Bonus Feat Cleric/Shaman

Jesus_marley

First Post
I was thinking about traditional healing and folk medicine (mainly herbal) and thought, why can't a shaman (or cleric) be able to create raw medicines from the plants around them?

I was thinking of granting it as a bonus feat for first (second?) level.

Brew Medicine

You can create raw medicines that carry healing magic within themselves.

Prereq: Cleric or Shaman

Benefit: You can create a healing medicine (tea, poultice, etc.) equal to a cure light wounds spell (see PHB for spell) with a caster level equal to your current Class Level or lower (your choice) with one difference. For each use of the medicine, the target loses 1 temporary wisdom point for each use. This character regains the lost point of wisdom after 1d4 hours. Each use must be rolled separately but time runs concurrently (ie. You roll a 3 on your first dose and an hour later you use another dose and roll a 2, after 2 hours you would regain 2 points of lost wisdom). Brewing the medicine takes half a day. For price determination, the medicine is considered level 1. Base price is it's spell level (1) times caster level x10 gp. To create the medicine you must spend 1/25 of this base price in XP (min 1) and use up raw materials costing 1/2 the base price.

Let me know what you all think...
 
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another option...

Hey! One way I saw this handled was the natural medicine skill in Nyambe, African Adventures (published by Atlas games). I think the fan site nyambe.com has some links related to herbalism. Cheers!
 

There's an old Dragon article, I think titled "Healing Herbs" that gave game stats for the healing properties of various plants and such. I read it years ago (like 15 years ago) and I've always remembered it for some reason. Maybe I should dust off my Dragon CD and go find it...

If you have access to it, it would give specific names and lots of flavor text for your feat.
 

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