Herb List

Name:                      Description:                                                                           Price:

Abyssal Blackgrass

Thick black weed native to the Underdark that propagates via tiny seeds. On the surface, it appears as 1-foot diameter clumps, but its roots extend in a 50 ft diameter just beneath the surface. Natural healing is prevented when standing above its roots, and magical healing only heals half the normal HP. If the clump is pulled out, the plant survives and regrows the clump in 1d4 days. Only digging up the whole root system or the use of a Blight-type spell can truly kill it. Has taint-mechanic boosting effects.


Adamant Algae

Rare algae that grows in water gathered around adamantine. Produces dark red liquid that doubles natural healing rate for 24 hours (requires 1 ounce per 100 lb of body weight). A typical pool contains 32 ounces of the liquid, which becomes useless 30 minutes after removal from the pool unless stored in an adamantine vial (200 gp), which makes it last for 1 month.


Adder’s Tongue

The herb has one leaf which grows from a stalk about three inches from the ground. Its appearance gives it its name. The leaf must be boiled in olive oil and set in the sun for three days. At the end of that time, the infusion can be used as a balm for wounds. In the event that the wound is infected the balm will draw out the infection within one day. However, for that one day, the damage caused by the infection will be twice as severe. If the wound is not infected the balm will increase the rate of healing by 1 hp for that day.



The leaves of this plant must be dried. They may then be crushed and eaten. Its effects diminish with constant use. The first time and second time Adgana is used it adds 2 to the user’s Strength, Dexterity, and Constitution for 2d4+4 minutes. The third time it is used it adds 1 to Strength and Dexterity for the same amount of time, the 4th time +1 is added to Strength only, and after that, no benefit is ever gained. In addition to this, the herb is also highly addictive.



Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven inches long, which are serrated, green on top and white underneath. It has yellow flowers with five petals which are arranged in a spike on top of the stem. A successful application will cure sprains and bruises in half the normal time. Agrimony was also believed to produce very heavy sleep if placed beneath a person’s head, so deep that the person could not be woken until it was removed.



The roots of this low ground-cover plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, sight will be restored to the recipient provided the eye remains.



Eating a handful of these orange berries will add +1 to both a character’s chance to hit and to their damage rolls for 2d6 minutes. The berries can be brewed in white wine to produce a drink that will add +2 to the recipient’s chance to hit, and temporarily give them 2d4 hp. This effect lasts for 2d12 minutes and ends with the character’s total collapse for 1d3 days unless they successfully save against poison (DC 15 Cons.). This brew will only be useful for one month after manufacture and then loses its potency.



A glowing grape-vine magically created by elves that produce grapes all year around that all count as a meal for a day and can be made into very potent wine. Mature plants sell for 100 gp and can live up to 700 years.



This plant has a thick red root, narrow hairy leaves, and small red or blue flowers. The root can be eaten directly upon being drawn out of the ground but will only keep for a week or so. The herb allows a +1 bonus to any saving throw vs ingested poisons for 1d8 hours after eating.



This small, red and white mushroom can be cut finely and mashed and then added into any poisons to render the poison incapable of actual killing, instead only incapacitating the target when 0 hit points are reached.



The lilac flowers can be prepared into a potion that rapidly cures wounds 3d6 if properly prepared, 1d4 if poorly.


Angel’s Cactus

This barrel-shaped cactus sprouts a pair of symmetrical branches that are broad and flattened, giving an appearance much like “wings”. The cactus is covered by tapered yellow thorns, often giving the cactus an appearance of having a golden aura. In the cooler months, the cactus sprouts clusters of small white flowers. Tapping the water contained within the cactus and distilling it over a period of months creates an interesting tasting wine. Those drinking it say that it tastes fruity, but with a touch of something they can’t quite place. This wine is often called “Angel Wine”.

10gp/a mug

25gp bottle

Angel’s Stammerwort

A small, woody-stemmed plant with no leaves, but a single stalk. This stalk is commonly stripped away to get at the Stammerwort’s inner meat, which can be chewed for several hours, tastes like sweet mint, and cures headaches.



A drown-leaved dwarf tree that produces waxy white-beige nuts about the size of a bear’s eye. These nuts will restore 1d4hp when eaten, and 2d8 nuts can be harvested from a single plant.



This white flowering plant has black seeds and roots with a sharp taste. The root, when brewed, makes a hot, peppery decoction that helps alleviate common colds, flu, and congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds in bad weather).


Arctic Creeper

A low, grey-stemmed creeping plant that grows around rocks in high, cold climates. These leaves can be dried and ground and added as an ingredient to many common poisons to change the poison damage to cold or necrotic damage.



An 8-inch tall, pale-grey flower that grows on a single, hard, woody stem. The flower’s 8 petals can be harvested and placed into a solution of saltwater and honey to create a potion that heals for 10 hit points.



The leaf of Arlan, when brewed and mixed with a regular healing potion, will heal for 1d10 hp and also grants advantage on Constitution saving throws for up to 1 hour. 



This plant grows to a height of 1 to 2 feet. It has a hairy stem on which its leaves are arranged in pairs. It has orange flowers. These flowers should be plucked and dried, they can be brewed into a sweet beer.

4sp a mug


An unusual, woody-stemmed plant dappled brown and white. The roots are very shallow in soil and extend upwards at straight angles to form a teepee like structure at the base of the plant. The stem can be dried and ground and then mixed with oil to create a frothy polishing oil that can add a +1 to weapons damage without the use of magic or craft-work.


Ash Tree

Ash leaves should be boiled in water and drunk as a cure for poison. The ash tree has ash-grey bark and black buds. Its flowers have no petals. Ash trees are also by tradition used to make stakes for the purposes of killing vampires. 

1 Leaf


Wood 20gp


A simple, woody-stemmed plant that can be ground with mortar and pestle to yield pale-yellow dust. This dust, when applied to the proper material, will fully corrode non-magical metal in 1d4-1 days.



The roots of this plant must be brewed over a low fire for one day, and the resulting distillation drunk. If used successfully, sight will be protected from glare or blinding light for a period of nine hours. This herb can thus be used to limit the ill effects suffered by subterranean creatures (such as drow) in full sunlight.



A faded-red bloom that sprouts from mosses fed by snowmelt throughout the year. The flowers can be eaten whole by any good-aligned character to receive a +3 bonus to attack rolls against fiends and aberrations and advantage on Wisdom saves against fear for 2d8 hours. A non-good-aligned character that consumes the flower instead takes a -1 penalty to attack rolls against fiends and aberrations and disadvantage on Wisdom saves against fear.



Growing close to the ground in areas with minimal water, the plant only sprouts a trio of wide leaves that spread outward to absorb as much moisture as possible. Below the sand, the root system delves deep to find hidden reservoirs of water that are not evident on the surface. Also known as “bread of the desert”, this plant develops large spherical fruits nearly the size of a man’s head. These fruits have a tough and leathery exterior, but when cut open, the fruit has the consistency of fluffy bread or cake. The seeds of the fruit are quite small. Each fruit contains enough nutrients to sustain four people for a day. Unfortunately, farming the plant seems to be near impossible. The seeds must be within a medium-size creature when it dies, at which point the release of certain gasses causes the seeds to mature and greedily absorb as much moisture and nutrients from the corpse as possible. This rich bounty allows the plant to develop a strong root system.



An extremely prickly bulb plant that, even when ground into a fine paste, retains some of its thorny nature. When this thorny paste is applied to any weapon it will add 4 damage to the next attack.



A large cask-shaped fungus that grows to 5 × 8 ft. Outside is hard as woody, the inner flesh is edible, the center contains 20 to 50 gallons of water. After 10 years of growth, it begins spore production and the flesh grows black and poisonous.



Basil leaves should be applied to the bite of a venomous creature, and it will then have the effect of drawing out the poison. It will give a bonus of +4 to the saving throw vs poison, or if the save has already been made and failed, it will allow a second saving throw at normal values. Any damage already sustained will remain. 


Basilisk’s Breath

A smallish, evergreen bush resembling a small holly but grows pale grey berries instead of the typical bright red holly berries. These berries can be juiced and applied to a weapon to create a strong paralytic poison. The target must make a DC (5 + Nature skill of the person who prepared the poison) Cons. Save at the end of each turn for 4 turns. For these 4 turns, the target is slowed as if by the spell Slow. On a failed save, the target is paralyzed for 4 rounds. Application on weapon only lasts for one successful hit.


Bija Tree

A leafy evergreen tree, the seeds can be ground into a fine powder called Green Sleeping Dust. When this powder is inhaled, it forces a target to make a DC 19 Constitution saving throw or fall unconscious for 2d8 minutes.



Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used to create a contraceptive tea effective on most humans, demihumans, and humanoids, male or female. Must be ingested between 1 hour – 30 minutes before properties invoked. (70% effective; causes mild impotence in males 15% of the time.)


Bishop’s Weed

Bishop’s weed is a small plant with pale blue flowers and small pale green leaves. This herb will protect people from the plague (+5 to Constitution Saves against disease). It is drunk in wine and is effective for one week. In plague years, its price increases rapidly.


Bittergar Bush

  • Drace

A small thistle-like shrub that grows in most low-lying areas in Faerun, the leaves are the source of the herb called drace. While raw drace is horribly bitter, once cooked it provides a delightful seasoning that enhances the other flavors of other food.



Resembling actual corn, but in far miniature, the plants generally grow on the edges of swamps and other humid areas. Unlike corn, it is overly difficult to cultivate and farm, which attributes to the rarity of the plant. Upon ripening, small ears of violet and coal colored corn stand upon the tips of the plant stalks. Eating the kernels provides a bitter taste to those willing to try it. However, the vegetable is prized not for eating, but for making sweet alcohol called Blackcorn Whiskey that has a strong flavor of plums. Due to the heavy alcohol content, it is often mixed with fruit juices. A more potent version of the brew is often distilled by dwarves, however, such a process takes considerably longer, and is worth 30 gold per bottle.

20 gp


A thin vine that has small dark leaves, the vine predominantly grows underground near lakes and pools. The vine generally grows in places where a small bit of light occurs, sometimes thriving off of the glow provided by phosphorescent moss. Blackroot leaves can be crushed into the powder and then brewed for 1 hour to make blackroot poison. Those injured by a blade coated in the poison must succeed at a DC 13 Constitution saving throw or suffer 16 (4d6) poison damage and be poisoned for 1 hour. Additionally, if the target fails the saving throw by 5 or more, they are Paralyzed for 1d6 minutes.



Floating on the surface of marshes, the plant consists of a cluster of broad, waxy leaves, and a single root that trails down into the water. The leaves are a deep red. During the Drying the plant causes it to turn into a flaky powder, which is often used in a distilled tincture to neutralize minor poisons. A single dose of Bloodpurge powder costs about 15 gold pieces, making the plant quite valuable.



Common underdark crop mushroom, dark blue with pale grey spots and a pale grey stalk. The mushroom can be brewed into a poison, that when applied to a melee weapon, deals an extra 1d8 necrotic damage.

Additionally, when the spores are inhaled it acts as a powerful hallucinant. 



  • Bocra Grog

Bocra is a colossal truffle-like fungus that can be distilled down to a sticky black paste (one large truffle to produce 1 fl. Oz. of paste)

The paste can then be brewed to make a thick, bitter grog like alchohol.


Bone Fungus

Bulbous ivory-colored fungus that releases a 10 ft cloud of spores, that work as an inhaled poison (DC Constitution 15, 1d8+1 poison damage). If damage is taken, bone density is reduced, resulting in extra damage from bludgeoning in the form of an extra space for criticals against you (19 or 20 counts as a crit). The fungi are immune to acid and thunder, destroyed by cold or radiant damage, fire and electricity also destroy but release spores.

  • The Fungus can be brewed into a potion that has the same effect when the bottle is shattered ex: thrown at a target.



A leafy, ground-cover plant found in forests all over the realm. Slightly resembles sage or salvia. When lit, the smoke will aid in sustaining meditation and trances for religious ceremonies, granting a +3 to religion checks made by Clerics or Paladins for 1d8 minutes after inhalation of the smoke.



A bright orange mushroom that grows only on mountains that were once or still are volcanically active. The mushroom can be dried and crushed into a highly volatile dust. The dust will ignite if it comes into contact with any other substance then glass, crystal or ceramic materials. It will ignite any flammable materials in a 2-meter radius and does 3d6 points of damage at the center and 2d6 damage in the rest. Small amounts can be used to start campfires and light torches



Bull-rushes are tall straight stemmed plants with many small flowers at the top of the stalk. These flowers must be ground into an ointment which is applied to a person’s eyes or tongue. This herb will put someone to sleep for 3d12 hours on a failed Constitution saveing throw. DC save 14.


Butterspice Weed

A short leafy plant, the top sprouts large yellow flowers upon reaching maturity. The most renown quality of the plant is that the leaves can be harvested and cured, becoming crumbly, brown flakes, which can be smoked. It is quite well known among halflings, which often grow it in small patches along with other crops. Those that smoke the weed claim that it has a smooth spicy flavor. Upon smoking spice weed, a wave of euphoria slowly washes over the smoker, lasting for 2d6+10 minutes. During that time, the smoker suffers a -2 penalty to Dexterity saving throws. Halflings are affected for double the duration.


Cachuga Peppers

Vaguely pyramidal shaped woody bushes with profuse foliage bear clusters of small, fragrant yellow blooms which eventually give way to fiery red-orange coloured peppers. The peppers themselves are 2-4 inches long and hang from the bushes by thick, green, vein-like structures. Cachuga Peppers are exceptionally spicy and flavorful, and the skin of these peppers is leathery and can be mashed into a paste, then shaped and dried into chips or a flavorful yet non-spicy paper-like wrapping, pairing nicely with raw fish. The peppers dry well, retaining their fire and flavor for exceptional periods of time, and their seeds can be ground into a powder that causes severe eye and skin irritation (DC 16 Cons. Save or blindness for 2d10 minutes).



A small, brown nut that grows from short, green, leafy understory plants, typically ground into powder and brewed into a dark, sweet-smelling beverage, traditionally with a goat’s milk base.


Calacaza Bush

A fragrant bush that grows in most enviroments, the veined leaves and branches are a pale green, and the plant appears to reach upward toward the canopy above. At the end of each branch are clusters of small white flowers or berries, depending on the time of year. The small white berries that the plant produces are actually quite poisonous (Those that ingest the berries must make a DC 17 Constitution saving throw or suffer 32 (8d6) poison damage and be poisoned for 1d6 hours. If the target succeeds the saving throw, they only suffer half damage with no poisoning). Can be applied to melee weapons (Adds +2 poison damage to successful attacks).


Calcena Mushroom

Anyone who breathes in the spores of one of these small, pink mushrooms incurs a -3 penalty on all Wisdom saves The mushroom may be brewed into a potion by brewing tea and leaving the mushroom to stand in the tea for 2 weeks. The resultant concoction when drunk is a powerful hallucinogen. Anyone under the influence of it will see whatever the GM wants them to see. This effect lasts for 1d4 hours in which the player enters a trance and responds lazily to interaction with other characters or NPC’s.



A twisted and tough vine that grows in rocky crags high in the mountains, the waxy leaves of the plant are small and grow in clumps. Small white flowers grow on the vines, which turn into light blue berries which are quite tart. Dwarves send their children out to pick the berries, so that they may be harvested into a specialty wine and jams. Those drinking the wine often have an unfounded feeling of invincibility, while those consuming the jam often feel and satisfied with their meal.



A dark nut that grows on the Callin tree in deep marshes. When the husk is dried, ground and ingested, it thins the blood and strengthens internal organs, helping to prevent heart attacks, and has the side effect of reducing anxiety and panic.



A button sized, bright green fungi that produces spores that resemble wet, black sand. The spores can be grounded into powder and then boiled together with salt in water to make a liquid. When this liquid is ingested (upon a successful DC 13 constitution save) it will allow the recipient to take an additional action in the place of a bonus action once per combat for 1d4 turns.



Mustard-like shrub, whose seeds can be made into a powder that suppresses male fertility for 3d4 days (1 hour to take effect). DC 15 Medicine or Nature check can detect its effects, while a DC 20 check can reverse them.


Cavelight Moss

Patches of tangled, lacy moss that cling to the ceilings, walls and floors of damp caves and caverns. It produces an eerie green glow and when harvested, it can be placed in a glass container with fresh water (salt water will kill it) and used as a light sorce. 

Generates 15 ft of bright light + an additional 10 ft of dim light. 

It can not survive outside of damp environments and once harvested, will last 2 hours. 



A short, hardy, tea-like shrub that grows in the cold climates. Drinking this herbal brew will result in a warm tingling feeling inside, all the effects of being in extreme cold conditions will be negated for 2d4 hours.



This plant can grow up to 2 feet tall, and has a branched stem. It has few leaves, and these are finely divided. The flower heads have yellow centres which are domed in shape with a hollow at their very centre. The petals of this plant bend backwards towards the stem. The flowers from a single plant must be immersed in boiling water and the resultant drink consumed. This drink is very bitter and is normally mixed with honey but this is unnecessary. The drink will last for approximately 2 months after manufacture, while the leaves can be dried, and will then keep for up to three years. A successful use of this herb will have a calming effect on the consumer.


Choke Mold

Bright yellow mold native to caves and swamps, commonly found in patches that devour air, creating localized vacuums (can cause air-tight space to collapse inwards). Creatures within 5 ft of a patch begin to suffocate.

Choking Cinder Fungus

Growing on rotting wood in more moist climates, this black fungus is generally avoided by those gathering firewood. While the fungus is highly flammable, it emits poisonous fumes that burn the lungs. Once ignited, the cloud of fumes lingers in a 10-ft-radius centered on the burning fungus, and disperses in one minute in a calm wind (or a few seconds in a stiff breeze). Those within the cloud must make a DC 11 Constitution saving throw or suffer 4 (1d6) poison damage and be poisoned. Each round those that are within the cloud must make the saving throw, or suffer the damage.


Chromus Slime

A yellow-orange slime mold found growing in dark, humid places, near a supply of constant water. The slime mold is capable of filtering out the salt in salt water and can therefore live in freshwater or by the ocean. When combined with high-grade alcohol and added to a potion, Chromus Slime has the ability to reverse the effects of the potion and create the opposite effects to what the potion or poison would typically do.



This plant creeps along the ground on long slender string-like stalks. It has five or seven-part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar and then drunk. The herb will then act as an aphrodisiac, and increases the recipient's Charisma by +3 for 1d4 hours.


Cline Cactus

A small, round cactus with very few large needles. The round body of the cactus holds a large amount of a viscous green liquid. This liquid acts as a stealthy poison, doing 1d4+1 poison damage (on a failed DC 15 Cons. Save) per round unbeknownst to the poison’s target. After 5 rounds, the target begins to feel a burning pain internally and damage is fully done.



Colewort is a small plant with a single large glossy leaf, and small white flowers with four petals. Anyone who chews on the flowers before drinking will remain sober for the entire evening. Its effects protect only against alcohol, and not against any other drug or toxin.



The plant has a single golden yellow flower borne at the top of a six-inch-tall stem with long, pinkish woolly scales. These flowers are crushed, mixed with honey and left to ferment, producing a delicious, sweet cider. 



Comfrey grows to a height of up to 3 feet. It has stiff, angular and hollow stalks which are covered with rough hairs. It has pink, mauve, white, or cream flowers. Its thick black root is sliced up, quite thinly, and used in a bath by women in order to give the impression that they are virgins on thier wedding nights. It is highly sort after by wealthier women



The fungus begins life as a tiny spore that floats along until inhaled by a creature, and lodges itself in the moist tissue of the lungs. The spore then begins to grow, causing irritation, pain, and finally death once the fungus has reached a sizable mass. Once the host creature has perished, the fungus increases growth rapidly until it pushes a hollow tendril forth from the flesh. At the exposed end of the tendril the fungus begins growing a thin membrane, which is inflated by the gasses produced by the rotting body. When the membrane ruptures and disperses the spores, every breathing creature within a 40-foot radius sphere must make a DC 10 Constitution saving throw or have spores inhaled. If they fail, each hour afterward, the creature must make a Constitution saving throw with a -1 cumulative penalty to the roll. Each hour the creature suffers a cumulative 1d6 piercing damage (2d6 on the second failure, 3d6 on the third, etc.) as the fungus spreads throughout the internal organs. A single success stops the process and renders the fungus inert. If the fungus catches fire and explodes, everyone within a 20-foot radius sphere suffers 3d6 damage on a failed Dexterity saving throw, DC 15, or half as much on a successful save. All spores are incinerated in this process.

Cosmos Glond

This hard-to-find four-leafed plant spends most of its lifecycle underground, reaching only above the surface to complete the mature stage of its life before dying shortly after. The leaves are a dark blue with small white specks, resembling the night sky, complete with constellations and astral bodies as they would be on the date the plant reaches above the surface. When used in ceremonies by clerics and paladins, the leaves grant a greater success of communicating and reaching a god or goddess, +4 on religion checks or greater success with using spells similar to Commune.



Fleshy-leaved plant with small yellow flowers that grows 1 ft tall. Its syrupy sap can be consumed by a poison victim to grant a +8 bonus on the secondary Constitution save against a poison.



A vine-like plant that can be found in most regions and is fond of clinging to stone. It has deep maroon leaves which when consumed by spellcasters, restores 1 2nd level spell slot or 2 first level spell slots without the need of a short or long rest. 



Cow wheat is a small straight stemmed yellow-green plant. Its pale-yellow flowers produce a white powder when crushed between two hands. If this powder is placed into food or drink it will cause a person to act as if drunk. Each dose of this herb successfully administered (DC10 nature check + DC10 stealth check) will increase the level of drunkenness by one step.


Crimson Ladies

This creeping vine is found on the sides of ruins and growing along the branches of trees. The vine itself is an odd shade of purple, and has wide green leaves. In the summer, the vine sprouts red flowers that resemble a woman wearing a large dress. The flowers that blossom on the vine can be steeped in hot water to make a poisonous tea called Crimson Tears. When Crimson Tears is ingested, the drinker must make a DC 15 Constitution saving throw or be blinded for 1d4+2 hours. During this time blood weeps from their eyes and they have horific halluciantions. 



A reedy hollow grass that smells like sweet hay and corn, found growing near rivers in mild climates. Dahkra must be added to water and boiled over a flame for a few minutes. When fed to beasts, it will put them to sleep for 3d4 hours and when fed to humanoids, it will have the same effect on a failed DC12 constitution saving throw. 


Darkanda Bush

This small bush grows in desolate places, often in rocky soil high upon a cliff face. The branches are covered in small thorns and are gnarled and spindly, while the leaves are ragged and dark green. The bush produces small red flowers and bitter orange berries. When ground up and distilled, the leaves can be used to create an alchemical acid called Dragon Sand, that can be used as a poison or to corrode organic items. The fine green powder has two  properties. The first is that it acts like an acid to any organic substance. If it comes into contact with flesh or wood it slowly dissolves, dealing 2d6 acid damage, and leaving an acrid smell in the air. The second property is that it can be burned for an extended period. If set on fire it burns with leaping green flames, and takes twice as long to burn out as regular wood.



Small tapered tendrils standing upward, the mushroom is quite rigid, and the black exterior makes it difficult to see in the winding caverns of the Underdark. The mushrooms have a slight musky aroma that seems vaguely familiar but is difficult to determine. 

deals 1d4 piercing damage 



Large black twisted root that grows to 10 ft; found by waterfalls and similar damp areas. It tastes vile, consuming it automatically induces vomiting. By boiling it with tree sap for 1 hour, It can be made into Titan Gum, a strong and fast-setting glue that bonds in one round and requires a DC 20 Strength check to remove.

1 root = 2 portions of glue



A glossy grey fungus that grows to be quite large and likes dark evviroments, it can’t grow in places that have any kind of light. 

The fungus can be made into a dark translucent liquor. Anyone who drinks Darkshine must succeed a DC 14 constitution saving throw or immediately pass out for the next 2 hours. Once passed out, the victim can not be awoken by any means untill the 2 hours are up.

20gp a shot


These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does not affect those with truesight. Darkvision effects are reduced.


Deadly Nightshade

This plant can grow up to five feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. On a failed save (DC 16 Cons. Save) deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane



Degiik leaves must be given to someone at the point of death (in the process of making death saving throws). The consumption of Degiik will count as two successes in the death save process.



Hard and sturdy tree that, with a nature check of 19+, can be added into wooden weapons (ie quarterstaves and the like) to up the tier of dice (by 1 dice) that the weapon uses for damage.

29ep per log

Deva’s Tears

A light blue flower that grows on a long rigid stalk covered in small leaves, the plant is often found in small clearings in wooded areas. From the flowers a thick sparkling sap is expelled once the plant reaches maturity.Many people seek out the sap of the plant, as it provides some minor restorative aid (heals for 1d4+3 hp). It also grants a +3 to constitution saving throws for 1 hour after consumtion. 



Tobacco-like smoked drug, -1 to Intelligence checks and +2 to Strength checks for the next 1d6 hours.


Djinn Blossom

Fern native to the harsher environments, that grows beautiful and delicate pale pink blossoms. It iscommonly found in alchemy and herbalist shops. 

On a DC 17+ nature check, you can make it into a perfume that grants a +2 bonus on all charisma-based skill checks for 24 hours.



The leaves of Draaf can be eaten in order to restore 1d4 hit points, as long as they are eaten within 10 minutes of the damage being inflicted.


Dragons Breath

A stout stalk nearly bare from leaves except near the base, the plant is covered in fine red hairs that are painful to the touch, as each hair contains a minute amount of poison. The hairs can be collected to ferment and increase the poison’s effectiveness. Those who come into contact with the poison must succeed at a Constitution saving throw, DC 13, or suffer (3d6) poison damage and be poisoned for 10 minutes. If the target succeeds at the saving throw, they only suffer half damage.


Dragontongue Mushrooms

The stout stalk of the mushroom is a pale yellow, which transitions to a dark brown at the top before it splits into six black protrusions that appear to be spines, but are soft to the touch. While the mushroom itself isn’t overly poisonous, it can cause hallucinations if brewed into a tea.



Found on a creeping vine with spiky leaves tinged in red, these legumes produce a small, dry nut. When this nut is consumed, it will allow the recipient to feign a state of death for an hour.


Dungeon Fungus

Dungeon Fungus is a bio-luminescent giant mushroom. The largest specimens stand taller than a man, with caps broad enough for three to lay comfortably upon it. It only ever grows in locations that are frequented by oozes, and have bodies to feed upon. Ingestion of the fungus will cause the recipient to make a DC 14 Cons Save or be violently ill for 3d10 rounds (1/4 movement speed, -4 penalty to AC). Burning the fungus will produce an intoxicating effect on all those who breathe the fumes. Anyone under the effects of the fungus’ smoke will be much more likely to regard others as a friend (+2 to rolls to persuade while under the fumes’ influence), unless they do something particularly harsh. After 1d4 hours the drug will cause anyone under its influence to fall into a deep sleep.


A short, purple weed that grows in small patches of spiky grass among patches of wildflowers or in farm fields as an invasive. When consumed raw or in a tea, causes the character to lose its voice for 2d10 minutes.



This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to counteract the nausea associated with hangovers, motion sickness, morning sickness, and more common illnesses. (Adds + 2 to Constitution saves against poisons, hangovers and other nausea inducing illnesses.)



A tiny black slime mold that slowly migrates through cave systems searching out additional moisture. When Elora is dried up and ground, it can be sprinkled over the ground and illuminates all footsteps that have traced over this area in the past 24 hours with a black glow.


Elvish Galingale

Elvish Galingale grows to about four feet in height. It has a triangular stem on which grows a tuft of grass-like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However, if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.


Entangle Weed

Nigh-invincible (DC 18 spot check to notice from within 10 ft) seaweed native to large bodies of saltwater that forms patches of about 600 ft diameter. Entering a square with it forces a DC 17 Dexterity save against becoming entangled (Str check to escape DC 15). Each failed attempt to escape deal 1d6 nonlethal damage and causes fatigue, and taking 60 points of damage from it causes exhaustion. Instantly wilts when out of water.


The leaves of this plant should be placed under the tongue of a person in a coma. Roll 1d20 upon a successful application, the person will awake in as many hours. If a roll of 20 is made, the person's mind will be permanently destroyed and wracked with insanity.


Fiend’s Ivy

A highly invasive and virulent strain of poison ivy that seems to have some sort of sentient quality about them, often shifting slightly to trip up and ensnare unaware passersby. The small thorns on the ivy inject a small amount of poison many times into any creature unlucky enough to fall into the ivy. DC 15 Cons. Save or 3d6 poison damage.

Fire Lichen

Orange white lichen that grows in warm underground areas. Can be made into a spicy paste or fiercely hot dwarven whiskey.



A short plant with grey stalks and olive color fluffy leaves, the Fleshwort thrives in areas where corpses lay. Often the plant will be seen on the site of battlefields, or where the dead were quickly buried.


A dark grey moss, dotted with small flecks of rust-brown, Flint Moss is commonly found in areas of thermal activity or bright and constant sunlight. The moss requires fire to spread its seeds, and will ignite from even the smallest sparks. A 3" cube of Flint Moss will burn for 3 to 4 hours and put off flame comparable to a normal sized camp fire. The moss growing on piles of rubble or loose rock is the most dangerous as friction from shifting stones can cause the rust-colored flecks to produce sparks, turning what was once a moss-covered mound of debris into a raging inferno. Application of Flintmoss to a bludgeoning weapon will add +3 fire damage to any successful attacks made with the weapon for 1d6 hours after application.

Can't be sold


The stems of fumitore are angular and branching and grow to a height of about 1 foot. It has grey-green divided leaves and small pinkish-white flowers with purple tips. This herb prevents hair growing on a character’s eyelids, as is the effect of Mountain Setwall.



Often found in clusters, these plants resemble brown leathery vases sitting on the ground with ragged leaves splayed out around the base where thick roots grasp the earth. The tops are open, and if one should peer inside the glint of their golden seeds can be seen in the interior. However, these plants are traps, and many explorers have come across the remains of smaller humanoids, their hands still clutching the golden seed pods. If someone is unwise enough to stick their hand within the pod, they must make a DC 15 Dexterity save or suffer 1d4 damage from the internal spines of the plant, and are then grappled. Their leathery surface has an Armor Class of 11, and to free a trapped arm 10 points of damage must be inflicted upon the plant. Ripping the plant out of the ground requires a Strength check, DC 20, and inflicts another 1d4 damage upon the trapped victim.

Golden Desrt Tree

A rare desert tree, whose sap is a vital ingredient in expensive perfumes and incense. When used by a spellcaster in casting a summoning spell with a 1 round casting time, it reduces the casting time to a standard action.



A quick growing fungus that is often found spread between tree branches, it appears as a strange lattice similar to spiderwebs. Light shining through the strands causes them to subtly glow the color of gold, and the fungus has also been called “Goblin’s Greed”. While the strands of the fungus are slightly stronger than spiderwebs. Althoogh they lack the stickiness that would cause them to impede or entangle creatures, it can be mixed with spider silk and honey, and then left to brew for two hours. The results is a potion of wall climbing 

  • Has the same effect as the Spider Climb spell



A pale white mushroom with five knobby protrusions, the mushroom often resembles a skeletal hand reaching upward. When the mushroom grows in clusters, it appears as if numerous corpses are attempting to reach out of the soil. The fungus predominantly grows in the Underdark, however, it has also been seen in dark basements and root cellars. Several tales of superstition follow the fungus, many believing that if it appears in rooms below your house, someone will soon die in the building. This may be partially due to the fact that the mushrooms release toxic spores that slowly inflict 4d8 poison damage over 2d8 days to people afflicted by the poison effect.

Grim Flowers

These dark violet flowers are often found at the edges of graveyards and sites of massive battles. Those that tend gravesites often call them “Death Trumpets” for their shape, and they emit a smell similar to that of a corpse. Thus, when such flowers are noticed, they are often pulled up by the root, to remove such an unpleasant odor. However, despite their terrible odor, it is believed by followers of some religions that should you die with the seeds of this plant in your possession, your spirit will find an easier path to the afterlife. Thus, many keep the seeds of such a flower in a cloth bag close to their chest. Unfortunately for others, this means that the flowers often sprout from the corpse several days after the death of such individuals.


This 40-cm high perennial has smooth, dark blue leaves and a woody stem. It has white, cuplike flowers, with purple flecks on the inside. In autumn, the plant dies except for a thick root that can be up to 50 cm long, but even dead, it does not shed its leaves. When cooked in water, the resulting tea will grant the drinker the ability to detect all life forms within 500 m. This includes hidden, invisible, phased, ethereal, and similarly affected creatures. The effect lasts for 6 hours.


Gulthias Tree

A severely evil tree that came to be when a vampire was staked to the ground with a stake that was still green and took root. Undead typically flock to the singular tree located somewhere in a dark corner of the larger forests, and seem to gain some form of power from it.


This is an algae. When eaten it allows a person to breathe underwater (and only underwater) for a period of four hours.


Gyumin Beans

A small plant that grows close to the ground, the stalks are a mottled green color, and the soft oval leaves grow in small clumps. During harvest time, the plants are laden with several long pods filled with up to a dozen light brown beans. Farmers often grow the beans alongside rows of corn, as the plants seem to complement one another. The beans are often either eaten cooked, or ground into a fine paste and eaten with bread. Several restaurants and taverns are known for their particular methods of preparing Gyumin Paste.


Halfling Thistle 

Small hardy thistle with a violet flower that grows in all temperature areas, especially highlands. It can be made into Shinewater, which removes all rust and corrosion from metal objects left to soak in it overnight. One dose de-rusts a medium-sized metal weapon.


Hate Gartlet

A bright, crimson-red flower atop an impossibly thin green stalk. Typically blooming in late spring, or early summer, the flower then begins to change color with the day’s progress, going from red to midnight blue as it becomes night. Preparation of the flower as a tea will allow the recipient to stay awake for 3 days at a time, being able to function normally and accomplish minor tasks during a long rest. After these three days, the recipient will then fall into a magical sleep resembling the spell Feign Death. The target will wake up after 8 hours, but for all intents and purposes will look dead.



A vine-like shrub, often growing in remote and desolate locations, the shrub has dark green leaves, and sprouts indigo colored berries. The shrub is named due to long black thorns that protect the plant from various foraging animals. The berries are often harvested to be eaten, or can be fermented to make Helmthorn Wine. On occasion a plant will produce red berries, which are seen as a symbol of good luck, and make a slightly sweeter vintage of wine. The wine is considered sacred to many practicing clerics (capable of restoring an expended spell slot for a cleric that consumes the wine) and the berries can be affected by the spell Goodberry, and will instead restore 2 hit points per berry and last for an additional day.


Hiljirat Pepper

A small plant that has many branches, each which end in a single triangular leaf, the peppers that also grow on the plant are much sought after for their spice. The peppers are either dried or ground into powder after being picked, allowing them to be shipped afar with little chance of spoilage.



A small, purple, button fungus that when consumed in any form, acts as a strong aphrodisiac. As soon as the fungus is swallowed, the recipient will fall in love with the first person they see (make a DC 18 Wisdom Save or fall in love).



A clove-like herb that is normally ground up and sprinkled into other dishes or drinks as flavoring, Jaffray acts as a mild aphrodisiac, increasing sexual interest and general sensitivity to the surroundings. Face flushes, pupils dilate, breathing quickens, and skin becomes preternaturally sensitive. The herb has a mildly cinnamon-like flavor and its potency is not affected by being cooked. The herb is also sometimes used to counteract suspected poisoning, since it increases resistance to poison yet is so common as to be inoffensive if added to a meal. (-2 to Wisdom checks, +2 to Constitution Saves, +1 to Persuasion checks, causes mild, pleasant sense of intoxication. Effects last 1d4 hours.)



A hardy desert cactus that can grow to heights of up to 15 feet. Around the base of the cactus, a ring of pink flowers grows year-round, with flowers only growing back after a full year without rain. These flowers turn into a small, hard, pink fruit that can be harvested (only 1 harvested from a single plant) and juiced to yield a potion that heals for 3d6+3 hit points.



A flowering bramble bush that produces large red blooms with large amounts of a sweet, fragrant nectar and large black seeds inside, attached to long strands of silk that get entangled in the feathers or fur of the plant’s pollinators. Swallowing these seeds will prevent sea sickness for one week.


Karcatta Brumbles

Growing in deep ravines and shadowy places of the desert, the brambles grow along the ground, rarely achieving waist height. The stems are covered in long, spiny thorns, and the plant grows wide leaves close to the ground. In the cooler months the plant blossoms with flowers of various colors. The leaves, once dried, are often smoked by nomadic tribes during religious rituals. The dried leaves are rolled together and lit, or used as incense. Those that inhale the smoke have auditory hallucinations, often of imperceptible whispers, although some are capable of discerning what is being said and declare that it is the voice of the divine giving them directions.



This plant is found only in the most inhospitable regions. When a leaf of the plant is eaten successfully, (DC16 Nature Check) it will raise a person’s strength +2 for 1d10 rounds. However, if the nature check is failed by more than three, the plant was prepared incorrectly, and the person will collapse into unconsciousness for one hour.



The bark of this tree is smooth, and a rich brown in color while the soft leaves are oval shaped and grow in small clusters. During the warmer months, small violet flowers grow from the tree. During the autumn months, the tree produces a dark brown fruit with a tough exterior. The fruit has an extremely hard rind, and require a blow from a hammer to open. Striking either end of the fruit causes the rind to cleanly split into six equal parts. The inside of the fruit is a shade of golden yellow, and is quite sweet. Eating the fruit restores hit points equal to two of your hit dice


Kiss of Discord

Herb with dull red leaves that resemble lips. Ingestion causes 1d4 hours of hallucinations and the feeling that you must now go on a spirit quest. You feel pulled toward a far-off destination.



Korogg is a rare underdark fungus that typically grows on the corpses of dead miners and dwarves who aren’t properly buried. Black, bulbous bodies with fine black mycelia produce a fungal fruit called Korogg Pods, which can then be reduced to their juice and distilled. This rich liquor is sought after for its taste and smell. When a character drinks Korogg Liquor, they must make a DC 14 Wisdom save or fall under the effects of the liquor. The liquor quells freethinking: no person who drinks it need make an Investigation check while under its influence for the duration of a day, as the result will incur a -8 penalty since they can’t think of anything their investigation might mean, and the consumer takes a -1d6 penalty to wisdom checks after consumption until the next long rest.

15gp a



Anyone who eats the yellow, soft, plum sized fruits instantly has two random stats exchanged; Strength with Constitution, Wisdom with Dexterity; anything is possible (the DM should determine which statistics are exchanged). There is no saving throw, and no cure (no easy one anyway; if you as DM want one, make it up). Eating more of the berries will simply cause more stats to be randomly exchanged. Short of magical storage, the fruits will spoil and rot within 2 days after plucking. The bush itself grows about 2 meters high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits are ripe in autumn.



Laishaberries grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn.Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are equally fragrant, begin as hard white fruits, turning red, and juicy as they ripen. The berries taste quite bland themselves, but they can be used to add a special taste to all kinds of jellies. When ripe, the berries can be eaten raw, and will each heal 2 hp of damage. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, a saving throw vs poison is required to avoid severe stomach cramps. A jelly made from the berries themselves loses both the healing and silencing powers of the fresh berries.


For 6


4sp for serving



Lizard Eaters

A hardy vine that grows in the nooks and crannies of stones, and can often be found in older cities or in ruins. The vine grows rapidly, and every few feet a small yellow flower sprouts from the vine, surrounded by a handful of tendrils. These flowers smell very faintly like rotting meat, which is used to attract vermin such as small lizards and rats. When the vermin begin to eat the flower, the tendrils quickly close around the creature, slowly constricting and choking the life from the creature. This feature causes many urban dwelling folks to not only tolerate the presence of the vine, but to also encourage such growth.


Found only growing in freshwater at least 30ft deep, Lizuara is a translucent green grass that cursl and uncurls on its own. This water plant, when combined with Stygian Pumpkin, can be turned into an ointment that, when applied to the forehead of a recently dead creature, will bring the character back from the dead up to 7 days from its death. If the resurrection ritual is completed improperly, the character becomes an Undead.

After successful application of the ointment, the character must make 3 death saves unknown by the rest of the players.

  • 3 successes or 2 successes and 1 failiures will return the player full health

  • 2 failiures and 1 success will return the character to conscious undeath, returning the player as a revenant

  • 3 failiures will return the character as a full undead with the intervention of an evil deity of death, returning the character as a Death Knight with no control over their actions. The Death Knight will attempt to fight and has no memory of their former self.   

375 pp


A magic-dependent pale, gnarled tree that looks dead except for a short period every 3 to 4 years where it produces bitter red fruit that can be made into the wine. The fruit, called bloodfruit, is a deep scarlet red and bleeds a sweet citrusy juice when cut into.

12gp a bottle

Maraga Flowers

Growing as a small bush with broad, heart shaped leaves, the plant also grows vibrant red and violet flowers. The bush also has a scent that almost overpowers the smell of the plant’s decaying prey. Each flower is capable of spraying a paralytic poison at potential prey (DC 15 Cons. Save if within 5 feet of the plant or suffer 3d6 poison damage. If the target creature fails the saving throw by 5 or more, they are Paralyzed for 1d4 hours. Once the prey falls to the ground, the bush is capable of slowly moving due to having shallow roots, and entangling the paralyzed creature. The root system slowly crushes the prey, and the bush feeds upon the nutrients as the body decays.


A glowing silver mushroom that can be found in caves at least 500 feet below ground-level. The mushroom can be ground and combined with pure alcohol to create a magically enchanted secret ink. Two doses are needed for a full vial of ink. This ink is only readable in unobstructed moonlight. During day time, the ink reads as magically shifting silver runes.


Mountain Garlic 

A strain of garlic that only grows on coastal mountainsides, said to repel evil spirits. The garlic, when worn around the neck, wards off undead and aberrations for 1d8 hours. -3 to rolls for initiative from these types of creatures during that time.


Musk Muddle

Stinky, brown, dead-looking plant with wide leaves found in swamps and marshes, and is a sign of the Undead, often growing on the sites where undead were raised. 


A tuber found throughout Faerun, the green and purple leaves of the plant grow close to the ground, and a single thin stalk sprouts upward to reveal a flower with two wide petals. The root is often cut into shavings and either eaten directly, or brewed into a tea. Although terribly bitter, it primarily serves as a form of birth control, as ingesting it renders a person infertile for several weeks.


Olus Vertis

Olus Veritis is pale green in color and grows right on the edge of rivers. The leaves are rough in texture, and have tiny thorns all along their edges. A leaf should be boiled with water and flour for one hour, creating a paste. When this paste is burnt, the recipient of the inhaled smoke must make a DC 17 Constitution save or be compelled to answer all questions, absolutely truthfully for the next 1d6 x 10 minutes. Up to three uses of the herb can be made in a 24 hour period. If any more than this are made the recipient will die within 3 hours of the third dose.



Ortona Trees can grow to 40 feet and produce large amounts of a pale, white fruit, which are commonly turned into a chunky, white paste smelling of walnuts. Applying this thick, white paste to a weapon will allow it to cleave through any non-magical metal. The paste is consumed after use. (1d8 fruit can be harvested from a single tree.)

(plus 1 dice 



Osira is a tiny, parasitic cactus found growing on surface roots of oak trees. Can be juiced or mashed to yield a slightly sweet syrup. This syrup can be made into a sweet Mead.

1gp a shot

Prickly Tea

Thorny bush about 3-ft in height with grey-green leaves. Can be made into a mild stimulant tea, or with the training as an herbalist, a substance called Sen-sess, which tastes terrible but grants a +1 bonus to Perception checks for 1 hour.


Purple Pipeweed

A short, purple weed that was originally a farm-field pest before it started being farmed itself. It can be dried and smoked, and is considered a sign of wealth as it is rarer and harder to produce than regular tobacco.

35gp a bag


A short purple flower that grows close to the ground, the plant is generally little more than a few floppy leaves sitting above the soil. However, during the warmer months, the plant sprouts a cluster of small purple flowers that smell faintly of cinnamon. The petals of the flower are often steeped in hot water to create a sweet herbal tea.



These tall stalks that grow out of stagnant water end in a thick bulb with a hard shell. In the colder months, the stalk withers, and the bulb falls off, to float around until the bulb softens and falls away to disperse the seeds within. The seeds sit freely in the shell, and when shaken make a slight rattle noise, which is unnerving when the wind rushes through a cluster of rattlestalks. Tribes that live in the swamps will often use the unnerving aspect of the rattlestalks to create fear inducing noisemakers. When rattled, those that have no knowledge of the rattlestalks must make a DC 11 Wisdom saving throw, or be Frightened for 1d4 minutes.

Redstar Flowers

A strange plant with a translucent pink stem, numerous small branches fork off of the main stem, each of them ending in a small red flower with five petals. Each flower has a small opening which leads down the branch to a small pool of sap. The sap has a sickeningly sweet aroma which draws in small insects, which then become disoriented and perish in the sap and are dissolved. The plant is often harvested for the sweet sap, which is sifted to remove the remains of insects. Next the sap is heated, and used to coat confections and pastries, which then hardens to become a glaze. Bakers in small cities will pay a large price for the raw sap.



Shelf-like fungus that looks like rotting flesh but is perfectly edible, although it tastes better if cooked properly. Restores 1d4+1 hit points if eaten raw and 2d4+2 hit points if properly prepared.


A root vegetable, the leaves of the Rouddan are broad and soft. Known as the “red turnip”. Due to necessity, a large variety of different methods of preparation have arisen, including a thick stew of Rouddan, and as a base for slop mashes. The root keeps well when kept in a cool and dry climate, and resists decomposition well. While they can be eaten raw, they are best soaked in broth or spiced water

5cp for a bowl of stew or soup

Saracen’s Confound

This herb grows in small, woody bushes and when the thick, dark green leaves are brewed with sap from any sturdy tree, it produces a protection potion that grants +4 to armor class for 1d4 hours. 


Scarlet Heart Mushrooms

Large black mushrooms covered in heart-shaped red spots, those trekking through swamps have a potential of encountering the dangerous fungus. Sensing the heat of a living creature, when they come near the red spots burst, creating a cloud of spores within a 5-ft radius. Anyone within the affected area must make a DC 13 Constitution saving throw or take 2d6 poison damage.

Scholar’s Dream

Ivy that grows on the graves of sages and wise-men. If used as a component for abjuration domain spells it doubles range and duration.


Serapia’s Turbith

This herb will place the recipient into a deep sleep for one day. The recipient cannot be woken.

It can be mixed with any drink or food. 


Serpant Sweat

The fungus appears to be a cluster of small yellow beads, often growing on decomposing matter. Small black stems hold them aloft, and their surface is shiny enough to reflect torchlight. While the fungus may appear like berries, they are quite poisonous. When the fungi are touched with bare hands, you must make a DC 17 Constitution saving throw or be Paralyzed for 1d10 minutes and begin to sweat profusely. Those that fail the saving throw by 5 or more suffer (6d6) poison damage.



A rugged thorny plant found by the sea. The leaves must be boiled for two hours in saltwater, and the resultant mix sweetened with honey. This mixture will act as a cure for certain types of long-term, typically incurable ingested poisons (DM’s discretion, as to which ones). The recipient must be made to drink one dose immediately after the mixture is ready, and then some further dose every twelve hours for three days (7 doses in all). If the number of successful applications is four or more, the patient will recover.



A perfectly black rose bush, with black roots, stems, leaves, and buds, that grows only in deep caves and wilts in the presence of any light brighter than a candle (magic or other). When the petals of this rose are consumed, it will grant advantage on perception checks for 1d6 hours

1d6 roses per bush

100pp per rose

Shaggy Ink Mushroom

A small, button mushroom that is filled with thick black liquid. It smells intoxicating and any one who fails DC 15 nature check will be compelled to eat them. If consumed, it will cause the recipient to mope about and vocally and loudly question their choices in life. Affected creatures just want to lean against the wall and cry. A save is allowed for every instance they are slapped by another person, DC 16 Wisdom Save, with a cumulative +1 bonus per slap.


Silver Hibiscus

This silver-grey plant looks as though it represents madness itself. It often has random patterns and unplanned shapes, but always has a black web-like pattern on it. If touched bare-handed, the target must make a DC 14 Wisdom Save or take 2d6 Psychic damage. When prepared correctly, the leaf can take on the special qualities of the elements and grant a talented herbalist 3 uses of an elemental breath weapon, randomly chosen from Lightning, Poison, Fire, or Acid.



Only blooming by the light of a full moon, the plant appears to be largely nondescript until seen at night in full bloom. The entire plant is basked in a silvery glow, and the flower is large and luminescent white. At the end of the night the flower falls off of the plant and quickly wilts in the morning sun. However, before the flower wilts, it can be brewed into a liquid, the mere smell of which repels lycanthropes.



A single stalk bearing a number of curled leaves, the sweet berries of the plant are known throughout Faerun, and they sparkle radiantly in direct sunlight. Villagers often know of nearby patches of wild sparkle berries, and pick them in mid-summer. The berries have a variety of methods by which they are eaten. Fresh berries are often served with cheese, and many are processed into jams and jellies to be preserved for later. Consumption of the raw berries grants resistance to Radiant damage for 10 minutes while consumption of the jam or jelly grants resistance for 5 minutes.



This highly unusual plant grows in the deepest parts of dark forests, far from the eyes of civilization. The stalk is a blue-green color, and several pale leaves grow along the length. During nights of the full moon the plant buds a flower, which appears wispy and translucent. Attemping to touch the flower reveals that it is incorporeal, and has the substance of smoke. Come morning the flower disperses on the wind, sending the seeds of the flower on their path. The roots of the flower can be used to make an oil that allows blades to strike incorporeal creatures, called Ghostbane Oil. Using the roots of the Specterflower, alchemists are capable of distilling an oil that, when applied to weapons, allows the weapon to inflict full damage upon incorporeal creatures as if they were physical creatures. The benefit lasts only for a few swings, up to the DM’s discretion.


Spirit Moss

A pale white moss that often grows on dead trees in marsh environments. Those familiar with the moss know to avoid it, as it attacks the living. Those that approach within 10 feet cause the moss to violently thrash about, forcing those within the area to make Dexterity saving throws, DC 13, or be grappled by the moss. Escaping the grasp of the moss requires a Strength saving throw, DC 11. The moss then implants spores that burrow into the skin of the trapped creature, inflicting 1d6+1 damage per round. After the creature is implanted, they suffer Disadvantage to all attribute and skill checks, as a terrible malaise washes over them. Once the creature dies, the body sprouts a new mass of spirit moss. The implanted spores can be destroyed by the application of heat to the affected area on the round after implantation, or with a Lesser Restoration or similar magic after that point.

Stygian Pumpkin

A sulfur-scented, dead-looking variety of pumpkin that can grow in any temperate region and is cultivated by goblins as food. It grows rapidly over large areas, rendering the soil poisonous to other plants. It can be made into Devil’s Soap, which is a stinking black paste that grants resistance to fire damage for 1 hour.


Sunberry Bush

A large bush with light green oval leaves, the branches are studded with small thorns. During the spring months the bush is covered with small golden flowers. The golden berries of the bush grow with small protrusions, giving them the appearance of a small flaming sun. While the freshly cut berries are sour, leaving them to sit in the sun for a day or two after being picked turns them remarkably sweet. The berries are often picked for Sunberry Wine.

3gp a bottle


A curious plant that has caused more than a few strange tales from the rural villagers, the Swampwalker seems to stand out of the water, supported by a mass of tendrils, and sprouting a clump of pink flowers that attract various insects. Each tendril is the thickness of a finger, and due to slow currents in the swamp, the tendrils often clump together or break off entirely, causing the plant to look like a looming figure standing on the surface of the brackish water. One legend has it that the plants come alive during the darkest of nights. They stalk nearby villages hoping to catch the unwary and drag them back to watery graves. Whether this is true or not is completely unknown.

Takara Bulb

A large bulbous mass that grows a half-dozen shoots that each end in a single leaf. The bulb is dark brown or even red in coloration, while the leaves are a light green with red veins. During the spring a single large red flower forms at the center of the bulb. The bulb can be harvested and eaten raw, although it often tastes better after having been cooked. Many small mountain villages cultivate the bulb, as the plant grows well in rocky soil. (Heals for 1d4+1 hit points if eaten raw or 1d6+2 hit points if cooked).


Tangled Waybread

A soft, flowing, amber grain on a flexible stalk that grows in large patches in the middle of open fields. The grain often blows violently even in a low breeze, and will tangle up in itself , creating giant mats of grain that then slowly dies due to cramping and underwatering. The grain can be ground and turned into a meal that can be mixed with water and dried to form a simple but filling bread.



A succulent swamp plant with fat red leaves, which when chewed, function as an analgesic drug. Initially no effect, but after a few minutes, the user becomes almost entirely fearless, gaining + 5 to Wisdom and Intelligence Saves against fear, and becoming immune to the Frightened effect for the next 1d20 + 10 minutes. Drug also grants a -5 penalty to all Dexerity saves for the next 1d4 hours. Can only be taken once per 3 days or take 1d8 poison damge. 



Tephrosia consists of a small woody stem, with fern-like leaves along its length, and the plant is topped by several small flowers (or in summer, seedpods). Either the flowers or the seeds may be boiled in water and then drunk to calm the recipient. 


Thalsen Weed

A tough yellowish stalk that grows stiff triangle shaped leaves. Some believe the weed to have been magically created, as it grows from seed to mature adult in a matter of days, often seeming to appear instantaneously. Once the weed reaches maturity, it produces a small cluster of white flowers. The petals of the flowers are coated with a dusty powder that causes a slight rash if it comes into contact with the skin. These petals are sometimes picked to create Itching Powder (When coming into contact with bare flesh, the victim must make a Constitution saving throw, DC 13, or begin itching for the next 2d4 hours, or until the powder is washed off.)



Thyme can grow up to a foot in height. It has tiny dark green leaves and is an evergreen. In spring it has many sweet-scented mauve flowers. The smell is so strong that the herb is often smelt before it is seen. These flowers must be dried and then mixed with fresh, clear water to produce an antiseptic lotion. This lotion can then be applied to infected wounds.



Non-magical mushroom that can serve as a torch. Takes 1d4-1 minutes to ignite, but burns for 24 hours shedding bright illumination in 10 ft radius. Has a sub-species that explodes into choking spores after 30 seconds of burning, requiring anyone within 20 ft to make a DC 15 Constitution save to negate 1d10 poison damage. DC 18 Nature allows differentiation between the two types.


Torment Toadstool

Large blue mushrooms found in swamps all over Faerun, most people are careful not to step on the toadstools. Some villagers go out to harvest the mushrooms in order to make a particularly earthy tasting ale. Those that step on the toadstool causes it to rupture and release a cloud of spores within a 5-ft radius. Those that inhale the spores must make a DC 11 Constitution saving throw or become incapacitated while vomiting for the next minute.

1sp per mug of ale


A thick black vine that grows along the floors of caves and caverns and subsists on the nutrients leftover from the meals of Giant Spiders. Cutting open a Tarthua Vine and drinking the liquid inside will make the character impervious to spider venom for 2d6 hours. However, the liquid inside the vines clings to the mouth. 


Troll Poppy

A bright blue poppy flower commonly used to bribe trolls for safe passage through a monster-filled area. Trolls go wild for these flowers and will eat them as soon as they lay eyes on them. Usually found in large patches in open fields, 2d8 flowers can be harvested per 5 foot by 5 foot area. In addition to their use with trolls, the petals of troll poppies can be dried, crumbled, and smoked.

2gp per flower

Umozokai Flower

This hardy plant grows on the seaward side of many cliffs, looking out over the ocean. The vine clings to the rocks, and the broad fluffy leaves gather moisture from the wind. During the warmer months, the plant -lowers, producing long, sharp yellow petals tinged with crimson on the edges. Tea made from the flower petals is highly sought after, as it includes a wide variety of medicinal uses. Some nobles believe that drinking a single cup of Umozokai Tea a day ensures longevity.


Verdant Goeleth

A large, pink vine fruit about the size of a small watermelon. Commonly pressed and fermented to create a dwarvish wine – Goeleth Wine

29gp a bottle

Violet Slime

Lurking on the surface of stagnant pools of water deep in the marshes, this slime is deadly to those that are caught unaware. Noticing the shimmer of violet indicating the slime lingering on the surface requires a DC 15 Wisdom (Perception) skill check. While entering the pool the slime remains inert, but once the victim emerges from the pool, the slime clings to them. The slime becomes highly corrosive when removed from the pool and inflicts 2d6 acid damage per round until it is washed off with water or exposed to bright light or fire. The corrosion only damages organic material, thus ignoring metal armor.


A secret guarded closely by ancient sects of druids around the realm, vortax is a green powder made from a plant of the same name. This powder must be held in the hand of a druid and burned, causing 3d8 fire damage to the druid, making druids that constantly use vortax easy to pick out. After the vortax is burned away, the druid’s hands will start to glow a faint green. The druid can, as an action, conjure up a powerful thunderstorm within a mile radius area, and command any target to be struck by 5d20 lightning damage with no saving throws. This effect lasts for 1d4 minutes.

  • Can only be found by a druid as no others even know of its existence.

  • Cannot be bought anywhere



Bulbous aquatic fungus that grows in boulder-like patches in some seaside areas and tidal pools. Can be used as a source of fresh drinking water near the ocean.

Waxiri Tree

  • Purple Acid

Waxtrees have large, fuzzy, almost white leaves that grow in bunches at the ends of twisted, dark brown, woody branches that are 1-3 inches thick. While most commonly growing to a height of 2-3 feet, some Wax Trees have been known to grow as large as 8 feet tall. A shallow and spreading root system robs nearby plants of food and moisture causing these trees to be found with few neighbors, even in areas of otherwise dense vegetation. The branches, if broken, ooze a translucent purple, viscous fluid that smells vaguely of citrus.

The liquid can be boiled with soured milk and spider venom to create flesh eating acid that deals 2d10 acid damage when it comes into contact with organic material. (it does not affect metal and the like)



A strange and small plant that is often found growing on rotting logs and animal droppings, the plant lacks much of a root system. The leaves are small and curled around the flowering part of the plant. Once the plant reaches maturity, the leaves fall away to reveal tightly curled pale flowers that appear to be large maggots to the untrained eye. Birds often eat the flowers, thus spreading the seeds far and wide. Grinding the flowers into paste and boiling them produces a waxy substance which woodworkers can use to seal their work from moisture. Painters also seek out the substance, as it causes the colors to resist fading over the years.



This incredibly rare fungi has become something of a fable among herbalists. It is reported to have a large, translucent-blue bulbous cap growing atop a thin stem, and to normally form in small clusters deep within damp cave environments and forests. When consumed, the recipient first takes 1d6 poison damage and must make a DC 15. Cons. Save to keep it down. On a successful save, the recipient will gain the secondary effect of the wispstalk, becoming invisible for 1d8 minutes; on a failed save, nothing happens.



A plant whose leaves and stalks can be refined into a paste, when this paste is burnt in a small bowl by a cleric, it is said to reveil the presence of a young hag that has not yet undergone her transformation (Girl under the age of 13)


Wizard Hats

A small conical mushroom that grows in the Underdark. The stem of the mushroom is pale white, and the cap is generally light orange to dark ochre in color, and sometimes covered in spots. Drow often collect the mushroom, as even though it is bitter while it is still fresh, cooking the fungus over an open flame causes it to shrink and take on a surprisingly meaty flavor. Some dark elf matrons send out foraging parties to harvest the mushroom so that it can be prepared for feasts.



This small  plant has black green leaves, sawed deeply several times, and three flower stalks with tiny white flowers and brown seed pods. The flowers can be crushed and mixed with the blood of a lycanthrope, this is then brewed in boiling water. The resulting potion grants the effect of a +2 on a Constitution saving to avoid lycanthropy. The protection lasts for 2d4 x 10 minutes. 


Yam Tree

Found in many deserts, but can grow most anywher, the Yam Tree is a short, stout evergreen that survives on very little amounts of water and maintains its internal moisture using a thick red sap. Ingesting a sufficient quantity of this so-called ‘Yam blood’ or ‘blood of glory’ induces a frenzy of aggressive emotions which are especially strong in the heat of battle, leading to a berserk rage. Combatants under the influence of the blood of glory gain a +2 to hit and +2 to damage, but suffer a -3 penalty to armor class, due to the reckless abandon induced by the fluid for 1d6 hours after consumption.

For Barbarians, consuming this sap restores 1 used rage 



This fungus has a pale grey underside, whilst the top of it is a bright orange. It usually grows on rotting logs.It must be brewed for six hours. The potion that is made then grants advantage on all perception checks for up to 1d6 hours.



Prices are based on rarity of plant/herb, as well as what it can do or how powerful it is. For example, a plant that is really common, but has somewhat powerful properties will be priced somewhat highly

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