Herbs - 5e

## Rules

Any given herb can be located after an hour of searching and
gathering. To see if a quality specimen can be produced, the herbalist
must pass a Survival or Nature check against a Difficulty
Class of the herb listed. To find such a plant out of season the DC
increases. Searches in the winter add +4 to the DC and searches in the
spring reduce the DC by -3. Certain specimens will never be found out of
 season and the Games Master is the final arbiter when a search for
herbs is made. The player must announce the type of specimen it is that
they seek. Once discovered, they can gather enough for one dose and an
additional dose for each 3 by which the DC is exceeded. An area can
yield only as many doses as the herbalist can pass the skill check. Each
 successive check increases the base difficulty by 3. So, if Deirdre
seeks adder’s tongue (DC 22), she must search for an hour. She has a total bonus
 of +7 to her Nature checks and she rolls a 19, which
totals 26. Because she has beat the DC by 5, she has found two suitable specimens. She realizes, however, that she will find no more as the new Difficulty class is 28, an impossible
number for her to roll at her current level.

Once the specimen has been collected, the herbalist must prepare
it so as to derive the useful property in it. If the specimen is not
prepared within 3 days, it becomes dried and inert. Each specimen below has a listed DC to unlock the herb’s properties. On a failed attempt,
the herb fails to yield its special qualities and is destroyed. Success
indicates results as described below for each entry. The DC is against Nature or Survival and takes 10 minutes to prepare. Characters may prepare these specimens
up to a day in advance before the substance loses its potency.

If the same herb is ingested within 24 hour period, the character
 must make a Constitution save equal to one half the highest activated effect DC or become nauseated for 5 minutes and lose all ongoing herb
effects. Additional overdoses deal 1d4 Constitution damage. All bonus from herbalism are herbal bonuses, and do not stack. If the activated herb creates a spell effect, use the herbalist's spell-casting ability modifier. If the herbalist cannot cast spells treat their spell-casting ability modifier as wisdom.

Name: (and as it is commonly known) and the Latin Name (for the sake of completeness and only for real world examples).

Type and Availability: What the plant is and the listed
Difficulty Class (DC) for Survival or Knowledge (nature) checks to find
the specimen.

DC and Feature: The DC is the target number to unlock the
specimen’s potential and the feature is the corresponding ability that
the plant will yield.

## Herbs

#### **Acacia**

*Acacia Senegal*

A deciduous tree of short stature with spines and variable
compound leaves, it has bright yellow flowers in the shape of little
balls and its bark is a whitish grey. The potential specimen is the
young leaves and flowers which, if crushed into a fine powder, may be
pressed into a wound for a healing effect. To find a usable specimen,
the herbalist must pass a Knowledge (nature) or Survival check (DC 18).
Several varieties of this plant exist, thereby making it a reliable find
 in almost any temperate region. Unlike most other herbs, Acacia only
lasts for 30 minutes after being prepared.

DC Features

* 20 Halve the duration of a long-term injury.

* 25 Cure wounds (as if cast by the herbalist with a first level spell slot)

Acacia: 25 gp.

#### **Adder’s Tongue**

*Erythronium Americanum*

This is a perennial plant featuring a bulbous root that sprouts
two brownish leathery leaves with purplish spots and yellow flowers and
grows in thin moist woodlands, or open fields. This specimen may be
found on a successful roll against a DC of 22. Adder's Tongue is activated by slowly smoking the roots over a small fire. Careful preparation can cause the resulting paste to emit a subtle aroma that has a peculiar effect on reptiles.

DC Features

* 19 Remove poison inflicted by viper.
* 23 When smeared on a creature's clothing, causes reptiles within 5 feet to save (Wisdom or Constitution DC 15) or be shaken for 1 minute. This aura lasts 1 hour. A creature that

makes its save is immune to this effect of Adder's Tongue for 24 hours.
Adder’s Tongue: 20 gp.

#### **Agaric** (Death Angel)

*Amanita Muscaria*

A red-capped mushroom with white spots that ranges in growth size
 from a human fist to a human head. Finding this fungus is relatively
fukin hard (DC 20), as it typically grows at the base of an oak tree.
Proper preparation–brewing the mushroom into a bitter tasting tea–can
aid reflexes, but truly harnessing its potential can aid in the casting
of Air spells.

DC Features

* 15 +2 bonus to reflex saves (1 hour).
* 20 +1 to the DC of the next Air spell you cast (e.g. Gust of Wind).

Agaric: 75 gp.

#### **Agrimony**

*Agrimonia Eupatoria*

This plant has long, slender leaves, slightly indented around their edges, with a light hair on the grey underside of each. This plant also features a tall stalk adorned with yellow flowers when in bloom.
This plant grows along the sides of hedges. To find this specimen, the herbalist must pass a check against DC 19, but it is only found during
the middle of summer (DC 29 otherwise). Agrimony is activated by grinding it with salt and then slowly heating it until it releases a pungent odor, which must then be smelled to incur the herb's effects. Activated Agrimony must be bottled for its potency to last the normal 24 hours.

DC Features

* 19 +3 bonus to saves against contact poison.
* 25 The herbalist creates and bottles a potent sleeping gas. A creature that smalls it must succeed a wisdom save (DC 15) or fall asleep (already sleeping creatures have disadvantage on this check). The sleeper will only wake with a sharp slap or loud noise.

The effects of this herb last for 1d3 days.

Agrimony: 40 gp.

#### **Angelica**

*Angelica Atropurpurea*

Seeming to be a type of celery in odor and appearance, this plant has a number of magical properties. This plant grows in cool, damp climates and has a DC of 19 to locate.

DC Features

* 21 Cures the diseases Sewer Plague and The Red Ache.
* 23 +3  bonus to saves against injury poisons.
* 25 Provides 1d4 temporary hit points.

Angelica: 80 gp.

#### **Anise**

*Pimpinella Anisum*

A delicate annual, whose white dainty flowers can reach about 18
inches in height and are supported by feathery leaves. Typically they
are found only in the summer months, having a DC of 15 to locate.

DC Features

* 19 Provides +2 bonus to the next spell-casting ability check made as part of casting a spell within 30 minutes.
* 21 Confers a +2 herbal bonus to all saves against illusions.

Anise: 20 gp

#### **Arpursar**

This bluish-tinged lily grows in cold mountain steams. While the
plant is usable all year round, it is most easily located during the
summer months (+3). Arpursar has a DC of 18 to locate. The stalks of
this plant must be brewed in fresh water at the end of which time it may
 be drunk as a potion.

DC Features

* 13 The imbibers sense of small is heightened, adding their proficiency bonus to scent-based perception checks (4 hours)
* 23 The imbiber gains advantage on Perception and Survival rolls to track creatures and is counted as proficient with both for this purpose.

#### **Asafoetida** (Devil’s Dung)

A six-foot perennial displaying white flowers and hollow stems, this plant grows in most wooded areas, having a DC 20 to find.

DC Features

* 21 Temporarily removes the attack roll disadvantage conferred by the poison status for 1 minute.
* 23 Confers a +2 bonus to Intelligence skill checks for two minutes.

Asafoetida: 30 gp.

#### **Avens** (Star of the Earth)

 *Geum Urbanum*

This common plant has rough, wing-like leaves and bright yellow
flowers atop slender stalks. Due to its commonality, it requires only a
DC of 14 to find. It is typically found under hedgerows or by pathways
through fields. Preparation involves rendering the stalks into a paste,
which is burned and inhaled.

DC Features

* 19 Confers a +4 bonus to saves against the secondary effects of poison (1 hour).
* 23 Allows an immediate save to end a single ongoing spells or spell-like ability that causes fatigue or exhaustion.

Avens: 15 gp.

#### **Belladonna** (Deadly Nightshade)

*Atropa Belladonna*

A thick, fleshy root of a pale white colour, it sports dull, dark
 green leaves of varying sizes and, when crushed, it gives off a foul
stink. This is a deadly plant and also uncommon, requiring a DC of 21 to
 find.

DC Features

* 21 Manufacture Ingested Poison: DC 17; Creature becomes Poisoned for 12 hours and takes 1d4 Constitution damage a round until they succeed a DC 15 Constitution save; maximum duration of 6 rounds.
* 25 Cures lycanthropy if used within 24hrs but poisons the character in the process (see above).
* 29 Protection from evil for four hours.

Belladonna: 75 gp.

#### **Black Lotus**

This jet-black flower grows deep in forests both deciduous and
coniferous. The small flower sprouts only in areas where the canopy is
so deep that not even the faintest shade of sunlight reaches the plant.
Indeed, the Black Lotus is not a lotus at all, but a kind of fungus that
 feeds on decaying corpses deep in the woods. The fungus can in fact
survive in sunlight, but it will not flower and any petals harvested
from the plant lose all magical properties when exposed to sunlight.
Finding a black lotus requires a check against a DC of 21. preparation
involves grounding the petals into a paste with gold dust and then
drying it out (drying it out happens naturally over the course of 6
hours).

DC Features

* 17 The imbiber gains +2 AC against creatures from the plain of Shadows.

* 28 By burning the plant and holding its fumes in their lungs, up to 6 medium creatures can shift into the plane of shadows. This effect lasts for exactly 15 minutes and functions as the plane shift spell with a CL equal to the herbalist's class levels.

#### **Blessed Rose Petals**

The blessed rose is an elegant, pure white flower that blooms only in temperate realms. The petals can make any beverage that has been poisoned or otherwise contaminated safe to drink. The DC to find the rose is 14. Activating this herb can also be done with Religion.

DC Features

* 16 Purify up to 12 ounces of liquid. This process takes 30 minutes.
* 20 Creates paint which can create a line 40ft long. If a circle is made, all demons inside lose their damage resistances. Crossing the line costs half the demon's base movement unless it succeeds a DC17 Intelligence saving throw. Painting this line in combat takes twice your movement.
* 27 heal 2 points of ability damage from each ability and allow an immediate save against all ongoing effects.

Blessed Rose Petals: 15 gp.

#### **Blue Moss**

This distinctively colored moss grows in caves and the upper dark.
Preparing it requires grinding it into a paste along with dirt, rock,
and other minerals. The paste is then rubbed on the skin.

The DC to find Blue moss is 19, but is 15 in the upper dark or a region with many caves.

* 22 - Reduce all cold damage taken by 5
* 24 - Additionally, any cold-typed creature that attacks with natural weapons the recipient takes 2 fire damage.

Blue Moss: 25 gp.

#### **Boneset**

*Eupatorium Perfoliatum*

Boneset is a perennial flowering plant with a solid, hairy stem,
growing as tall as 4 feet in height. The pointed, lance-like leaves are
large and uniformly source from the base of the plant. Adorned with
numerous flowers, this plant can typically be found in the mid-summer
months to early autumn, with a DC 20 skill check.

DC Features

* 15 Cures Red Ache and sea sickness.
* 17 Allows a second save at a +2 bonus against Magical Diseases (1 day).
* 19 Allows a second save at a +2 bonus against Paralyses (1 day).

Boneset: 40 gp.

#### **Brittlegill**

*Russula Rosea*
Brittlegill is a large and thick mushroom with a deep red cap and white stem which is found growing in swamps and damp woodland areas near small bodies of water. This edible mushroom can be found with a DC19 check.

DC Features

* 15 +1 on Saves vs Fey creature's abilities for 20 mins
* 17 Creates a paste which can be applied to a weapon and lasts 10 mins. On a successful hit, all attacks for one round are treated as if they came from a cold iron source.
* 20 Creates an ingested poison which causes the target to treat the next applicable phrase said to them as if it were from the suggestion spell. DC16 Con save negates.

Brittlegill: 50 gp.

#### **Broom (**Besom)

*Spartium Scoparius*

Found in cooler northern climates, broom is a dense shrub that
grows wild throughout most regions. Broom grows to a moderate size
(between three and five feet) and has numerous slender branches of a
bright green hue. The plant only has leaves when young, allowing the
stems to fulfil the same functions. It is a deciduous shrub that is
notorious for its ability to cleanse a system, even removing gallstones
and repairing broken bones. Finding broom is not difficult, requiring a
DC 18 skill check.

DC Features

* 15 Creates injury poison: DC 18 Constitution save or lose any extraordinary or supernatural ability called Regeneration.
* 19 Cures 1d3 points of temporary Dexterity damage.

Broom: 40 gp.

#### **Celandine** (Devil’s Milk)

*Chelidonium Majus*

Celandine or devil’s milk is a perennial plant that sprouts many
stalks of a white-green hue. Fragile in quality, they snap readily. The
leaves of this plant are usually a blue-green and are tender and wide.
This plant flowers throughout the summer and may be located with a
successful check against a DC 17.

DC Features

* 15 +2 herbal bonus to saves against Disease for 12 hours
* 17 temporarily removes the ability damage from disease (up to 7 total points) for 30 minutes.
* 19 Allows a second save against blindness/ deafness effects.

Celandine: 50 gp.

#### **Cloves** (Clove Tree)

*Syzygium Aromaticum*

The distinctive odor of the clove is the primary feature of this
 tree. Unlike most herbal remedies, this specimen can be used for more
practical needs. Rumored to draw wealth, purify areas and ward away
evil presences, these features are clearly superstition. While clove
trees are not all that uncommon, proper preparation takes a skilled
herbalist. Finding specimens requires a check against a DC of 15.

DC Features

* 17 +2 to Charisma based skill checks for 30 minutes.
* 20 +3 bonus to saves against smell-based effects for 4 hours.

Cloves: 35 gp.

#### **Comfrey Root**

*Symphytum Officiale*

Growing in ditches and along the banks of rivers, comfrey is an
old herb that has many uses. Comfrey has large, hairy leaves of a deep
green that inspire itching when exposed to unprotected flesh. Flowers
stack on one another, displaying a white colour with a purple tint. This
 specimen grows in early-to-mid-summer and has a DC of 15 to locate.

DC Features

* 15 +2 bonus on saves against the sickened effect.
* 19 Cures 1d4 hit points.

Comfrey Root: 20 gp.

#### **Dandelion**

*Taraxacum Leontodon*

Through early spring and deep into late summer sprout dandelions
with their bright yellow heads or their puff-ball appearance. A
gardener’s bane, witches and herbalists alike have divined their true
value. While dandelions are extremely prevalent, they are nearly
impossible to use in aiding divination magic, which is their truest
value. Locating these plants in season is a DC 5, but out of season it
is impossible.

DC Features:

* 19 Provides Dark vision for one hour
* 27 Confers a +10% bonus on all Divination spells that have a percentage chance for success.

Dandelion: 15 gp.

#### **Deathstalk**

A strange mushroom that has a black and white mottled cap.
Frightening to behold, for their white markings appear to be tiny
skulls, deathstalk only grows in old cemeteries – feeding upon the
rotting flesh of intelligent creatures. These mushrooms may only be
found on a successful check against a DC of 25 (less, at DM’s
discretion). It is prepared by grinding it into a paste, which is then
smeared on the recipient.

DC Feature

* 15 +2 AC against mindless Undead creatures
* 22 Increases the DC of the Turn Undead class feature by +2 for 4 hours.

Deathstalk: 50 gp.

#### **Deirdre’s Tears**

A small plant, it is mostly a perennial shrub that has pale, almost
translucent, white flowers that face downward. After early spring the
plant sheds the flower petals one by one, hence its name. Deirdre’s
tears can be found by passing a DC 17 skill check. The roots and
activated and rolled into a ball, which the recipient keeps in their
mouth to maintain the desired effects.

DC Feature

* 15 Doubles effective constitution score for the purpose of holding breath.

* 19 Confers water breathing for one minute
* 23 Allows the user to speak clearly underwater.

Deirdre’s Tears: 150 gp.

#### **Elderberry (**Tree Of Doom)

*Sambucus Canadensis*

The elderberry is a very common tree found in moist land areas.
With spreading branches overhead and sharply-pointed leaves, it is
primarily known for its luscious purple berries. The berries, which are
the active ingredient to many a herbalist’s recipes, are ripe in early
autumn. Finding a specimen is typically easy (DC 10).

DC Features

* 21 removes one point of ability damage that was caused by a disease.
* 25 Neutralize poison.

Elderberry: 100 gp.

#### **Ember-moss**

This reddish-brown moss grows along the walls of caves in the middle
and upper dark, and can not be found on the surface. Preparing it
involves boiling it in water at very specific temperatures. The DC to
find Embermoss in the upper or middle dark is 17.

* 12 - Creates a slow-burning paste that acts like a torch (2 hours)
* 16 - Creates alchemist's fire, or improves alchemist’s fire to 2-6+2. (2 hours, then fire destroyed)
* 18 - Creates on oil that, when applied to a weapon, causes that weapon to deal 5 points of fire damage on its next hit (1 minute).

Ember-moss: 40 gp (20 in Underdark)

#### **Eyeblight**

Eyeblight is a tiny lichen found only in caves and tombs as it dies
if exposed to more than a few hours of sunlight. Dried and ground into a
 fine dust, Eyeblight can be thrown into a victim’s face if it hits,
blinding them for 1d4+1 rounds unless they succeed at a Dexterity or
Consitution save (DC 15). Locating the lichen requires a successful check
at a DC of 20.

DC Feature

* 18 Fine dust can be thrown into a victim’s face and blinds themfor 1d4+1 rounds unless they succeed at a Dexterity or Consitution save (DC 15).

Eyeblight: 75 gp.

#### **Eyebright**

*Euphrasia Offcinalis*

An herb that aids in repairing damaged vision, in the hands of a
competent herbalist it can also grant special sight. Finding the small
white flowers, spotted with yellow and streaks of purple, requires
searching the meadows of mountainous regions and succeeding at a DC of
20. The Eyebright is carefully rubbed into the recipient's eyes after
preparation.

DC Features

* 15 Cures Blinding Sickness.
* 21 Confers low-light vision for one hour.
* 25 Confers Darkvision 120 ft. for one hour.
* 32 Confers X-ray vision for 10 minutes.

Eyebright: 300 gp.

#### **Evergreen Sap**

Genus: *Pinus*

The sap of evergreen pine trees is a sticky and aromatic amber. Growing in a wide rage of locations and environments, these distinctive trees are easy to find requiring only a DC10 check. However, the process of extracting the sap is somewhat tedious, doubling the time required to preform the herbalism check.

DC Features

* 10 Creates an incese which forms a 30ft radius cloud giving +1 to initiative to all creatures in the area. Burns for 1 hour. The cloud disperses 1 round after the incense is extinguished
* 15 Creates a resin which freezes when it comes into contact with water, instantly making a 5ft cube of ice. If a creature is in this space it takes 3d6 cold damage as it must make a DC13 Dexterity saving throw or lose half its effective movement and its Dexterity score is reduced by 4 until the ice is removed (DC15 Athletics).

Evergreen Sap: 1 gp.

#### **Faerie Wings**

These thin, blue flowers rest atop slender, fragile stalks. Faerie
wings grow in bare hilltops or amongst mushroom rings feeding upon the
unlucky spores of the mushroom that created the ring. Finding faerie
wings requires a check against a DC of 21.

DC Features

* 22 Confers a +2 resistance bonus to saves against charm or compulsion effects for one hour.
* 25 See invisible objects up to five feet away for one minute.

Faerie Wings: 50 gp.

#### **Figwort**

*Scrophularia Nodosa*

This woodland plant grows in damp woods with heavy shade, or in
the depressions in meadow lands. Adorned with purple flowers and oval,
green leaves, this plant can be found on a successful check against a DC
 of 17.

DC Features

* 20 Advantage on the next saving throw against an Enchantment spell for effect for one day.
* 23 Heals 1d2 points of temporary Dexterity, Strength, or Con damage

Figwort: 50 gp.

#### **Frankincense**

*Boswellia sacra*

This aromatic resin is well known and popular in noble circles for its fragrant and pleasing smell. The tree itself is difficult to find however, generally only found in arid climates requiring a DC 24 check.

DC Features

* 15 Creates a sticky resin which can be thrown with a range of 20/40. A target hit by this resin, must make a DC13 Strength saving throw at the stat of its turn or be Restrained.
* 20 Creates an incense which forms a 30ft radius cloud giving advantage on INT, CHA, and WIS saves to all creatures in the area. Burns for 1 min and the cloud disperses 1 round after being extinguished.
* 32 Creates an incense which forms a 30ft radius cloud giving disadvantage on saves vs all monk abilities to all creatures in the area. Burns for 1 min and the cloud disperses 1 round after being extinguished.

Frankincense: 250 gp.

#### **Giant’s Toe**

This small shrub has unique, tuberous roots that somewhat resemble
potatoes, though they are jet black. It maintains its foliage in winter,
 and is consequently easier to find then. Finding it requires a check
against a DC of 21 (17 in winter). The herb is activated by carefully
grinding its roots with a stone.

DC features:

* 19 Confers a +2 herbal bonus on strength-based skill checks for 2 hours if massaged into the muscles of the recipient (4 rounds).
* 22 AND a +2 enhancement bonus to strength.
* 25 When eaten, casts Enlarge Reduce (Enlarge) on self.

Giant’s Toe: 75 gp.

#### **Green Lavender**

*Lavandula verta*

This stalky flowering shrub with stall sets of vibrant green and white flowers is known best for its pungent scent and the large numbers of bees it draws into meadows which contain it. Green lavender is most commonly found growing in fallow fields and forest clearings where is can get a large amount of light.

DC features:

* 14 Creates an incese which forms a 30ft radius cloud giving a +2 bonus on saves vs any effect which manipulates emotions to all creatures in the area. The cloud disperses 1 round after the incense is extinguished and its for 1 minute after burning. Creatures immune to Charm or cannot smell are immune to this effect.
* 19 Creates a paste which is invisible to the eye, but can be tracked with extraordinary easy by any creature with advantage on Perception checks related to smell. This scent leaves a trail which can be followed and allows unseen targets to be pinpointed to a square. Effect lasts 24 hours.
* 25 Creates a edible paste which can be discharged once up to 2 mins after its eaten. When discharged, the user breathes a 15ft cone which inflicts the Poisoned status for 1 min on all creatures who fail a DC18 Constitution save. Creatures immune to Charm or cannot smell are immune to this effect.

Giant’s Toe: 75 gp.

#### **Hawthorn** (Hagthorn)

*crataegus oxacantha*

This deciduous shrub grows white flowers with red centers. If
encountered wild, it will grow into a tree reaching 30 feet in height.
Hawthorn is usually gathered in spring with a successful check against a
 DC of 15. (out of season DC 19)

DC Features

* 15 Restores sobriety.
* 21 Confers Protection from Evil and Good for three rounds against a type of creature you know.
* 23 Gain advantage against all electrical spells and abilities for 1 hour.

Hawthorn: 50 gp.

#### **Hemlock** (Warlock Weed)

*Conium Maculatum*

A plant with an ominous history, it is viewed as the herb of the
dead, mastered and cultivated by the warden of hell himself. Hemlock can
 grow to five feet in height, with large, wide, winged leaves and
clusters of white flowers. The scent of the flower has a dark and evil
quality. Hemlock can be found on a DC roll of 21 or higher.

DC Features

* 21 Manufacture Ingested Poison: DC 17: Target becomes poisoned for 1 day and immediately takes 2d12 damage. Furthermore, creature must succeed on a DC 17 Constitution saving throw every round or take 2d6 Con damage until it has a success.
* 32 Allows entry into the astral plane with a successful Constitution save (DC 23). Failure indicates death.

Hemlock: 100 gp.

#### **Hemm Root**

This brownish-green vine grows off of most any vertical surface. It’s
 herbal value is in its roots, which are carefully shredded and juiced
to activate the plant. Hemm Root can be found with a successful check
against DC 20.

DC features:

* 15 Increases a metal object's Damage Threshold by 4.
* 20 AND causes the object to emit light as the light spell
* 25 AND increases the object's enhancement bonus by 1 if it has one.

Hemm Root: 35 gp

#### **Henbane** (Devil’s Eye)

*Hyosycamus Niger*

This moderately-sized plant features large woolly leaves and
dead-looking, yellow flowers. It gives off an unwholesome stench that is
 offensive to even the most callous of individuals. Finding henbane can
be accomplished on a successful roll against a DC of 19. Any of the uses of Henbane also confer disadvantage on Charisma skills for the next day from the awful smell.

DC Features

* 20 Cures deafness.
* 25 Grants advantage against sonic spells and effects for 1 hour.
* 35 Craft flying ointment which confers the effects of the Fly spell for 5 minutes.

Henbane: 75 gp.

#### **Holly** (Bat’s Wings)

*Ilex Aquifolium*

Growing wild in the woodlands, it is a favourite symbol along
with mistletoe for druids and rangers alike. Holly is itself an
evergreen bush or tree with glossy green leaves with prickly edges.
Usually red or yellow berries accompany the leaves. Holly is easy to
find (DC 10).

DC Features

* 0 Act as a divine focus for druids.
* 15 +2 on wild empathy checks.
* 20 Re-roll a save on an existing Curse effect.
* 28 Confers a one-time +1 luck bonus to any dice roll within 1 day.

Holly: 30 gp.

#### **Horehound** (Seed of Horus)

*Marrubium Vulgare*

Horehound grows in places where waste accumulates, along
roadsides in hedges. It flowers at the height of summer and can be
uncovered with a successful roll against a DC of 17. Horehound is very
similar to nettles and has reddish-purple flowers. It is brewed into a
cold tea that raises the confidence the recipient.

DC Features

* 19 Gain advantage on your next usage of the Intimidate skill in the next hour.
* 23 Gain advantage against all Fear and Intimidation effects used against you for the next hour.

Horehound: 25 gp.

#### **Horus Moss**

This reddish-green moss grows over the top of the graves of animals
and humanoids. In the wild it requires a DC 19 check to find, though
access to a graveyard or similar receptacle of the dead can greatly
reduce this DC (provided the moss isn't being harvested by another).
Horus Moss is activated by slowly chewing on it for 20 minutes.

* 15 Prevents the user form becoming an Undead spawn if killed in the next 12 hours.
* 19 When applied to clothes as a paste, +2 to AC against the melee attacks of undead.
* 23 When applied to a weapon, +2 damage against undead
* 32 When applied to the body as a paste, any undead that damages the wearer with a natural weapon must make a Constitution save

(DC15) or have its strength reduced by 2 for 24 hours (this effect
stacks)
Horus Moss: 20 gp

#### **Ignis Weed**

The leaves of the ignis weed are a bright red with black striations.
It grows in dark places where a wrong has been committed once long ago.
Finding this plant requires a check against a DC of 24, which can be reduced by 4 with a successful DC16 History check.

DC Feature:

* 16 +1 on damage rolls with melee weapons for 5 minutes.

* 25 Sends imbiber into a rage for two rounds, duplicating the Barbarian’s rage class ability (Level 1). The victim attacks the nearest living

creature Wisdom save of DC 16 negates.
Ignis Weed: 15 gp.

#### **Larkspur** (Knight’s Spur)

*Delphinium*

Growing wild throughout the countryside, larkspur grows well in
sand or amongst cornfields. It has short flowers ranging from pink to
blue with black seeds and pitted surfaces. This plant can be found on a
DC result of 17. This herb is carefully roasted and then eaten.

DC Features

* 14 Destroys all simple bodily parasites, such as fleas and lice.
* 19 Any creature that eats or drinks the blood of the imbiber within 1 hour must make a Constitution save (DC 16) or gain a level of Exhaustion for

 three rounds. Undead are not immune to this effect.
Larkspur: 20 gp.

#### **Lovers’ Bloom**

Lovers’ bloom is a rich and vibrant plant that provides a genuinely
lovely scent. Similar to a rose, as it sports a number of thorns
(particularly careless handlers may suffer one point of damage), it is a
 difficult plant to find (DC 24) but always detects as magical.

DC Features

* 21 Brewed into a potion and consumed, the victim immediately

has the reaction of ‘friendly’ from the next person that they meet (Wisdom save DC 16 negates) (lasts for 1 day)

* 35 As above, except that the victim has the reaction of

‘helpful’ from the next person that they meet (Wisdom save DC 18 Negates)
(lasts for 1 hour).

Lover’s Bloom: 90 gp.

#### **Mandrake** (Herb of Circe, Witches’ Manikin, Mandragora, Sorcerer’s Root)

*Mandragora Officinale*

Mandrake is probably the second-most-famous of the plant
community for its associations with magic. While its leaves are of a
dark green hue, each about a foot long with pointed ends and a foul
smell, it is the dark, bulbous root that holds power. Vaguely
man-shaped, the mandrake root, when pried from the ground shudders in a
horrible display of death. Finding mandrake requires a check against a
DC 25 and may only be done under the light of a full moon.

DC Features

* 25 Increases the consumer's Intelligence score by 1d4+1 points for one hour.
* 27 Functions as an augury spell cast at the herbalist’s level.
* 32 Confers Advantage on all dice rolls for one minute.

Mandrake: 250 gp.

#### **Monkshod** (Wolf’s Bane)

*Aconitunm Napellus*

A pleasant herb with bright purple, hooded flowers, monkshood
grows to about 6 feet in height, in areas of high elevation and a
tendency for moisture. Monkshood can be found by passing a check against
 a DC 19.

DC Features

* 15 Confers a +2 bonus to damage on attacks against wolves or wolf-like creatures for 6 hours.
* 19 Confers +2 bonus on saves vs lycanthropy.
* 28 Confers +2 bonus on saves vs a vampire’s Charm ability.

Monkshood: 50 gp.

#### **Moonflower**

 This plant looks much like a tall prairie grass or weed. That
changes, however, in the light of the moon, when Moonflower’s stalk
opens up to reveal a large, white-colored blossom. Moonflower is most
common on prairies or other grasslands, and does not grow where the
light of the moon can not reach it. The plant is activity by carefully
boiling it down over a fire until it is a paste. Finding Moonflower
requires a check against DC21 (17 at night)

DC Features:

* 18 Confers advantage against a Ghost's Possession ability.
* 23 Creates enough paste to cover 30sq feet which prevents all Incorporeal movement through the effected area.

Moonflower: 50 gp

#### **Mugwort** (Cronewort)

*Artemisia Vulgaris*

This specimen must be collected on the eve of a summer solstice
if it is to be made into a long-term concoction. Finding mugwort
requires a check against DC 22. This plant has reddish-brown angular
leaves with button like yellow-brown petals.

DC Features

* 25 Confers immunity to poison for one hour.
* 28 Grants Advantage against all spell saving throws for 10 mins.
* 32 Break enchantment

Mugwort: 300 gp.

#### **Mullein** (Graveyard Dust, Hag’s Tapers)

*Verbascum Thapsus*

Growing along mossy banks, mullein is an ideal herb to aid the
herbalist when searching for other specimens. Relatively common (DC 17),
 it enhances the brewing of other concoctions.

DC Features

* 17 Reduces the DC of concocting another herbal recipe by -2.
* 19 Causes animals to be uncomfortable around the wearer; imposing disadvantage against their attack rolls made against you.

* 21 causes the recipient’s scent to be unrecognizable for 1 hour.

Mullein: 20 gp.

#### **Obsidian Vine**

*Hedera Negris*

Obsidian vine is an ivy with thin and sharp black arrow-like leaves and pale purple flowers. It grows from the base of trees slowly wrapping and draining the nutrients out of their trunks. It is a fairly rare plant, able to be located with a DC22. When harvesting, care must be taken when picking the leaves lest the herbalist be cut; a DC 13 Dexterity save must be made or take 1d4 slashing damage.

DC Features

* 5 You fashion a crude weapon which is effective vs Shadows and creatures with the incorporeal movement ability, they last 24 hour before wilting.
* 10 +2 on Religion checks to preform an exorcism against undead.

* 20 Creates an oil which can be applied to a weapon and lasts 10 mins. On a successful hit, removes the damage resistances of Shadows and creatures with the incorporeal movement ability.
* 24 Creates an oil which causes your weapon to critically hit on a roll of a 19-20. Lasts 1 min.

Obsidian Vine: 100 gp.

#### **Redroot**

*Pisum Roseus*

This plant looks very similar to normal grasses and requires a DC
 23 check to properly locate and identify. It is prepared by grinding
the roots and ingesting the resulting paste.

* 19 Aberrations that damage the recipient must make a Constitution

save (DC16) or gain a level of Exhaustion. This effect lasts for 10 minutes.

* 23 Causes the next saving throw of a single target spell effecting an Aberration to be made at disadvantage. Effect lasts a day.

Redroot: 25 gp.

#### **Skullcap** (Madweed)

*Scutellaria Lateriflora*

Among watery places and on the banks of rivers and lakes grows
the weed skullcap. This unusual flower is bell-shaped, with leaf-like
flowers of blue and white. Skullcap can be successfully found against DC

DC Features

* 21 When the seeds are ground into a fine powder and blown in the face of one enthralled by a berserk rage (such as a barbarian’s rage class ability), it immediately draws the victim out of the frenzy. It also allows the victim a second save against any devil's ongoing Fiendish Aura ability.

* 25 Confers a +4 bonus to saves against mind affecting abilities for 10 minutes.

Skullcap: 20 gp.

#### **Snow Pea** (Eye-poppers)

*Brathum Saccharatum*

This useful plant only grows in mountainous areas and is very
popular amongst the creatures that live there. The plant is in season in
 spring and summer, and is quite common DC 6 (15 out of season) The peas
 of this brownish-green vine are chewed on to gain its beneficial
effects. This plant can not be OD’d on.

DC Features

* 5 +1 initiative (1 hour)
* 18 remove the a level of Exhaustion for 4 hours, then gain two levels of exhaustion.
* 23 remove all levels of Exhaustion for 10 minutes, then take 1-2

 points of wisdom or intelligence damage (chosen randomly). This damage
is automatically healed after an 8 hour rest (4 for creatures that do
not sleep)

Snowpea: 5 gp (25 in fall/winter)

#### **Tea Tree**

*Camellia sinensis*

This bushy shrub is commonly cultivated for use, as its name implies, for making a tasteful and potent tea. Known for being a somewhat tempermental plant and only the most recent growth is useful for either tea or herbalism requiring a DC 22 check to find this plant in the wilderness.

DC Features

* 5 Create a tea which suppresses one level of fatigue down to a minimum of one for 8 hours.
* 15 Chewable leaf which gives the imbiber advantage on Dexterity saving throws and +20ft of movement when taking the dash action for 10 mins. Swallowing the chew during this time gives you Haste for 1 round.
* 20 Creates an incense which forms a 30ft radius cloud giving +10 movement speed to all creatures in the area. Burns for 4 hours and the cloud disperses 1 round after being extinguished.

Tea: 2 gp.

#### **Tla Sap**

The Sap of the Tla tree has valuable properties to both the alchemist
 and the herbalist. It is virtually nonexistent outside the Jagged
Forest. Fortunately, Tla trees are everywhere in the Jagged Forest, so
the only real challenge in using the sap is harvesting it. Harvesting
Tla sap takes a DC 15 survival check and 10 minutes of work, after which
 the tree must be allowed to drain, generally for at least 24 hours. The
 sap itself is an orange, viscous fluid that naturally melts ice
(without raising the temperature). Liquor brewed from Tla sap is worth 4
 GP, Wine 20, to a trader.

DC features

* 12 - Brew a strong spirit. In addition to intoxication, gain advantage

 on saves against hypothermia for 12 hours. Fermentation takes 2 weeks.
Colloquially, these drinks are called “nightcaps”.

* 25 - Brew a fine wine. In addition to intoxication, prevents all natural effects of cold environments.
* 30 - Cold Resistance (activating Tla sap in this way takes 30 minutes)

#### **Veilflower**

*Hedera Incorpus*

This reddish brown vine grows along the sides of waterfalls. The
vine flowers in summer, and checks made to activate the plant gain a +4
bonus during the summer. Activating the plant involves carefully
breaking the vine and then tying it around the subject, which allows its
 sap to rub onto their skin. Normally it is a DC is 22 to find the plant

DC features

* 11 if applied to a corpse, that corpse is much less likely to

rise spontaneously as an undead. Additionally, it cannot be raised through the spell Animate Dead Preparing vielflower take 2 minutes
and its effects begin immediately thereafter on the person the plant was
 prepared on.

* 17 The creature 'wearing" the Vielflower vine gains +2 AC attacks from Ghosts, Shadows, and similar creatures.
* 21 The creature wearing the Vielflower cannot be raised as an undead by any spawning method for the next 24 hours.

* 25 The casting time of the Raise dead ritual is decreased moderately, and the cost of the ritual is reduced by 100 GP.

#### **Witch Hazel**

*Hamamelis Virginica*

Appearing to be a knot of crooked branches intertwined, it has a
smooth, grey bark, with bright yellow flowers appearing in late autumn.
Following the flowers is the production of black nuts that are edible
and have special properties in and of themselves. Finding witch hazel is
 not too difficult, requiring the herbalist to pass a DC 17.

DC Features

* 14 Cures one hit point of damage.
* 19 Automatically pass a heal check to treat a creature with an injury.
* 21 Confers a +2 bonus to saves against inhaled poisons for 1 day.
* 23 Chewing the black nuts of witch hazel grants a +1 herbal bonus to Wisdom for one hour.

Witch Hazel: 75 gp.

#### **Wood Betony**

*Stachys Officinalis*

This plant grows out of wood rot, with a stem that can grow as
tall as two feet. Typically found in woodland settings, it can be found
amidst tangles, wetlands and swamps. Finding this specimen requires a
check against a DC of 19. Wood Betony is prepared by carefully rolling it in ones hands and adding spit occasionally. It is ingested to gain the effects.

DC Feature

* 21 Confers a +2 herbal bonus to saves against psionics for one hour.
* 24 If the user has PPs, they gain one temporary PP that they must use in the next minute or it is lost.

Wood Betony: 20 gp.

#### **Wormwood**

*Artemisia Absinthium*

A pale green plant with a woody, tough stem, wormwood grows to at
 most three feet in height. It has pale green leaves and flowers that
begin olive coloured but eventually change to an ochre hue. Wormwood can
 be found alongside roadways and in places where waste is disposed.
During the early parts of summer to midsummer are the best times for
cultivation, in which one has to pass a DC 19 (out of season DC 23).

DC Feature

* 19 Overcomes the nauseated condition.
* 21 Confers a +2 resistance bonus to any one save within 1 day.
* 23 Confers a +1 herbal bonus to all skill checks involving Charisma for one hour.

Wormwood: 15 gp.