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Suggestions for adding custom herbalism potions/oils to character sheet?

DMing a group of players and one wanted a Witcher-type char, so he's playing as a Monster Hunter archetype with herbalism. I made a streamlined homebrew version where he can check for plants while resting/traveling in the wilderness and then turn them into a handful of different recipes that I came up with (a mild poison, a tea to buff short rests, burn ointment, etc) during a long rest. What's the best way to incorporate the oils/potions he makes into his character sheet for tracking use & effects? If I add them to his inventory and list them as  "resource", can I also add auto-roll effects to them (like it adds +4 acid to melee hits)? Or should it do them as a custom macro on his player sheet?
1590850766
Oosh
Sheet Author
API Scripter
Which sheet are you using? 5e? Resources sounds like a good place to track how many potions he has. I would probably start with Global Modifiers for the effects, as they can easily be clicked on and off... but it really depends on whether the Global Mods sections can accurately capture the effects. Might need a little more detail on the potions you've come up with so far - the acid damage can certainly be added as a Global Damage Mod very easily, and turned on and off very easily.
1590851367

Edited 1590851431
Yes, using 5e. Here's what I've got: Antioxin: cures most common poisons (but does not restore lost hp) Burnsoothe Ointment: if applied to burn damage within 10 minutes it stops burning and heals 1d6 Relaxing bark: When burned, creates a relaxing smoke for 1 hour and all those within 10 feet can regain 2 spent hit dice Oil of biting: when coating a weapon, deals 1d4 acid damage for 4 rounds (needs to be reapplied after 1 hour) Oil of paralysis: when coating a weapon, causes struck creature to make a CON save (DC 12) or be stunned in pain for 1 round (needs to be reapplied after 1 hour) Beast oil: when coating a weapon, deals 1d6 damage to beasts (needs to be reapplied after 1 hour So I think you're idea to use the oils as global modifiers we can turn on/off is a good one. The other three seem more like healing potions. Maybe add them to inventory as resources? Can you add a roll script that way? Idea is that these are the basic ones and he will be able to find improved versions by exploring the world, talking to other herbalists, and killing monsters to collect certain resources. Neither one of us wanted to make it a whole separate minigame to track so it's pretty streamlined.