
Your proficiency in a herbalism kit grants you insight into the world of strange and beneficial herbs and plants in the wilderness. It also enables you to craft simple concoctions with effects similar to simple magical potions, such as the Potion of Healing.
Features
Foraging in the Wilderness. You may declare your intention to forage by the beginning of a days journey. By the end of the day, you may make a Wisdom check and add your proficiency bonus from your herbalism kit to the roll. If you are not in possession of a herbalism kit while making this check, you roll with disadvantage.
Foraging in the wilderness is considered an activity that requires your full attention, making it impossible to participate in any other activities, such as scouting, on the road.
Your roll determine your result, as detailed in the tables below. Certain environments, such as swamps and forests, typically have an abundance of resources, while other areas, such as deserts, tend to be more barren, though not necessarily lifeless if one knows where to look.
Searching for a Specific Plant. You may spend 1 hour to perform a special search check for a specific plant that grows in the environment you are currently in. The check is considered an activity that cannot be performed while taking a short rest. Consult the plant tables to find the Spot DC for the plant in question.
On a success, you find 1 batch of the plant in question. For every 5 points above the success DC, you find an additional batch.
Once you have performed such a search, the area is considered depleted, and you must travel for 1d4 hours before you can attempt another specific plant search. While searching for a specific plant like this, you do not progress on your travel. You remain in the area you are currently in until the search is complete.
Brewing Tea. You may prepare a special tea to strengthen your companions on the road. When you prepare the tea, you use three batches of any type of herb in your backpack, which are consumed in the process. Your companions gain 1d4 temporary hit points, which lasts until their next short or long rest.
You may increase the potency of your brew by adding more batches of herbs. For every additional herb you add to the mix, the temporary hit dice increase by 1 category, going from a 1d4 to a 1d6, from a 1d6 to a 1d8 and so forth, to a maximum of 1d12.
Environment results for foraging
Roll | Arctic | Coastal | Desert | Forest | Grassland | Hill | Mountain | Swamp | Under ground |
Under water |
0-9 | Barren | Barren | Barren | Sparse | Barren | Barren | Barren | Sparse | Barren | Barren |
10-14 | Barren | Barren | Barren | Fair | Sparse | Sparse | Barren | Fair | Barren | Sparse |
15-19 | Sparse | Sparse | Sparse | Lush | Fair | Fair | Sparse | Lush | Sparse | Fair |
20-24 | Fair | Fair | Fair | Abundant | Lush | Lush | Fair | Abundant | Fair | Lush |
25+ | Lush | Lush | Lush | Abundant | Abundant | Abundant | Lush | Abundant | Lush | Abundant |
Result explanation
- Barren. You find nothing.
- Sparse. Roll 1 time on the plant list for the environment you are in
- Fair. Roll 2 times on the plant list for the environment you are in
- Lush. Roll 3 times on the plant list for the environment you are in
- Abundant. Roll 4 times on the plant list for the environment you are in
Plants for each environment
Use the tables below to determine what you find, as well as their immediate effects and features. You can read full descriptions of each herb at the end of this description.
Drawbacks
- Brittle herbs must be carefully handled in order to be retrieved.
- Infectious herbs results in short term diseases or poison effects after being used.
- Hazardous herbs might lead the herbalist into danger or damage.
- Addictive herbs have short term negative effects when they are no longer consumed.
Arctic
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Spruce Cones | 12 | 1 silver | Removes a normal disease after a long rest. | Long rest | None |
2 | Bearberry | 15 | 1 gold | Functions as a ration. Attracts wildlife. | - | None |
3 | Icerustle | 15 | 1 gold | Can be crafted into a bag of caltrops. | - | Brittle. Requires a DC 12 Dexterity check to be successfully retrieved. |
4 | Razorthorn | 15 | 1 gold | Can be crafted into a hunting trap. | - | Brittle. Requires a DC 12 Dexterity check to be successfully retrieved. |
5 | Charcone | 20 | 30 gold | Grants resistance against poison damage. | Next short or long rest | Hazardous. Requires a DC 14 Dexterity check to be successfully retrieved. Herbalist suffer 1d4 fire damage on a failure. |
6 | Clawroot | 20 | 30 gold | Grants a climbing speed equal to walking speed. | Next short or long rest | Fingernails and hair grow thick and strong, and falls off after the beneficial effect vanishes. |
7 | Snowmaiden | 25 | 50 gold | Can be crafted into a basic poison. Halves the time required the craft a potion of cold resistance. | - | None |
8 | Wolf lichen | 18 | 30 gold | Grants a +2 bonus to animal handling checks. | Next short or long rest | None |
Coastal
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Hawthorn | 12 | 1 silver | Functions as a ration. Attracts fey. | - | None |
2 | Jasmine | 18 | 10 gold | Can be crafted into a 20 feet rope. | - | None |
3 | Rosemary | 18 | 10 gold | Prevents the dead from rising as undead for 7 days. Can be used as an improvised weapon against an undead within 10 feet. On impact, the undead has disadvantage on melee attacks for 1 minute. | 7 days | None |
4 | Startlegrass | 18 | 10 gold | Cause the ground in a 10 feet radius circle to become hazardous terrain able to stun anyone walking into it. | 10 Minutes | Any creature walking into the area of effect must make a DC 12 Constitution saving throw or become stunned for 10 minutes. A new saving throw can be made by the end of each turn. |
5 | Yarrow | 18 | 10 gold | Grants truesight for a number of rounds equal to the users Constitution modifier. | Special | Infectious. Causes the user to become diseased and go blind for 1 hour after the beneficial effect vanishes. |
6 | Lavender | 20 | 20 gold | Grants a +1 bonus to stealth checks. | Next short or long rest | None |
7 | Gillweed | 25 | 30 gold | Grants a swimming speed equal to walking speed. | Next short or long rest | Infectious. After consumption, the user becomes diseased and requires triple the amount of water to function properly. The effect ends after 24 hours. |
8 | Mandrake root | 25 | 30 gold | Causes beasts to attack the user with disadvantage, or avoid them altogether. Can be crafted into a basic poison. | - | The herbalist must succeed a DC 18 Wisdom check using their proficiency from the herbalism kit. On a failure, the herbalist is deafened for 1 hour, and the mandrake escapes. |
Desert
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Desert Lily | 25 | 100 gold | Can be sold for a high price on markets. | - | None |
2 | Cactus fruit | 12 | 1 gold | Functions as a ration. Can be turned into a dye worth 10 gold on most markets. | - | None |
3 | Sandblade | 18 | 10 gold | Can be crafted into a scimitar that deals poison damage instead of slashing damage. | 1 Minute | None |
4 | Lavender | 20 | 20 gold | Grants a +1 bonus to stealth checks. | Next short or long rest | None |
5 | Poison Ivy | 18 | 10 gold | Can be crafted into a basic poison. | - | None |
6 | Incense | 25 | 30 gold | Grants advantage on concentration saving throws. | Next short or long rest | None |
7 | Fire Lily Roots | 25 | 50 gold | Grants +5 feet movement speed. | Next short or long rest | Addictive. User gains a point of exhaustion the first day they no longer use the plant. |
8 | Ironwood Seeds | 15 | 5 gold | Grants +1d6 temporary hit points when used in a meal. Remove 1 additional point of exhaustion from a long rest. | Special | None |
Forest
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Licorice | 15 | 1 gold | Removes a normal disease after a long rest. | Long rest | None |
2 | Wood Ear | 15 | 1 gold | Grants advantage to Perception (listen) checks | Next short or long rest | Infectious. The user becomes diseased and gain vulnerability to Thunder damage for 24 hours after the beneficial effect vanish. |
3 | Moonbell | 18 | 5 gold | Grants darkvision. | Next short or long rest | Infectious. The user becomes diseased and gain disadvantage to perception checks for 24 hours after the beneficial effect vanish. |
4 | Mistletoe | 18 | 10 gold | Can be used as an additional reagent in any level 1 druid spell to raise its level by 1. | - | None |
5 | Fire Lily Roots | 25 | 50 gold | Grants +5 feet movement speed. | Next short or long rest | Addictive. User gains a point of exhaustion the first day they no longer use the plant. |
6 | Spriteleaf | 25 | 100 gold | Causes fey to attack the user with disadvantage, or avoid them altogether. Can be sold for a high price on markets. | - | None |
7 | Belladonna | 25 | 50 gold | Cures lycanthropy if consumed within 24 hours of catching the curse. Can be turned into basic poison. | Special | Infectious. Swallowing the berries cause the user to become poisoned for 24 hours. |
8 | Unicorn's Run | 20 | 15 gold | Can be used to restore 1d4 hit points. Halves the time required the craft any healing potion. | - | None |
Grassland
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Honeycomb | 15 | 10 gold | Functions as a ration. Can be sold for a high price on markets. | - | Hazardous. Requires a successful Animal Handling check of 14 to be retrieved. On a failure, the herbalist is attacked by a [Tooltip Not Found]. |
2 | Pipeweed | 20 | 20 gold | Can be sold for a high price on markets. | - | None |
3 | Greengrass | 15 | 1 gold | The color of the eyes of the user fades to white and grey. | Next short or long rest | Addictive. When the effect vanishes, the user suffers from mood swings for 24 hours. |
4 | Clematis | 15 | 10 gold | Grants advantage against fear effects. | Next short or long rest | Brittle. Requires a DC 10 Dexterity check to be successfully retrieved. |
5 | Goldclover | 18 | 10 gold | Grants a +1 bonus to Wisdom saving throws. | Next short or long rest | Addictive. The user gain disadvantage to Wisdom saving throws for 24 hours after the beneficial effect vanish. |
6 | Covfefe | 25 | 20 gold | Grants a +2 bonus to initiative rolls. | Next short or long rest | Addictive. User suffers disadvantage to initiative rolls for 1d4 days after when they no longer consume the brew. |
7 | Fire Lily Roots | 25 | 50 gold | Grants +5 feet movement speed. | Next short or long rest | Addictive. User gains a point of exhaustion the first day they no longer use the plant. |
8 | Spriteleaf | 25 | 100 gold | Causes fey to attack the user with disadvantage, or avoid them altogether. Can be sold for a high price on markets. | - | None |
Hill
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Penny Bun | 15 | 1 silver | Functions as a ration. Grants an additional 1d6 temporary hit points when consumed as part of a meal prepared by a chef. | - | None |
2 | Razorthorn | 15 | 1 gold | Can be crafted into a hunting trap. | - | Brittle. Requires a DC 12 Dexterity check to be successfully retrieved. |
3 | Moonbell | 18 | 5 gold | Grants darkvision. | Next short or long rest | Infectious. The user becomes diseased and gain disadvantage to perception checks for 24 hours after the beneficial effect vanish. |
4 | Sugartube | 15 | 1 gold | Functions as a ration. Can be used to cast the Grease spell once. | 1 Minute | None |
5 | Covfefe | 25 | 20 gold | Grants a +2 bonus to initiative rolls. | Next short or long rest | Addictive. User suffers disadvantage to initiative rolls for 1d4 days after when they no longer consume the brew. |
6 | Clawroot | 20 | 30 gold | Grants a climbing speed equal to walking speed. | Next short or long rest | Fingernails and hair grow thick and strong, and falls off after the beneficial effect vanishes. |
7 | Spriteleaf | 25 | 100 gold | Causes fey to attack the user with disadvantage, or avoid them altogether. Can be sold for a high price on markets. | - | None |
8 | Ogretooth | 25 | 50 gold | Can be crafted into a vial of acid. Halves the time required the craft a potion of hill giant strength. | - | None |
Mountain
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Greengrass | 15 | 1 gold | The color of the eyes of the user fades to white and grey. | Next short or long rest | Addictive. When the effect vanishes, the user suffers from mood swings for 24 hours. |
2 | Mountain Rose | 20 | 30 gold | Can be sold for a high price on markets. | - | None |
3 | Rune Moss | 15 | 1 gold | Can be used to cast Detect Magic when applied to a surface. | 1 Minute | None |
4 | Jumpers | 20 | 15 gold | Can be used as an improvised weapon with a 10 feet range that causes blindness on contact. | - | None |
5 | Cracklehorn | 25 | 30 gold | Can be crafted into a bomb dealing poison damage. Fluids can be drained and cured to fill a waterskin. | - | None |
6 | Rock Moss | 20 | 20 gold | Can be used to create an illusionary rock wall. | - | None |
7 | Wolf lichen | 18 | 30 gold | Grants a +2 bonus to animal handling checks. | Next short or long rest | None |
8 | Ogretooth | 25 | 50 gold | Can be crafted into a vial of acid. Halves the time required the craft a potion of hill giant strength. | - | None |
Swamp
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Wood Ear | 15 | 1 gold | Grants advantage to Perception (listen) checks | Next short or long rest | Infectious. The user becomes diseased and gain vulnerability to Thunder damage for 24 hours after the beneficial effect vanish. |
2 | Puffblossom | 12 | 1 gold | Can be crafted into an equivalent of a smoke bomb. | - | None |
3 | Deathbell | 15 | 1 gold | Can be applied to dying persons lips, stabilizing them. | - | None |
4 | Sugartube | 15 | 1 gold | Functions as a ration. Can be used to cast the Grease spell once. | 1 Minute | None |
5 | Poison Ivy | 18 | 10 gold | Can be crafted into a basic poison. | - | None |
6 | Wormvine | 18 | 10 gold | Can be crafted into a basic poison. Halves the time required the craft a potion of climbing. | - | Brittle. Requires a DC 10 Dexterity check to be successfully retrieved. |
7 | Hagheart | 18 | 20 gold | Grants a slashing weapon +1d4 poison damage | 1 Minute | None |
8 | Gas Spores | 25 | Unknown | The gas spore is a sentient plant monster. | - | None |
Underdark
D8 | Herb | Spot DC | Worth | Effect | Duration | Drawback |
1 | Rune Moss | 15 | 1 gold | Can be used to cast Detect Magic when applied to a surface. | 1 Minute | None |
2 | Deathbell | 15 | 1 gold | Can be applied to dying persons lips, stabilizing them. | - | None |
3 | Sugartube | 15 | 1 gold | Functions as a ration. Can be used to cast the Grease spell once. | 1 Minute | None |
4 | Jumpers | 20 | 15 gold | Can be used as an improvised weapon with a 10 feet range that causes blindness on contact. | - | None |
5 | Wormvine | 18 | 10 gold | Can be crafted into a basic poison. Halves the time required the craft a potion of climbing. | - | Brittle. Requires a DC 10 Dexterity check to be successfully retrieved. |
6 | Mycenae | 18 | 20 gold | Can be used as an improvised weapon with a 10 feet range that causes confusion on contact for 1 round. | - | Addictive. The user becomes aggressive and violent for 24 hours after the effect vanish. |
7 | Deathcap | 25 | 30 gold | Grants advantage on death saving throws. | Next short or long rest | Infectious. Requires a DC 16 Constitution saving throw to be succesfully inhaled. On a failure the user is diseased with Deathcap disease, giving them disadvantage on Dexterity and Intelligence saving throws. They can repeat the saving throw after a long rest. |
8 | Hell Blossom | 25 | 50 gold | Can be sold for a high price on markets. Halves the time required the craft a potion of fire resistance. | - | None |
Herb descriptions
This section cover each herb in details.
Bearberry
These red berries grow in bushes, and get their name from their ability to attract bears. Bearberries have a meaty texture to them and can be used in a variety of recipes for meals. Certain alchemical mixtures can be produced faster by adding an extract of the wild berry.
Belladonna
This plant sprout green leaves and black berries. It frequently appears in ritual descriptions and witchcraft, and is also well-known for its toxin. Belladonna is famous in occult circles for its ability to cancel the effect of the lycanthropy curse.
Cactus Fruit
Most often red or yellow in coloration, these fruity growths on cactuses of various sorts can be a sight for hungry eyes in the otherwise barren deserts.
Charcone
These rare cones can grow suddenly on any pine tree and can be easily recognized by their slight illumination. Charcones are rumored to appear as a result of fire spirits inhabiting its surroundings. When the cones are successfully retrieved, they can be dried and smoked for beneficial effects.
Clawroot
These beet-like herbs appears as a green-tinted root that sprouts violet leaves. They resemble a claw when pulled from the ground. Roots found in northern regions tend to be furry as well, adding to their ominous appearance. The claw can be cured in a mixture of herbs overnight, after which it is consumed raw.
Clematis
These purple and white flower stalks tend to grow in cold and moist soil. Despite their beautiful flowerings, their petals are actually poisonous to the skin. Clematis have a rich history of warding against fear and and other mind-altering effects.
Covfefe
This plant consists of a flowery growth with five white leaves, known as a fivestar, and a cluster of berries known as covfefe. The berries are dry and bitter, but they can be dried and grinded for use in brew.
Cracklehorn
These large bulbous growths have a pale grey texture and a hard exterior. Due to their collection of water in dry regions they attract insects that find their death inside. When the herb is retrieved, the top is sealed with a glue if utilized into a bomb. Fluids are cured with a herbal mix if used for water.
Deathbell
These heavy purple bell-like flowers often make nests for small insects. The herb were frequently used in rituals to ward off death in ancient times, but has since fallen out of favor. The fluid from the flower have an intense bitter flavor to it.
Deathcap
These white mushrooms require careful processing, or the effects can be fatal for anyone consuming them. The gills of the cap can be milled for a very powerful infusion. The mushroom appears through various works of herbalism, and is notorious for its deadly disease, known simply as Deathcap disease. The infection cause the victim to become dull of body and mind, which can spell death for any wilderness explorer that is not careful.
Desert Lily
These beautiful flowers are said to grow only on sacred sands, and are exceedingly rare. They have white petals and a strong aroma that can be processed into perfume. Desert lilys have inspired many tales of love and romance, and are considered omens of good luck when they appear in the wild.
Fire Lily Roots
These bright red flowers have orange roots that are used for both tea, drugs and medicinal concoctions. When the roots are chewed they cause hallucinations for several hours. The addictive properties of the roots are well documented and the signs are easy to identify in patients, since their teeth are dyed red.
Gas Spore
The strange gas spore of certain swamps resemble a beholder in appearance, and have a slight presence of mind and will. Known to harbor virulent diseases carried by their spores, a herbalist would do well to use caution when finding these in the wild swamplands.
Gillweed
Said to be infused with droplets from the plane of water, this rare seaweed have large bulbs of water growing along the stalk. The bulbs are carefully removed from the stalk before the contents are consumed.
Goldclover
These four-leafed clovers appears as normal clovers with a golden color in place of the standard green. The leaves are crushed and dried for 24 hours, after which they are sniffed by the user. The leaves are known to cause addicts to slowly lose their mind after prolonged exposure.
Greengrass
Easily mistaken for regular grass, this variant can be consumed, unlike its more famous counterpart. Ladybirds seem to be attracted to the scent that this grass produces. When the grass is smoked, it produces a spicy scent that resembles cinnamon.
Hagheart
This nasty plant is most often discovered first by the sickening smell of nearby animal carcasses. Luring in prey with its aroma, the hagheart plant incapacitates beasts coming into contact with it, and slowly drains blood from them until they die. Whether the plant holds any significance for hags is unknown, but not unlikely.
Hawthorn
These plants grow edible leaves and berries that can be consumed as a ration of food. Hawthorn berries are known to form excellent gifts for fey creatures who can sometimes be found in their presence. The berries can be eaten raw, or they can be used as an ingredient for meals prepared by a cook.
Hellblossom
This large red flower has a smell of sulfur to it, giving it its name. The plant were, and still is, used in rituals that deal in demon and devil worship.
Honeycomb
Honeycomb is used to retrieve honey, a luxury that can be sold or consumed. A honeycomb appears in hexagonal shapes that contains the viscous liquid, which have several medicinal uses besides its use for consumption. A herbalist must be careful when retrieving the honey, or become the victim of angry swarms of bees.
Icerustle
These small and spiky bulbs grow on vines blending into the snow on the ground. They can commonly be found in the pelt of furry animals, and can be quite hazardous when stepped on.
Incense
Incense can be made from a variety of bark and similar materials. It can be sold for a profit or for meditative purposes. Incense is often used in religious ceremonies and practices, but it can be used to repel insects or even as an aphrodisiac as well.
Ironwood Seeds
Ironwood is a tough wooden material that in itself have few uses beyond being used for figurines or other decorative items, as the wood itself is often too hard to be processed for industry. Ironwood seeds, however, serve as a nutritious supplement to various dishes. Seeds from an ironwood tree are small and nut-like in their texture and taste. When consumed raw, the seeds can greatly enhance the health of the user and speed their recovery process.
Jasmine
This beautiful and fragrant flower can be sold for a high price on markets, but it also has other uses. The vine of a jasmine plant is hardy and tough, suitable for straining uses.
Jumpers
These flesh-eating plants can cause quite a startle for the unwary travelers. They resemble spiders, though they are covered in small leaves and vines, and carry a toxin that is harmless to humanoids. Jumpers tend to cluster up and create swarms. When a jumper connects to the skin or pelt of a creature, the many tiny vines seek to hook into the flesh and inject the weak toxin into the creatures veins. Certain musk of animals and other creatures seem to attract the jumper plant.
Lavender
Valued for their pleasant smell and often the source of processed incense, lavender is in high demand on the markets of the larger cities. The flower is a rich purple growing along a thick stalk.
Licorice
Licorice is a flavorful plant that are used in a wide variety of products. A herbalist can extract essence from the root of the plant for use in tea or other means of consumption. Several cultures also process the plant into candy.
Mandrake Root
Resembling the body of a small humanoid, mandrakes let out a high scream when pulled from the ground if proper care is not taken. A weak poison is applied to the ground before pulling out the mandrake, which should be sliced in half immediately. Most herbalists are familiar with the risk of going deaf from the scream of a mandrake that is not properly handled.
Mistletoe
Mistletoe have several uses. They are a parasitic form of plant that absorbs nutrients from their host, which is often solitary trees that gets a lot of sunlight. The plant is considered sacred in druid circles, and often appear in folklore and myths.
Moonbell
These special flowers gives off a faint light in darkness, serving as a component for various spells as well as a sense-enhancer. Seeds from the herb can be used as a reagent in the moonbeam spell. The moonbell herb has been used for centuries to enhance the vision of night-time travelers, but the exposure of the chemicals to the eyes can cause a minor infection that makes the eyes sensitive to light.
Mountain Rose
These beautiful roses usually bloom in a shade of blue that turns more violet over time.
Mycenae
This rare small fungus can be identified by its bioluminescence. It is most often used as a drug for hallucinations. The herb is infamous for its vicious addictive effect, that have caused formerly harmless people to enter a fit of rage and take it out on their surroundings.
Ogretooth
A parasitic growth on high grounds facing East, this strange plant is oozing with a yellow fluid that attracts spiders and other crawlers. Drops of the liquid can be scooped up with instruments and kept in a vial. The unprocessed fluids are highly acidic.
Penny Bun
This mundane looking fungus is nutritious and very common. Despite its nice taste, it is poisonous to most animals, and in particular, carnivores.
Pipeweed
Traditionally used for tobacco, pipeweed carry a natural sweetness to it. Pipeweed have distinctly different aromas depending on the area it is found in, and is known to have hundreds of subtypes.
Poison Ivy
This infamous vine plant is famous for its lethal poison.
Puffblossom
These large puffy blooms have a dull brown coloration. The stalk produce a large amount of hair. The herb can be retrieved by carefully spraying the hairs with a weak glue made from a herbal mixture.
Razorthorn
Sharp and sturdy blades protect this plant from herbivores. Skillful wanderers and hunters can craft a hunting trap from the blades of the plant.
Rock Moss
These large mossy growths can cover openings between mountainsides and create the illusion of a solid wall of rock. Goats and other mountaindwellers sometimes fall to their death not seeing the wall for what it is. A patch of the moss is scooped up, and applied to the desired space, where it grows to create a 10 feet wide false rock wall between two surfaces.
Rosemary
Besides its culinary uses, rosemary can be used in a ritual to cause a consecration effect in a newly dug grave. The herb appears in stories about the undead, symbolizing the harsh passage from life to death in ancient cultures.
Rune Moss
Found in areas infused with magic, this special type of moss glows with a blue light when in contact with items that are magical. The moss can grow in areas that were just briefly in contact with magic. It doesn't have to grow directly on a magical surface.
Sandblade
The incredibly durable and sharp stem on these rare plants can be cured with herbal extracts to harden the plant enough to be used as a weapon. The plant is cut as close to the root as possible and held upside down before usage.
Snowmaiden
These graceful blue flowers grow on thin white stalks and carry many superstitions. The herb were made famous by paintings by the now deceased artist, Rabian Reinholt, who portrayed the herbs as slender and beautiful females in boreal environments. The herbs are quite toxic, and have several chemical properties that makes them valuable for alchemists.
Spriteleaf
These eerie leafy plants have drawn nutrients from a long deceased sprite, pixie or fairy in order to grow vibrant and lush. The corpse of the fey now forms the stem of the plant. The entire plant must be pulled carefully from the ground and kept in a pot during transportation.
Spruce Cones
Spruce trees are a type of pine that can easily be spotted in the barren boreal landscape. The needles from the tree, as well as the cones, can be boiled into a tea and consumed.
Startlegrass
Easily mistaken for regular grass, this plant can cause victims to become stunned if they are not careful. It is found in coastal areas in the dry sands.
Sugartube
These edible tubers can be found in several locations growing in the wild. They have a sweet and sour taste to them that grows more bitter over time. The juices of the plant can be boiled into a sticky viscous fluid. This plant forms an important part of the diet of duergar, svirfneblin and goblins.
Unicorn's Run
These beautiful flowers grow on a vine growing along the ground in desolate forests. The presence of this herb indicates ground that is nutritious, and in many cases, sacred. The flowers can be dried and turned into a powder that functions as a catalyst for the popular potion of healing.
Wolf Lichen
This lichen grows on trees and resemble a furry wolf tail, giving it its name. When the herb is crushed and smeared onto the skin, it has a calming effect on most animals.
Wood Ear
This strange fungus appears like a humanoid ear.
Wormvine
These strange plants look and behave much like vicious worms, though they have no animal organs indicating that they are beasts. The insides of the mobile plant contains a potent toxin that must be carefully handled to not infect the herbalist.
Yarrow
Standing in a variety of colors, the yarrow hides several occult uses concerning the true sight of the world. The leaves of the yarrow plant can be cured with a herbal concoction, and used as a lens by placing them directly on the eyes of the user.
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