and antitoxins. That's how I'd rule it.
 



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