Koa's Horticulture Guide

67 unique herbs, plants, and mushrooms to fill your fantastical world with fantastical flora

By KoatheDM. Image credit: Wizards of the Coast

Introduction

In a world that is always bombarded with the influence of the feywild, the shadowfell, chaotic magical experiments, necrotic rituals, and other magical struggles it's often strange to see a wild environment that is sometimes mundane in comparison to the creatures that inhabit it. This Horticulture Guide seeks to change that, by adding 67 magical plants, herbs, shrooms, and more in all terrains to create a more fantastical yet grounded environment. These magical plants can range in importance, to simple edible vines when cooked, all the way to iridescent sunflowers that can siphon and steal dreams. This guide is designed to create a sense of depth and world-building within the wilds and within nature with plants that can hinder or help adventurers!

Teas, Poisons, and Poultices!

  Nearly every plant listed in this Horticulture Guide has some kind of use for the plant, through being dried, turned into a tea, or even poisons! Whenever a character wants to attempt to extract, improve, dry, treat, or otherwise refine one of the plants, it must be done over the course of a Short rest or an hour of uninterrupted work, where they make an Herbalism Kit ability check with the DC dependent on the plant that's listed in its description. The DM decides what ability check is appropriate for its extraction, but a good rule of thumb is that Wisdom dictates the majority of these checks. Upon success, the refined product is created! Upon failure, the materials used are lost.

As a general rule of thumb, the refined version of a plant, be it a tea, extract, etcetera, typically doubles the value of the raw plant or herb. Furthermore, if a plant is converted and refined into a drinkable state or a tea, this tea or drinkable substance will only retain its potency and properties as long as it is heated. As soon as it loses its heat, whatever special properties it would confer, are lost. (Nobody likes cold tea!)

It's your World!

  Keep in mind, all of these rules, as well as all of these herbs, are an optional ruleset that you can choose to use, edit, or ignore. This has been designed to add more flavor and depth to the wild lands of your fantasy world, but it is up to you, the DM, on how much you wish to integrate this into your world. If some plants or herbs you think are ridiculous or too powerful, none of the ‘balance’ of the other plants will be affected if you simply choose to never implement it!

Now I can hear you saying, ‘This is a lot of information, but I don’t want to read through all of these to figure out which ones I need for my next encounter!’ Well lucky you, at the bottom of this document are various tables and lists that include plants sorted by environments, plants sorted by rarities, as well as tables you can roll on to fill up otherwise mundane battlemaps and encounters with appropriate herbs/plants.


Table Of Contents

By KoatheDM. Image credit: Wizards of the Coast

A

Airpearls

Common, 10gp

Airpearls are a type of underwater creeper that produces a thin, translucent membrane that holds compressed oxygen. As such, they are referred to as Air Pearls, and the pearls themselves can vary in size, growing as small as grapes or as large as apples. Airpearls are most commonly found in Coastal and Underwater environments, but they can also be found at the tops of sunken graves or at the bottom of ponds, lakes, and banks. If an Airpearl is plucked and eaten, the creature must make a Constitution saving throw of 10 or take 1d4 bludgeoning damage, as the Airpearl holds a large amount of compressed air. If ruptured, an Airpearl will burst into a small pocket of air that lasts for one round before dissipating, allowing for a creature to gain a single breath of air.

However with an Herbalism Kit check of 13, the Airpearl can be treated and par-boiled with mud to create a clay exterior that is semi-permeable, only letting air escape from it when a creature sucks the air out, allowing a creature to breathe out of the Airpearl for 10 minutes before it loses its potency.

B

Blackwillow

Uncommon, 100gp

Blackwillows are a type of spindly grey willow, with almost skeletal-like branches and a thick bough that produces a black, tar-like sap. Blackwillows are typically only found in areas that have been corrupted by the Shadowfell or areas with extreme necrotic influences. Their origin is typically a Treant or Awakened Tree that has died, where their body is corrupted by necrotic energies and transformed into a Blackwillow. The Blackwillow produces a black, tar-like sap that draws Undead to its location. If a creature that is Undead consumes this black sap, they have Advantage on all saving throws and can’t be frightened for 1 hour. Any other creature that consumes this black sap must succeed on a Constitution saving throw of 15 or become poisoned for 1 hour, and while poisoned in this way, they are vulnerable to Necrotic damage.

Black sap can be distilled into a potent poison with an Herbalism kit check of 20, creating a Blackwillow Poison. A creature who ingests or is injured by a weapon coated with Blackwillow Poison must succeed on a Constitution saving throw of 15 or become poisoned for 1 hour, and while poisoned in this way, they are vulnerable to Necrotic damage. An undead creature is immune to the effects of Blackwillow Poison. Once a creature succeeds on their saving throw against Blackwillow Poison, they are immune to its effects for 24 hours.


Bloomshroom

Common, 15gp

Bloomshrooms are a type of poisonous fungus with a deep purple bulb that holds poisonous gas from its stalk which is wrapped with dark violet webbed leaves that contain hundreds of small bristles. Bloomshrooms are found in very damp areas, typically in Swamp, Jungle, and Underdark environments. If a creature comes within 5 feet of a Bloomshroom, the four leaves will register the movement unfurl, where the bulb will expel all of the poisonous gas within it, directed at the creature. A creature who is sprayed by this gas must succeed on a Constitution saving throw of 14 or take 2d6 poison damage and become poisoned for 1 hour upon failure, only taking half damage upon success. A creature who is aware of the Bloomshroom and their effects can use their reaction to make a Dexterity check of 14 to grab and pull the bulb from the stalk before it releases. A creature with proficiency in Herbalism Kits can add their proficiency bonus to this check. Doing so kills the Bloomshroom, but successfully harvests the bulb.

A bulb harvested in this way retains its potency for 8 hours and can be shrunken and treated with an Herbalism Kit check of 16 to make a Bloomshroom Bomb. A Bloomshroom Bomb can be thrown up to 20 feet away as an action, where it will explode into Bloomshroom Gas in a 5 foot radius. A creature who starts their turn in this Gas or enters it for the first time on a turn must succeed on a Constitution saving throw of 14. Upon failure, they take 2d6 poison damage and are poisoned for 1 minute, repeating the initial saving throw at the end of their turns and ending the effect on a success. Upon success, the creature only takes half damage and is not poisoned.

Boilblossom

Common, 25gp

Boilblossoms are bright orange glowing bulbs that can grow up to 3 inches in diameter, connected to creeper-like roots that grow around rocks and hydrothermal vents underwater, typically found deeper in the ocean. Boilblossoms are deeply connected to the Elemental Plane of Fire and are usually found near hydrothermal vents or areas that are deeply tied with the Elemental Plane of Fire. As such, Boilblossoms can be found in any underwater Environment, but are most common in deep underwater caves. If a creature or object touches a Boilblossom, it will glow an even brighter orange, emitting 5 feet of dim light, and it will channel energy from the Elemental Plane of Fire and begin to boil the water around it in a 10 foot cube. The Boilblossom continues to boil water around it for 1 minute or until it is dealt any instance of cold damage. The area affected counts as difficult terrain, and a creature who enters the space for the first time on a turn or ends their turn within the boiling water must succeed on a Constitution saving throw of 13 or take 3d6 fire damage, halved on success.

A Boilblossom bulb can be harvested with an Herbalism Kit check of 14, where as long as it is kept in water, it will stay alive in an inactive state, latently drawing power and life from the Elemental Plane of Fire. A Boilblossom bulb can be replanted with careful preparations and techniques, represented by an Herbalism Kit check of 16.

By KoatheDM.

C

Chimney Mushroom

Common, 30gp

Chimney mushrooms are small, black, slender mushrooms that are usually found in large groups in damp, dank, and dark environments; typically in a Swamp, Underdark, Jungle, or Cave system Environment. Chimney Mushrooms typically grow in tight patches that number 2 to 3 dozen Chimney Mushrooms, which typically cover a 5 foot cube. If a creature comes into contact with a patch of Chimney Mushrooms, they will release a cloud of spores in a 20 foot radius that will heavily obscure the area. Any creature who ends their turn within the spores must make a Constitution saving throw of 12 or become blinded for 1 minute. A creature blinded in this way can remake the initial saving throw at the end of each of their turns, ending the effect upon success. The cloud of spores lasts for 1 minute, or until a strong wind disperses it. Chimney Mushrooms can be collected without activating them with a successful Dexterity check of 14 or higher. A creature proficiency with an Herbalism Kit can add their proficiency bonus to this check.

Once harvested, Chimney Mushrooms can be ground and boiled into a compressed and volatile sphere of spores, typically called a Chimney Bomb, with an Herbalism Kit check of 14. A Chimney Bomb can be thrown as an action up to 30 feet away, where it will release a cloud of spores in a 20 foot radius that will heavily obscure the area. Any creature who ends their turn within the spores must make a Constitution saving throw of 12 or become blinded for 1 minute. A creature blinded in this way can remake the initial saving throw at the end of each of their turns, ending the effect upon success. The cloud of spores lasts for 1 minute, or until a strong wind disperses it.

Chokeshroom

Common, 20gp

Chokeshrooms are thick and wide mushrooms, with a swollen stem and a flat purple head mottled with black striations. Chokeshrooms are usually 3 to 6 inches in diameter. Chokeshrooms are typically found in Underdark and Jungle environments, but can be found in any place that is sufficiently dark and damp. When a creature comes into contact with a Chokeshroom or a Chokeshroom is jostled, it will release an asphyxiant gas in a 5 foot radius sphere centered on the Chokeshroom. Creatures are considered suffocating while inside of the asphyxiant gas, it heavily obscures the area, and a creature who starts their turn inside of the gas must succeed on a Constitution saving throw of 10 or become blinded for 1 minute, remaking the saving throw at the end of each of their turns and ending the effect upon success. This gas will linger for 1 minute, or until a moderate wind blows it away. Once a Chokeshroom has released this gas, the stem will deflate and it will take 1d4 days before enough spores can be produced to create this effect again. If a Chokeshroom is dug up, it will last for 8 hours before it will wilt and die, unless planted elsewhere where it can reroot its mycelium. A full Chokeshroom can be dug up and harvested with a successful Dexterity check of 15. If a creature fails this check, the Chokeshroom will release its spores. A creature that has proficiency with an Herbalism Kit can add their proficiency bonus to this check.

An intact and full Chokeshroom can be boiled and treated with an Herbalism kit check of 16, to create a Chokeshroom Bomb. A Chokeshroom bomb can be thrown as an action up to 30 feet away where it will release an asphyxiant gas in a 5 foot radius sphere centered on the point of impact. Creatures are considered suffocating while inside of the asphyxiant gas, it heavily obscures the area, and a creature who starts their turn inside of the gas must succeed on a Constitution saving throw of 10 or become blinded for 1 minute, remaking the saving throw at the end of each of their turns and ending the effect upon success. This gas will linger for 1 minute, or until a moderate wind blows it away.

Corpse Flower

Common, 5gp

Corpse Flowers are large red flowers with thick petals that have small white bumps across their surface. The flower itself is usually incredibly large and can grow anywhere from 3 feet to 8 feet in width. Corpse Flowers are found in Swamp and Jungle environments, and smell strongly of rotted corpses.

The petals of Corpse Flowers can be cut, ground, and boiled with an Herbalism Kit check of 10 to create a foul-tasting tea that nullifies all sense of smell for 1d4 hours.

Crimsonvine

Common, 10gp

Crimsonvines are dark, crimson colored vines that grow on branches of older trees and large boulders. Crimsonvines can be found in Forest, Jungle, Coastal, Swamp, and Grassland environments. A creature who ingests Crimsonvine must succeed on a Constitution saving throw of 10, or become poisoned for 1 hour.

A creature can treat and dry a Crimsonvine to make it’s poison more potent with an Herbalism Kit check of 12. Potent Crimsonvine is usually a crushed up powder or a dried root that has a bitter flavor. A creature who ingests potent Crimsonvine must succeed on a Constitution saving throw of 12 or become poisoned for 8 hours.

By KoatheDM

D

Deathshroom

Uncommon, 100gp

Deathshrooms are small ½ to 1 inch violet mushrooms with bright lime-green heads. Deathshrooms release a fragrance that smells deliciously edible, and are usually found near places of death. Although Deathshrooms have an incredibly sweet taste, they are incredibly poisonous. Deathshrooms can be found typically in Underdark and Jungle environments, as well as rarely at the stumps of dying trees. A creature who ingests a Deathshroom must succeed on a Constitution saving throw of 16 or take 3d12 poison damage and become poisoned for 1 hour. Upon success, the creature only takes half damage and is not poisoned.

Deathshrooms cannot be refined, however they can be reduced into a concentrated seed of spores with an Herbalism Kit check of 19. This is called a Deathshroom Seed, which when planted into a corpse who has died within 24 hours, will grow 2d6 Deathshrooms from the corpse over the course of an hour.

Dreadweed

Uncommon, 75gp

Dreadweed is a sickly-purple weed that grows at the bottom of rotted plant matter and detritus, as well as near graveyards and places where there have been many deaths. As such, they can be found in nearly any Environment, but are more common in graveyards as well as in Jungle and Swamp environments where there is a higher concentration of flora and fauna. If ingested, a creature must make a Constitution saving throw of 10 or become paralyzed for 1 minute. Once a creature has become paralyzed by Dreadweed or succeeds on their saving throw against it, they are immune to the effects of Dreadweed for 24 hours.

Dreadweed can be treated and boiled with an Herbalism Kit check of 19 to create Death’s Sweat. Death’s Sweat is a thick paste that can be applied to a weapon as an action, where it will dry after 10 minutes of application. A creature hit by a weapon coated in Death’s Sweat must succeed on a Constitution saving throw of 10 or become paralyzed until the end of their next turn. Once a creature has become paralyzed by Death’s Sweat, they are immune to its effects for 24 hours.

Dreamleaf

Uncommon, 50gp

Dreamleaves are a fern that glows a psychedelic purple and emerald, which constantly pulses and shimmers. Dreamleaves only grow in Forest environments touched by magic, and are typically found near entrances to the feywild or places that have strong ties to the feywild. If ingested, a creature must make a constitution saving throw of 14 or be pulled into a magical sleep for 1 hour. If the creature succeeds, the creature sees vivid hallucinations of afterimages of the feywild in their current surroundings for 10 minutes.

Dreamleaves can be ground and treated with an Herbalism Kit check of 13 to make an intense incense. A creature who breathes in this incense must make a Constitution saving throw of 14 or be pulled into a deep magical sleep for 1 minute. Upon success, the creature can see vivid hallucinations of afterimages of the feywild in their current surroundings for 1d4 hours.

Dreamkiller

Very rare, 200gp

A cousin to the Dreamleaf, the Dreamkiller looks similar to a Sunflower, but it’s stalk is much shorter, its petals are long and multicolored that wave back and forth methodically, and the center is a confluence of bright colors that sway, shimmer, and contort. Dreamkillers are very rare and grow in intense magical Forest environments or places that are very close to entrances to the feywild. Any creature that can see a Dreamkiller and is within 15 feet of it must make a Wisdom Saving throw of 14 or become charmed by the Dreamkiller for 1 minute. While charmed in this way, the creature must spend their turn moving up to the Dreamkiller and must kneel before it, where the Dreamkiller will wrap its petals around the face of the creature and begin siphoning their dreams and thoughts. The siphoning process takes 1 minute, and after a portion of the creature’s dreams and thoughts have been siphoned, the creature takes 2d10 psychic damage and is forced into a deep, magical slumber for 1 hour. A creature can be pulled away from the Dreamkiller as an Action while they are being siphoned, but this will only interrupt the process and as long as they are charmed, they will try to kneel in front of it to finish the siphoning process. For each victim the Dreamkiller siphons, it will grow a new root.

A creature can harvest a root of the Dreamkiller and with an Herbalism Kit check of 17 to create Dreaming Tea. A creature who ingests Dreaming Tea falls into a magical slumber for 1 hour, where they will experience the dreams and thoughts of one of the victims of the Dreamkiller, depending on the root. A specific root can be identified by using the Speak with Plants spell, or by some other means of Divination.

Drowvine

Uncommon, 65gp

Drowvine is a dark russet vine with black streaks that grows deep underground in Underdark environments or occasionally in deep Cavern environments. Drowvine is mostly commonly found near Drow, as it is grown and harvested by the Drow for their poison. If Drowvine is subjected to sunlight, it will wither and die. If a creature ingests Drowvine, they must succeed on a Constitution saving throw of 10 or become poisoned for 1 hour. Drowvine can be refined with an Herbalism Kit check of 14 to create a poison that can be applied to a weapon as an action, which will dry after 1 hour after being applied. Creatures subjected to the poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

By KoatheDM

Drownweed

Uncommon, 75gp

Drownweed looks like any normal seaweed with the exception of dark purplish black veins that run through its leaves. Drownweed commonly grows on the walls or floors of deep sea caverns, or Underwater environments, but can occasionally be found along Coastal environments. Any creature who starts their turn or enters a space for the first time on a turn within 10 feet of Drownweed must succeed on a Dexterity saving throw of 13 or become grappled by the Drownweed as it attempts to constrict and strangle them. While a creature is grappled by Drownweed they are considered Restrained and suffer 2d8 bludgeoning damage at the start of each of their turns. A creature can attempt to escape this grapple by using their action to attempt a Strength (Athletics) check of 14, freeing themselves on success, or by dealing 10 slashing damage to the Drownweed.

It is possible to harvest the bud or heart of a Drownweed if all of the leaves are taken care of, where the bud or heart can be planted elsewhere to produce more deadly Drownweed. Harvesting the heart of a Drownweed requires a Herbalism Kit check of 16. If Drownweed is not submerged in saltwater once every hour, it will shrivel up and die.

Druidvine

Rare, 175gp

The Druidvine is a pulsating verdant heart of vines, deeply tied with fey magic, that only flourishes and grows when in a beneficial symbiosis with another living being. Druidvines only grow in places that are blooming with magical life, natural energies, or places tied with intense druidic power, typically in Jungle, Forest, Swamp, or Grassland environments. Druidvines are only found on other plants, and while a Druidvine is attached to another plant, the plant grows twice as fast as it normally would, and bears twice as much fruit or twice as many flowers as it normally would.

A humanoid can attempt to bond with a Druidvine by coming into contact with the Druidvine as an Action. If the creature knows Druidic, or has a Wisdom score of 18 or higher, the Druidvine will detach from the plant it is attached to, and attach to the creature if they are willing, where they will simply wrap their vines around the spot they have chosen to stay, typically on a shoulder or arm. While a creature has a Druidvine attached to them, they regain one hit point every hour spent in direct sunlight. If a Druidvine is forcibly pulled off of a creature or plant, it will shrivel up and die instantly. When a creature takes damage from a weapon attack while having a Druidvine attached, the Druidvine will expand and cover the creature in protective vines, granting the creature 1d6 + 6 temporary hit points to protect against that instance of damage. If the creature still has these temporary hit points from the Druidvine after this damage is dealt, the Druidvine will receed its vines and will not be able to protect its host for another hour. If the creature has lost these temporary hit points from this instance of damage, the Druidvine will wither and die. A Druidvine must be watered daily to be kept healthy while attached to a creature, or else it will wither away and die.


E

Elderberries

Uncommon, 35gp

These dull, cerulean colored berries grow on the underside of boulders and rocks in patches hanging from dark green creepers. Elderberries are roughly 2 inches in diameter and produce a fleeting glowing light from the inside of the berry. Elderberries only grow in areas that are dense with magical energies, and as such, they can be found in any Environment. Because of their innately magical nature, they are fairly rare. If a creature eats an Elderberry they will feel magic flow through their body, and they will be nourished for 24 hours.

An Elderberry can be boiled and refined into Elderberry Tea with an Herbalism Kit check of 16. Elderberry Tea, when drunk, restores an expended spell slot, up to 2nd level.

Elder Tears

Rare, 100gp

Elder Tears are a type of bell flower, usually found in groups of 4 to 5 in areas with powerful runes, great latent magical energy, or locations that have been subject to significant magical phenomenon or occurrences. Elder Tears themselves are a deep cobalt that shimmer with a faint magical light that pulses with the heartbeat of the Weave. Due to their growth only appearing in areas of significant magical influence, Elder Tears can grow in any Environment that meets one or more of these circumstances. When the flower of an Elder Tear is ingested, the creature is met with an overflow of magical energy and suffers 2d6 force damage but regains an expended 1st level spell slot, if they are able to.

Elder Tears can be ground, boiled, and treated with an Herbalism Kit check of 20 to create Elder Tear Tea. A creature who ingests Elder Tear Tea regains an expended spell slot, up to 3rd level, if they are able to.

Elephant Cactus

Rare, 150gp

Elephant cactus is a massive cactus that typically grows to fit within a 5 foot cube, but some have been noted to be large enough to fit within a 10 foot cube. Elephant Cacti have a twisting barrel shape that is typically 4 to 12 feet in width and height with rough flesh that is covered with 1d12 + 5 thick spines that are 1-3 feet long. Elephant Cacti grows primarily in Desert Environments and rarely in Coastal Environments, and is technically a type of fungus that uses the nutrients of corpses to spread and germinate. If a creature starts their turn within 10 feet of an Elephant Cactus or enters a space within for the first time on a turn within 10 feet of an Elephant Cactus, one of the spines will shoot out at the creature with a +7 to hit, dealing 3d10 piercing damage on hit. If a creature is pierced by an Elephant Cactus spine they must succeed on a Constitution saving throw of 11 or become poisoned for 1 hour. If a creature dies while poisoned from an Elephant Cactus, the spores from the Spine will infuse with the dead body, creating a new Elephant Cactus from the corpse of the creature over the course of 1d4 days.

By KoatheDM

Removing spines from an Elephant Cactus is exceedingly difficult as it requires a method that does not involve any creatures coming within 10 feet of the Elephant Cactus itself. An Elephant Cactus spine can be carefully removed with a Dexterity check of 16. A creature with proficiency in Herbalism Kits can add their proficiency bonus to this check. Once removed, an Elephant Cactus spine can be used as a Shortsword, and the first time this special shortsword hits a creature, the creature must succeed on a Constitution saving throw of 11 or become poisoned for 1 hour. If a creature dies while poisoned from this Elephant Cactus spine, the spores from the Spine will infuse with the dead body, creating a new Elephant Cactus from the corpse of the creature over the course of 1d4 days.

F

Firebloom

Uncommon, 50gp

Fireblooms are small bright red marigolds that have their colors shine and dance when sunlight hits them, making them look akin to a burning flame when the sun is shining upon them. Fireblooms are typically found in Desert Environments but can be found in places with significant volcanic activity in Mountainous Environments. If ingested, a creature must succeed on a Constitution saving throw of 12 or take 2d4 fire damage upon failure. Upon failure or success, the creature gains resistance to Fire damage for 1 minute.

Fireblooms can be treated and boiled into Firebloom Tea with an Herbalism Kit check of 15. A creature who ingests Firebloom Tea gains resistance to fire damage for 1d4 hours.

Flaming Seed

Uncommon, 25gp

Flaming Seeds are 2 to 3 inch long and ½ inch wide, dark maroon seeds buried underneath sand or dirt that sprout a sparse, dry shrub. Outwardly, a Flaming Seed looks like a dead bush or shrub, and requires a Nature check of 14 to identify it as a Flaming Seed. Flaming Seeds typically grow in Desert Environments, but they can also be found in Mountainous Environments where there is volcanic activity. Flaming Seeds are very volatile and if they are subjected to any damage, they will explode, forcing every creature within 5 feet of the Flaming Seed to make a Dexterity saving throw of 10 or take 1d8 fire damage, halved on success.

With an Herbalism Kit check of 14, a creature can boil and treat a Flaming Seed to create a Potent Flaming Seed. A Potent Flaming Seed will only detonate if thrown, and it can be thrown up to 30 feet away as an action. Upon impact, the Potent Flaming Seed will explode causing each creature within 5 feet of the point of impact to make a Dexterity saving throw of 11 or take 2d8 fire damage, halved on success.


G

Giant Spit

Common, 5gp

Giant spit is a peculiar plant that consists of a tiny bright verdant bulb, typically half an inch in diameter, that has creepers that adhere themselves to a rock or boulder, found usually at high elevations in Mountainous or Hilly environments. Its name comes from the fact that Giant Spit secretes a clear, viscous liquid that has a similar consistency to mucus. A single bulb typically produces this slick material in a 5 foot cube centered around the bulb.

A creature who moves within the area affected by Giant Spit must succeed on a Dexterity saving throw of 10 or slip and fall prone. A creature aware of the Giant Spit can ignore this effect if they move at half speed through Giant Spit. Giant Spit, as its name suggests, is often mistaken for giant saliva, but it can be treated and boiled with an Herbalism kit check of 10 to create a basic adhesive.

Goat’s Horn

Common, 5gp

Goat’s Horn is a lightish yellow celadon vine that grows and twists in the shape of a horn, typically found in Grassland, Jungles, Forest, Swamp, and Mountainous Environments.

Goat’s Horn is edible, with a spongy consistency and an earthy taste, but it also can be treated and mashed with an Herbalism kit check of 10 to create a paste that when applied to an open wound of a dying creature, stabilizes them.

Goat’s Throat

Common, 20gp

Goat’s Throat is a small and dense collection of roots that looks akin to a dark brown pebble that is attached to a root system that stretches five times its size into soil underneath it. Goat’s Throat is praised for curative and antivenom properties, Goat’s Throat is found underground; typically in Underdark Environments, but occasionally in caves of any Environment. Harvesting Goat’s Throat successfully requires for its heart to be pulled from its root system, which requires a Strength check of 10 or higher to do so. A creature proficient with an Herbalism Kit can add their proficiency bonus to this check.

When a creature ingests Goat’s Throat, they must succeed on a Constitution saving throw of 10 or become incapacitated until the start of their next turn as they retch uncontrollably, purging themselves of any nonmagical poisons. If Goat’s Throat is boiled and treated with an Herbalism Kit check of 12, the Goat’s Throat can then be ingested without any negative side effects, simply curing the creature of any nonmagical poisons.

By KoatheDM

Changelog

  • Version 1.4
    • Significant overhaul to grammar and wording of many of the herbs, including name changes and changes to price
    • Added in rollable tables
  • Version 1.3
    • Removed DC based on price and added individual DC’s based on the herb
  • Version 1.2
    • Added several new herbs
    • Added optional rules for alchemy
  • Version 1.0
    • Initial Release

More!

  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through Homebrewery. Art by Wizards of the Coast.

By KoatheDM