Green Healing

Steel Realms
All are made of natural materials and have a spoil by or lifespan.

Berryins/Goodberry: Berries that sustain and heal.

Bitter Leaves: (compressed in willow bark) Chewing it will draw poison out of the body after its already been afflicted. Can even reverse some damage if taken within a few moments after poison burns through the body.

Deathwillow Grubs:

Earthworms of Alarm:

Faerie Dust:

Healing Mead/Golden Nectar:

  • The mead made from the honey blessed of the deep forest is powerful healing.
  • Golden Nectar is the sap of blessed trees in a Briarwood or deep wood of the druids. It lasts for much longer, though is not as potent as the mead.

Millipede of Suturing:

Moon Moss Poultice:

Muckwillow Leech:

Slug of Unmasking:

Soft Bark Pillow: {Requires Attunement}

Willow Wound Chews:

Incarna d20™ Green Healing Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.
mead: extra healing
Golden Nectar: Potion of Healing
packed moss poultice which will remove disease over short rest
bitter leaves in bark that will draw poison (gives another save if the initial one failed; will remove 50% damage within 3 rounds)
strand of Willowplus (its three strands of bark, wound together) – chew it for 3 hours and during that time you are immune to fear. you cannot rage
soft bark pillow leaves in a sack; +1 hp healing for a year and prevents nightmares/fear if sleeping on a natural surface

Millipede of suturing; for 24 hours will reduce each wound by 1 hp as it crawls all over and sews them shut, removing foreign material and stopping bleeding. DC 5 Sanity check each time it activates or the character willpull it off and throw it away.

deathwillow grubs; eating triggers Rage (per barbarian; can use reckless attacks) @ end DC 13 Constitution check or heave your guts out for 3 rounds (incapacitated) and an automatic level of Exhaustion until a Long Rest.

bag of faerie dust (Faerie fire; DC 14 Dexterity), 5’x10′ area adjacent to holder of the bag. No concentration, 5 doses per bag. Also, if mixed in a drink, pee and poop rainbows and acts as a half strength healing potion (d4+1/3).

slugs: the slug will fluoresce if what they are touching is magic. It will turn green if there is disease, or red if there is poison. Each slug can be activated once (if nothing is present, the slug can be recovered), and will not be affected by what they detect. They must be fed and cared for. Whoever takes a slug from the box may give it a single command – i.e. to crawl to X location or item up to 30’ away.

earthworms. Once spilled out they will ring a 10’x10’ area. Until they are commanded to return to the box, they will alert anyone inside with a coordinated thump felt through the soil, if an enemy comes within 30’. Essentially a silent Alarm spell. They can only be used 5 times, and not more than once in a 24 hour period.

Muckwillow Leech will do 1 hp per minute on its own, but remove all poisons that may enter your bloodstream at that time (the poisons never effect the target). Once it’s taken off, it must be released.

iCore Green Healing Details/Mechanics

Realm's Aptitude Powers: Divine, Occult, and Psychic