Level 1–3: Budding Greenwitch
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Gain proficiency in Herbalism Kit and Nature or Arcana (choose one).
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You can now cultivate and harvest magical plants during long rests or while foraging.
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Once per long rest, you can roll on the d20 Common Plant Table and grow 1 magical plant in 3 quantities (e.g., 3 doses, leaves, pods, or fruits).
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You can store up to 3 types of common plants at once in a pocket garden (a magically grown pouch, belt garden, or terrarium).
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You can substitute common magical plants for material components (under 5 gp) in druid spells.
Level 4–6: Mycologist’s Touch
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You can now roll on the Common and Uncommon Plant Tables.
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Once per long rest, choose:
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Grow 1 Common plant (3 qty), or
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Grow 1 Uncommon plant (2 qty)
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You can now craft simple potions or poultices from plants you’ve harvested (DC 13 Herbalism check):
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Healing salves (1d6 or 1d8 healing)
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Buff elixirs (e.g., resistance, darkvision, minor spell effects)
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Increase your pocket garden capacity to 5 types of plants.
Level 7–9: Cultivator of the Wilds
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You can now roll on the Common, Uncommon, and Rare Plant Tables.
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Once per long rest, choose:
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1 Common plant (3 qty),
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or 1 Uncommon plant (2 qty),
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or 1 Rare plant (1 qty)
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Every 2 levels starting from level 7, you may grow 1 additional plant per long rest (choose independently each time).
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You can now animate one harvested plant into a Small elemental plant companion (once per long rest; HP = Druid level × 2, AC 13, 1d6 attack).
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With 8 hours of effort and a Rare plant, you can craft limited magical items or effects with DM discretion (e.g., resistance potion, temporary AC boost, healing blossom).
Level 10–13: Verdant Mastery
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You can now roll on the Common, Uncommon, Rare, and once per week, the Legendary Table (Legendary plants still only grow at higher levels — see below).
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Once per long rest:
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Grow 2 plants: choose from any accessible rarity
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Use total of 4 quantity points (e.g., 2 Common @3 qty and 1 Rare @1 qty)
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You may quick-grow 1 plant as an action by expending a spell slot:
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1st-level slot = Common plant (1 qty)
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2nd-level slot = Uncommon plant (1 qty)
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3rd-level slot = Rare plant (1 qty)
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Gain Fungal Familiar: once per long rest, summon a Puffshroom Scout (Tiny, 10 HP, blindsight 30 ft, can self-destruct for 1d8 poison, DC 14 CON).
Level 14–16: Groveweaver
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You may now attempt to cultivate Legendary Plants once per long rest (roll on the Legendary table with DM permission — DC 20 Nature/Arcana to succeed).
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Once per long rest:
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Grow 2 plants + 1 bonus plant (3 total), chosen from any unlocked tables
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Gain 6 quantity points total to divide (e.g., Rare ×2, Common ×3, etc.)
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Activate your Mobile Garden Aura (1x/day, 10 minutes):
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10-ft radius follows you
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Allies regain +2 HP/round inside
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Plant spells cast at +1 level
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Enemies must save vs. vines restraining them (DEX save = spell save DC)
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Level 17: Arch-Herbologist
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You may now grow 1 Legendary Plant (1 qty) per long rest — no check required.
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Once per long rest:
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Grow 3 plants of any rarity
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Use up to 8 quantity points
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Unlock Seed of Life:
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When you or an ally within 30 ft drops to 0 HP, a magical root revives them with 1 HP and stabilizes them instantly. No components required. Recharge on long rest.
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Gain Speak with Plants permanently, and resistance to poison and necrotic damage.
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Once per week, you may Awaken a Plant into a sentient being. The awakened flora may follow you, defend your grove, or become an NPC (DM-controlled).
Common Magical Plants (d20 Table)
Typically found in forests, fields, meadows, or cultivated gardens. Requires DC 10 Nature/Survival to find.
| d20 | Plant Name | Use |
|---|---|---|
| 1 | Silverdew Moss | Can be brewed into a salve that grants +1d4 temporary HP. |
| 2 | Whistleweed | Crushed and burned to create a faint whistling scent; grants +2 to Perception checks for 10 minutes. |
| 3 | Stingerleaf | Ground and applied to a blade; next weapon hit deals +1 poison damage. |
| 4 | Sunlace Fern | Restores 1d4 HP when boiled and drunk. |
| 5 | Cobweb Clover | Stops minor bleeding; stabilizes a dying creature automatically. |
| 6 | Glowcap Mushroom | Emits light in a 10-ft radius for 1 hour. No heat. |
| 7 | Frostbloom | Pressed into the skin to cool fever or reduce fire damage taken by 1 for 1 hour. |
| 8 | Drowsy Daisy | Causes mild drowsiness; DC 10 CON save or fall asleep for 1 minute. |
| 9 | Faegrass | Smoked or inhaled to grant advantage on Insight checks for 10 minutes. |
| 10 | Snaproot | Chewed to wake up from unconsciousness or charm effect (one attempt only). |
| 11 | Sootleaf | Can mask scent from trackers for 1 hour. |
| 12 | Witchmint | Restores 1d4 spell points (or a cantrip use) once per long rest. |
| 13 | Tanglevine Tendril | Acts like a rope but is semi-living; can climb or wrap on command once/day. |
| 14 | Blisspetal | When brewed into tea, grants resistance to being frightened for 10 minutes. |
| 15 | Bumbleberry Pod | Explodes in sweet pollen; creatures in 5 ft radius make DC 10 WIS save or become charmed for 1 round. |
| 16 | Spikewort | Thorny leaf; can be placed in a trap for +1d6 piercing damage. |
| 17 | Ashfern | Grows from recently burned land; grants resistance to fire damage for 1 hit. |
| 18 | Chorus Lily | Vibrates slightly when danger is nearby. Acts like alarm. |
| 19 | Wispblossom | Used to trace invisible creatures (faint shimmering particles linger on invisible beings for 1 min). |
| 20 | Heartroot | Once chewed, allows creature to reroll a failed death saving throw. One use only. |
Uncommon Magical Plants (d20 Table)
Found in deeper wilds, magical glades, and near ley lines. Requires DC 14 Nature/Survival to harvest.
| d20 | Plant Name | Use |
|---|---|---|
| 1 | Bloodwort | Used in potions to enhance healing spells; +1 HP per healing spell cast for 1 hour. |
| 2 | Shivershade | Powdered and inhaled to gain resistance to cold damage for 10 minutes. |
| 3 | Mimicshroom | When consumed, allows mimicry of any sound heard in the last 24 hours. |
| 4 | Ironrose Thorn | Used in weapon oil to bypass non-magical resistance for one hit. |
| 5 | Wyrmgrass | Can be brewed into tea that grants advantage on saving throws vs. dragons for 1 hour. |
| 6 | Candlevine | Burns brightly and never goes out unless doused with magical water. |
| 7 | Nighthollow Bloom | Grants darkvision 60 ft for 1 hour when consumed. |
| 8 | Laughing Moss | Causes uncontrollable laughter; acts like Tasha's Hideous Laughter on failed DC 13 WIS save. |
| 9 | Screech Pod | When thrown, emits a sonic burst (1d8 thunder in 10 ft cone, DC 13 CON save half). |
| 10 | Bonebud | Used in necromantic rituals; adds +1 DC to necromancy spells for 10 minutes. |
| 11 | Hawkseed | Grants +10 to movement speed for 1 minute when chewed. |
| 12 | Skycap Mushroom | Lets you levitate 5 ft off the ground for 1 minute. No control over direction. |
| 13 | Velvetvine | Can be tied into a creature’s hair/gear to grant +2 to CHA checks for 1 hour. |
| 14 | Howler’s Root | Ground into incense that wards off fey for 30 ft radius. |
| 15 | Wormtongue Herb | Smoked to gain advantage on Persuasion checks for 10 minutes. |
| 16 | Starpetal | Glows softly under moonlight. When consumed, grants Guidance once in the next hour. |
| 17 | Featherfrost Bloom | Petal dust can slow fall rate for 1 minute, acting like Feather Fall. |
| 18 | Tearleaf | Used in divination rituals to commune with nature or ancestors. |
| 19 | Grumblefungus | Emits spores that cause 1d4 psychic damage unless DC 12 CON save succeeds. Can be used in bombs. |
| 20 | Jellythorn | Used in armor crafting to gain resistance to slashing damage for 10 minutes. |
Rare Magical Plants (d20 Table)
Found in fey realms, magical groves, druidic temples, or during celestial events. DC 17+ to harvest safely.
| d20 | Plant Name | Use |
|---|---|---|
| 1 | Moonshade Blossom | Brewed into elixir that grants immunity to charm and fright for 1 hour. |
| 2 | Phoenix Fern | When burned, revives a creature to 1 HP if it died within 1 minute. One use. |
| 3 | Oblivion Orchid | Acts like Greater Restoration when brewed correctly. |
| 4 | Whispersap Tree Bark | Brewed into tea, allows Detect Thoughts for 10 minutes. |
| 5 | Crimson Thorn | Used in blood magic; grants advantage on all spells that require HP as a cost. |
| 6 | Doomcap Mushroom | Explodes in 20-ft radius cloud; 3d6 poison damage, DC 15 CON save. |
| 7 | Living Lotus | Consumed whole, grants one casting of Revivify (must be used within 1 hour). |
| 8 | Echoleaf | Once attached to armor, grants +1 AC for 1 day. Withers after. |
| 9 | Frostheart Lily | Makes user immune to cold damage for 10 minutes. |
| 10 | Ashenrose | Consumed to negate one level of exhaustion. |
| 11 | Drakenvine | Grants resistance to dragon breath for 1 hour when steeped in wine. |
| 12 | Penance Bloom | Can remove a curse when crushed over the affected target. |
| 13 | Sunroot | Heals 4d8 HP if boiled into a soup under daylight. |
| 14 | Farsight Fungi | Acts as Clairvoyance when used in a ritual. |
| 15 | Soulbud | Consumed during a long rest, grants advantage on all WIS saves for 24 hours. |
| 16 | Gloaming Thorn | Used to track planar entities for 24 hours. |
| 17 | Tempest Weed | Ingested to cast Lightning Bolt once (DC 15). Druid-only. |
| 18 | Wyrdsprout | Used as a spellcasting focus to cast Commune with Nature without expending a slot. |
| 19 | Voidblossom | Can nullify one magical effect within 30 ft as Dispel Magic (once). |
| 20 | Oracle’s Ivy | Grown on a creature's skin, it grants them prophetic dreams that answer a major question (DM’s call). |
Legendary Magical Plants (d20 Table)
Only found once per campaign or in legendary places. Require divine favor, powerful ritual, or fey pact.
| d20 | Plant Name | Use |
|---|---|---|
| 1 | Worldheart Seed | Planted anywhere, it grows a sentient tree that can grant wishes over decades. |
| 2 | Timeblossom | Brewed into tea, allows one reroll of any failed roll, even death saves. |
| 3 | Everdream Mycelium | Eaten to enter the Astral Plane in dreams. |
| 4 | Veilpetal | Grants invisibility and silence for 1 hour. No concentration required. |
| 5 | Lamentroot | When consumed, resurrects one creature who died within 24 hours. |
| 6 | Skybloom | Allows flight (60 ft) for 1 hour with perfect control. |
| 7 | Inferna Lily | Can be brewed to cast Meteor Swarm once. |
| 8 | Starseed | A plant that grows only when a star falls. Its nectar grants Legendary Resistance (1 use). |
| 9 | Eclipse Fungus | Consumed to become immune to all damage for 1 round. Then fall unconscious for 1 minute. |
| 10 | Gaia’s Bloom | Grown in a circle, grants permanent sanctuary to a place (DM’s discretion). |
| 11 | Echofruit | Eaten to mimic a spell just cast within the last minute (up to 8th level). |
| 12 | Basilisk Bramble | Infused into a weapon, grants petrifying strike (DC 17 CON) for 1 hit. |
| 13 | Sunshard Vine | Its juice grants immunity to radiant damage and sunlight sensitivity for 24 hours. |
| 14 | Bloodorchid | Used in sacrificial magic to instantly cast True Resurrection. Single use. |
| 15 | Wyrmblossom | Summons a spectral dragon spirit to fight beside you for 1 minute. |
| 16 | Mythcap | Eating this mushroom allows you to speak directly to a deity. Once ever. |
| 17 | Umbra Lily | Use in necromantic rite to control shadows as if under Shadow of Moil. |
| 18 | The Last Rose | The only plant that can nullify a curse from an elder evil. |
| 19 | Spindleleaf | Brewed into a potion, grants permanent +1 to INT. Only once per person. |
| 20 | Divine Root | Consumed to become a temporary avatar of a nature god. DM-controlled form for 1 minute. |
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