Botany
(Material Production)
Requires: Herbalist Tool Proficiency
Every Sailor knows that having someone who is capable of growing herbs can be the difference between life or death in any given situation. Players can spend 2 DT to start building up their garden. Each player can have up to their intelligence or Wisdom Modifier whichever is higher as planter pots. These Planter Pots allow the user to grow different Tier Seeds that will later be harvested for alchemical purposes. To Plant these seeds into the planter you must Spend the 2DT Mentioned above and pass the Herbalist Tools crafting goal (1d20 + Herbalist Tools). Below is a list of all Seeds and their crafting goal depending on the size of your planter each planter costs berry to own.
Planters Price Cost Per Planter Size:
Small Planter: 2500 Berry (Holds 1 Seed for Harvest)
Medium Planter: 5000 Berry (Holds 2 Seed for Harvest)
Large Planter: 10,000 Berry (Holds 3 Seed for Harvest)
Extra Large Planter: 15,000 Berry (Holds 4 Seed for Harvest)
Tiers of Seed:
Tier 1 (Green Seeds) Green Seeds are the most common seeds that can be obtained in the blues. These seeds are the most basic seed you can have to grow in a newly found garden. (Small Planter 35, Medium Planter 40 Large Planter 45 Extra Large Planter 50 Points to Grow)
Tier 2 (Blue Seeds) Blue Seeds are a variation of two green seeds combined to create something different and stronger. These seeds have a great effect when grown. (Small Planter 40, Medium Planter 45 Large Planter 50 Extra Large Planter 55 Points to Grow)
Tier 3 (Yellow Seeds) Yellow Seeds are one of the most Rarest seeds you can find in the world these seeds are created when you mix 4 blue seeds to create a yellow seed (Small Planter 50, Medium Planter 55 Large Planter 60 Extra Large Planter 65 Points to Grow)
Tier 4 (Red Seeds) Red Seeds are the Rarest seeds that can be obtained in the blues. These seeds are the most powerful seeds you can have to grow in a newly found garden. (Small Planter 55, Medium Planter 60 Large Planter 65 Extra Large Planter 70 Points to Grow)
When the plants are successfully grown, you can now Harvest the plants from the Planter at no DT cost below is how much you gain from the Planter if you have herb feat you gain 1d4 additional harvest and if you have bot feat it changes to 1d6 instead of a d4 note (this is not for all of the planters just the planter of your choice)
Planter Sizes & Plants Harvested:
Small Planter: 1d4 plants harvested
Medium Planter: 2d4 plants harvested
Large Planter: 3d4 plants harvested
Extra Large Planter: 4d4 planters harvested
Chance for a Seed:
After you harvest your plot, depending on the size, you have a chance to recover a seed. Depending on the tier level of the plant will determine that DC needed to recover a seed. For Tier 1 plants the DC is 12+1, For Tier 2 will be 12+2 and so on. Also Depending on the size of your planter determines how many d20 you roll for recovering seeds. 1 for small, 2 for medium, 3 for large, and 4 for extra large.
Splicing
(Material Refining)
Requires: Herbalist Tool Proficiency
When Splicing plants together the process is relatively simple. You take two Green Plants together to create a new Blue Seed that works up to tier 4 But different tiers require a different amount of plants to get to the next tier see table below in regards to that information. At the cost of 1DT and a limit of 2 + Int or Wis modifier, which ever one is higher.
2 Green Plants= 1 Blue Seed
4 Blue Plants = 1 Yellow Seed
6 Yellow Plants = 1 Red Seed
Alchemy
(Material Production)
Requires: Herbalist Tool Proficiency*
The Understand of Botany is just one part of the equation; the 2nd part is using the plants you have gathered to craft items. Below you can find a list of things you can craft based on the tier of plants you have collected or purchased. You can craft up to your Intelligence or wisdom modifier of that one item found on the list below
- Health Syrup (Bandage)
Specially made medical syrup lined with restoratives to help the recipient quickly recover from devastating injuries. Consuming this syrup on yourself takes a bonus action while administering one to another creature is an action. The potion is consumed upon use.
2 Green Plants= 1 Health Syrup 2d6 +5
4 Blue Plants= 1 Greater Health Syrup 3d6+10
6 Yellow Plants= 1 Superior Health Syrup 5d6+15
8 Red Plants= 1 Supreme Health Syrup 7d6+20
- Energy Syrup (Cola)
A potion designed to get your energy back. Consuming this syrup takes a bonus action or an action if applying it to another creature. A Creature who drinks this potion regains Energy points equal to the quality of the potion consumed. A creature can only regain energy artificially in this way a limited number of times. You can regain energy using this consumable 5 times per long rest. If you would attempt to consume this syrup any additional time after this use limit, you spend 1 Energy die, and regain 1d4+1.
2 Green Plants= 1 Energy Syrup 2d6 +5
4 Blue Plants= 1 Greater Energy Syrup 3d6+10
6 Yellow Plants= 1 Superior Energy Syrup 5d6+15
8 Red Plants= 1 Supreme Energy Syrup 7d6+20
- Alchemical Fire (Fire Bombs)
Alchemical Fire are palm-sized, spherical, and extremely deadly explosive heat-based weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Alchemical Fire has a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw the Alchemical Fire at a point you can see within range. Each creature within 10 feet must make a Dexterity saving throw. A creature takes 5d6 fire bludgeoning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone and gains the burned condition. All combustible and flammable items that are not held or worn, also are set afire.
(Make any changes to add the crafters int or whatever, i just changed some words)
2 Green Plants= 1 Alchemical Fire 15 DC 4d6 Fire
4 Blue Plants= 1 Greater Alchemical Fire 18 DC 7d6 Fire
6 Yellow Plants= 1 Superior Alchemical Fire 21 DC 10d6 Fire
8 Red Plants= 1 Supreme Alchemical Fire 24 DC 13d6 Fire