You work with plants for healing, toxins, and more. ## Tier 1 (Herbalism 1+) * Identify Herb – Mark a die as Effectful; on success, identify a plant’s properties (edible, poisonous, medicinal). * Forager – You may gather common herbs in any biome, sustaining yourself and allies. * Poultice Maker – Once per scene, apply a simple poultice to remove 1 Fatigue or stabilize a Wounded ally. ## Tier 2 (Herbalism 2+) * Poisoner’s Knowledge – You may prepare a weak poison or antidote in downtime. * Potent Brew (Herbalism/Alchemy) – Mark a die as Risky; on success, create a powerful concoction (healing, hallucinogenic, paralytic). Failure = 1 Injury to self. * Botanical Lore – Once per scene, you may declare the presence of a specific plant species nearby. ## Tier 3 (Herbalism 3+) * Field Surgeon – You may treat serious injuries in the field without penalty dice. * Plant Whisperer (Herbalism/Survival) – You may reroll one failed die when navigating through wilderness. * Toxin Crafter – You may create a toxin or antidote that affects even magical creatures. ## Tier 4 (Herbalism 4+) * Life Bloom – Once per session, brew a salve that removes 1 Injury from all allies who apply it. * Cleansing Draught – Once per session, brew a potion that removes 1 Corruption die from its drinker. * Verdant Sovereign – You may retroactively declare you planted or nurtured a helpful plant in a location you visited earlier.