Herbalism: Those with herbalist knowledge can identify plants and fungus and prepare
nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and
plasters for medical and pseudo-medical purposes. They can also prepare natural
plant poisons and purgatives. The DM must decide the exact strength of such
poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when
using his healing talent (see the Healing proficiency).
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