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plant_info_v2.0_generated.json
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plant_info_v2.0_generated.json
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{
"Allathorne": {
"Regions": [
"Arctic"
],
"Rarity": "Common",
"Description": "Growing in the cold north, this scraggly and thorny bush endures extreme hardships, and only blossoms for a few short weeks during the year. The sparse leaves of the plant are large and waxy, and point upward toward the sun. While some of the bush remains above ground, the majority of the plant is an extensive root system that spreads far and deep beneath the earth. Brewing the dried root into a strong and bitter tea creates a drink that staves off the cold, and is a much sought-after drink in the harsh climate of the Dalelands, granting a +1 bonus on any saving throws against cold weather or cold based damage for the next hour."
},
"Avataer": {
"Regions": [
"Arctic"
],
"Rarity": "Very Rare",
"Description": "A faded-red bloom that sprouts from mosses fed by snowmelt throughout the year. The flowers can be eaten whole by any good-aligned character to receive a +3 bonus to attack rolls against fiends and aberrations and advantage on Wisdom saves against fear for 2d8 hours. A non-good-aligned character that consumes the flower instead takes a -1 penalty to attack rolls against fiends and aberrations and disadvantage on Wisdom saves against fear."
},
"Bittermourn": {
"Regions": [
"Arctic"
],
"Rarity": "Legendary",
"Description": "A rare, colorless lichen that grows on rocks beneath year-round ice. When crushed and strained, it creates a clear gel at freezing temperatures that melts into liquid when warmer. Imbibing a pint slows the aging process and grants a lifespan of twice normal length. If imbibed by someone during near-death or immediately after death, will place the person into a deep magical coma and/or reduce the cost of a resurrection spell, up to the DM\u2019s discretion."
},
"Brelidar": {
"Regions": [
"Arctic"
],
"Rarity": "Uncommon",
"Description": "This flower, when eaten, alters the way a person judges distance for a period of one hour. While under the influence of the flower, a person can add a bonus of +2 to ranged combat attacks, while subtracting -2 from melee attacks."
},
"Covadish": {
"Regions": [
"Arctic"
],
"Rarity": "Very Rare",
"Description": "Plant originally native to Aerenal, and later transplanted to the cold, harsh arctic climate, whose leaves, when consumed by spellcasters, grant boons to any spells cast in the school of necromancy (these boons up to DM\u2019s discretion) until the next short rest."
},
"Eldaas": {
"Regions": [
"Arctic"
],
"Rarity": "Very Common",
"Description": "This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to counteract the nausea associated with hangovers, motion sickness, morning sickness, and more common illnesses. (Adds + 2 to Constitution saves against poisons, smells, or other things that would cause nausea. Lasts 1d6 hours.)"
},
"Goldencup": {
"Regions": [
"Arctic"
],
"Rarity": "Rare",
"Description": "Oily yellow moss found where water collects near the bottom of rocks in the tundra. Can be chewed to induce mild euphoria, granting a +2 bonus on Wisdom saves vs fear for 30 minutes. However, upon entering combat while under the effects of goldencup, a creature must make a DC 10 Constitution save or be affected by a Frightened effect against all enemies in combat for the remaining duration of the original 30 minutes."
},
"Grendar": {
"Regions": [
"Arctic"
],
"Rarity": "Very Common",
"Description": "A small, hardy, ground-creeping vine, spreading in several dozen tendrils of no more than 18\u201d in the harsh conditions of the tundra. Cures skin irritations and rashes in one day, itching will be subdued."
},
"Halcyon Crocus": {
"Regions": [
"Arctic"
],
"Rarity": "Legendary",
"Description": "In the highland meadows of the Dalelands grows a pale white-silver crocus. By starlight, nectar can be harvested from its simple bloom and dried into snuff that engulfs the user in bittersweet recollections of yore. With each dose of the Halcyon Snuff the user remembers a spell forgotten, effectively allowing him or her to cast it again without expending a spell slot. However, other memories linger uninvited to forever haunt and burden the user of this drug. Each dose inflicts 2d6 psychic damage after the initial effect. "
},
"Hare's Ear": {
"Regions": [
"Arctic"
],
"Rarity": "Very Common",
"Description": "A small, leafy plant growing to approximately 1 foot or shorter, with large lobed leaves resembling the erect ears of a hare. This herb cures skin diseases."
},
"Hoggle Beans": {
"Regions": [
"Arctic"
],
"Rarity": "Very Common",
"Description": "A single leafy stalk with a tough exterior that grows in gentle rolling fields of the Dalelands, the plant produces numerous pods upon reaching maturity. Within each pod are small pink beans, each one almost perfectly spherical. Most large herbivores, such as cattle and goats, avoid the plant, as it has a detrimental effect. Herbalists and healers often seek the plant out because the beans are a strong laxative, requiring a DC 15 Consitution saving throw after being ingested to avoid the unpleasant effects."
},
"Ice Lotus": {
"Regions": [
"Arctic"
],
"Rarity": "Rare",
"Description": "Solitary, translucent blue-white flower found in cold environments that can be made into Icewalker tincture, which is a blue liquid that grants the Ice Walking ability (slippery and rough terrain like ice or deep snow will be treated as regular terrain) for 1d4 hours."
},
"Iceflower": {
"Regions": [
"Arctic"
],
"Rarity": "Uncommon",
"Description": "A short plant, the stalk bears a number of feathery leaves, and a single flower blooms, bearing shades of blue. The plant is only seen in areas of abundant snow, and oddly seems to thrive where other plants would perish. The plant is only seen during the summer months, when there is considerable sunlight, and in winter months it withers and dies. Beneath the surface of the snow, the iceflower has an extensive root system that grows very quickly. The roots are durable enough that some of the northern tribes will dig them up to serve as a foundation for a roof over small circular huts. In addition, some nomadic tribes of the Dalelands have found that by placing iceflower roots under the armor, soldiers have found that they will be immune to overheating and gain +1 AC."
},
"Jojopojo": {
"Regions": [
"Arctic"
],
"Rarity": "Uncommon",
"Description": "The leaf of this pale blue-green, fuzzy herb is commonly applied to frostbite. If applied within 3 turns of taking frost damage, proper application of the herb will cure 2d6 points of frost damage."
},
"Kanishta": {
"Regions": [
"Arctic"
],
"Rarity": "Uncommon",
"Description": "A short plant that grows in tendrils across the ground sprouting broad fluffy leaves, the Kanishta thrives in the cold environment. Growing beneath the ground is a thick, dark-colored root. Although it is extremely bitter tasting, chewing on the root provides temporary relief from the cold weather. Those that chew it express a feeling of warmth passing through their body, and a sense of renewed strength (resistance to cold/frost damage, and +1 to Str. Checks for the next 1d6 hours)."
},
"Klagul": {
"Regions": [
"Arctic"
],
"Rarity": "Legendary",
"Description": "Resembling a small tree, growing no more than 2 feet tall, the springtime buds of this plant must be boiled for a day and then eaten. After boiling they will keep for six weeks. When eaten, they will if successful give the recipient truesight for six hours."
},
"Obaddis Leaf": {
"Regions": [
"Arctic"
],
"Rarity": "Rare",
"Description": "Rare holly variety that can retain some magic if used as Druidic focus. As a component for spells that target plants, it doubles both area and duration."
},
"Quivar": {
"Regions": [
"Arctic"
],
"Rarity": "Rare",
"Description": "A low-lying, ground-cover leafy plant that grows through a layer of snow, never seeing sunlight, but absorbing and using the cold as food. Nomadic tribes of the far north have been known to seek out the plant, dry it, and smoke the leaves to gain an additional +50% movement speed for 8 hours."
},
"Rouddan": {
"Regions": [
"Arctic"
],
"Rarity": "Rare",
"Description": "A root vegetable, the leaves of the Rouddan are broad and soft. Known as the \u201cred turnip of Fallingard\u201d it is a staple food of nearby peasants. Due to necessity, a large variety of different methods of preparation have arisen, including a thick stew of Rouddan, and as a base for slop mashes. The root keeps well when kept in a cool and dry climate, and resists decomposition well. While they can be eaten raw, they are best soaked in broth or spiced water (heals for 1d4 hit points if eaten raw or 1d8 hit points if eaten in soup; the creation of soup can also split a single Rouddan into 8 servings)."
},
"Scented Mayweed": {
"Regions": [
"Arctic"
],
"Rarity": "Common",
"Description": "Scented mayweed grows to a height of about 2 feet. It has upright and branching stems, small leaves, and white flowers with a yellow center. The flowers must be crushed, emitting a pungent odor if prepared correctly, and should then be applied to the eyes in order to heal damage to them caused by acid or poison. If used within a day of the injury, they can prevent blindness. Aside from its common uses, Scented Mayweed is one of the plants mentioned in the Nine Herbs Charm, which is supposedly capable of curing any poison or disease."
},
"Snowflake Lichen": {
"Regions": [
"Arctic"
],
"Rarity": "Uncommon",
"Description": "Magical plant that looks like snow and grows on rocks in cold climates; it leeches heat from any and and all sources. Within 10 feet of the lichen, the temperature grows noticeably colder. Within 5 feet, the creature must make a DC 12 Constitution save, taking 2d6 cold damage on a failed save. Touching, even with protective gloves or armor, causes 2d12 cold damage on a failed DC 15 Constitution save."
},
"Snowwood": {
"Regions": [
"Arctic"
],
"Rarity": "Uncommon",
"Description": "A pale tree with a slightly bluish cast to the mottled bark, growing predominantly in the far north. The trunks of the trees are often thin and dense, with spindly limbs and dark green leaves. The mottled coloration of the bark often forms into shapes that vaguely resemble faces, and a few tribes hold a belief that the trees hold the spirits of ancestors that watch over and protect them. The trees are quite remarkable as they can survive in some of the coldest climates, and have even been seen as far north as the High Ice and the Reghed Glacier. The roots of the tree often stretch deep, anchoring the tree in places where other vegetation would find difficult purchase."
},
"Stonestream": {
"Regions": [
"Arctic"
],
"Rarity": "Very Rare",
"Description": "Given the name by gnomes, Stonestream is a small lichen that produces a clear syrupy liquid that then drizzles down the sides of rocks that the lichen lives on. Collecting this syrup and heating into a tea for consumption will turn the user into stone for 2d4 hours. During this time, any poison or toxins, and most diseases, will be purged from the system into the stone surroundings. While turned to stone, the user takes one hit point of damage per hour, and any damage taken as a stone remains after the recipient has turned back from stone."
},
"Thalsen Weed": {
"Regions": [
"Arctic"
],
"Rarity": "Very Common",
"Description": "A tough yellowish stalk that grows stiff triangle shaped leaves, the weed is despised throughout the Dalelands to Cor Myr. Some believe the weed to have been magically created, as it grows from seed to mature adult in a matter of days, often seeming to appear instantaneously. Once the weed reaches maturity, it produces a small cluster of white flowers. The petals of the flowers are coated with a dusty powder that causes a slight rash if it comes into contact with the skin. These petals are sometimes picked to create Itching Powder (When coming into contact with bare flesh, the victim must make a Constitution saving throw, DC 13, or begin itching for the next 2d4 hours, or until the powder is washed off.). The rapidly growing weed is said to overcome crops nearly overnight, choking out carefully planted fields, and destroying months of work. Most livestock also refuse to eat the weed, with the exception of goats. Thus, many farmers that live in areas where Thalsen Weed thrives also keep a small number of goats that they let wander in the outer edges of their lands."
},
"Thir": {
"Regions": [
"Arctic"
],
"Rarity": "Very Common",
"Description": "A grey-white lichen that grows off-shoots that resemble a short, spiky grass. The grass can be used in a compress or bandage to heal up to 4 points of damage if applied within 5 rounds of taking damage."
},
"Longinal Leaf": {
"Regions": [
"City"
],
"Rarity": "Common",
"Description": "A well-known variety of pipeweed with long serrated leaves that dry excellently and is associated with improved memory recall. When smoked for at least five minutes, the creature gains a +1 bonus to History checks for 1 hour. This herb has no effect when used again on the same creature until the creature completes a short rest."
},
"Northlinch": {
"Regions": [
"City"
],
"Rarity": "Very Common",
"Description": "A commonly cultivated strain of pipeweed known for its inferior quality and harsh flavor. It has no beneficial effects, and too much use of the weed over the years has been linked to a younger death."
},
"Salamander Orchids": {
"Regions": [
"Arctic",
"City"
],
"Rarity": "Rare",
"Description": "Orchid that's constantly on fire, propagated by a talented spellcaster from the City of Brass. Allows any non-trained craftsman to turn a weapon into a flaming weapon with the appropriate nature check. Handling the orchid without proper tools deals 1d6 points of fire damage per minute."
},
"Anserke": {
"Regions": [
"Coastal"
],
"Rarity": "Common",
"Description": "The root must be applied to a bleeding wound or wound that would cause bleed damage, like that of Stirge attacks. When applied within 3 rounds of receiving this wound, the damage is halved."
},
"Archangelica": {
"Regions": [
"Coastal"
],
"Rarity": "Common",
"Description": "This white flowering plant has black seeds and roots with a sharp taste. The root, when brewed, makes a hot, peppery decoction that helps alleviate common colds, flu and congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds and diseases resulting from bad weather)."
},
"Atramen": {
"Regions": [
"Coastal"
],
"Rarity": "Common",
"Description": "A flat, disk-shaped fruit that grows in the shoals of most major waterways. It can be cold-pressed into an oil that, when thrown as a splash weapon or used as a poison to coat weapons, imposes a -4 penalty on Constitution saves for 1 minute."
},
"Crisp Chondrus": {
"Regions": [
"Coastal"
],
"Rarity": "Uncommon",
"Description": "A hardy, red algae that commonly washes up on sandy coasts and stays fresh for several hours. After consuming the algae, the creature regains 2d4 hit points and must make a DC 12 Cons. Save vs. poison. On a failed save, the creature is charmed by the first creature that speaks to the creature in a language in which they are proficient."
},
"Culkas": {
"Regions": [
"Coastal"
],
"Rarity": "Very Common",
"Description": "A broad-stemmed leafy plant sprouting small bunches of ovular leaves on 2 sides of the many stems. These stems can be cut to produce a milky-clear sap. Each application of Culkas sap will cure one square foot of sunburn."
},
"Draaf": {
"Regions": [
"Coastal"
],
"Rarity": "Very Common",
"Description": "The leaves of Draaf can be eaten in order to restore 1d4 hit points, as long as they are eaten within 10 minutes of the damage being inflicted."
},
"Felmather": {
"Regions": [
"Coastal"
],
"Rarity": "Rare",
"Description": "The leaves of this plant should be placed under the tongue of a person in a coma. Roll 1d20 upon a successful application, the person will awake in as many hours. If a roll of 20 is made, the persons mind will be permanently destroyed and wracked with insanity (Indefinite Madness Table DMG pg.260)."
},
"Firethorn": {
"Regions": [
"Coastal"
],
"Rarity": "Rare",
"Description": "Often called the Sea Rose, this flower exists almost entirely on the Island of the Firethorns in the northern Sorlorn Sea. The flower grows in such numbers that it gives the lower areas of the island a reddish hue. At night the island faintly glows from a distance due to the natural glowing property of the flowers, and many that transverse the Great Sea know of the island\u2019s distant glow. The island is generally uninhabited, with the exception of the fishing village of Safe Cove and the city of Hawa, because the Firethorns are so poisonous (DC 15 Cons. Save vs. poisoned while standing within 45 feet of the flowers and their pollen; on a failed save take 4d8 poison damage and be poisoned for 1d6 hours, on a successful save take half as much damage without being poisoned). Inhabitants of both settlements are well aware of the toxicity of the flowers, and often give them a wide berth."
},
"Harlequin's Harp": {
"Regions": [
"City",
"Coastal"
],
"Rarity": "Very Common",
"Description": "A multi-colored flower ranging between yellow and purple and everywhere in between with several strands of fiber attached to the petals across the empty space in the center of the flower. A few decades ago, an herbalist found that strumming the fibers would hold a tune, and since then, the flowers have become a common gift for friends and loved ones. Some talented herbalists have learned to breed the Harlequin\u2019s Harps in a way that the fibers can be tuned to specific notes for personalized gifts."
},
"Hydrathistle": {
"Regions": [
"Coastal"
],
"Rarity": "Uncommon",
"Description": "Named for its appearance, this three-pronged blue and black flower is often found in bright environments with sandy soil. When used alone, the thistle has no real beneficial effects, but when soaked in flower nectar, the flower can be eaten to allow the user to breathe above and below water for up to 2 hours."
},
"Quickweed": {
"Regions": [
"Coastal"
],
"Rarity": "Common",
"Description": "Quickweed grows as a series of short, flat, silvery leaf blades along a single root runner, and is so named because it completes its entire life cycle in a single week. A living/growing end and a decaying/dying end is clearly visible on each root runner, and with patient observation it is possible to watch the root grow and die in real time. The grass always grows in a single direction along its root causing entire fields of Quickweed to appear to migrate around islands, like a wave, as time goes by. Alchemists prize Quickweed as it acts as an additive that amplifies the benefits of concoctions related to time, speed, and travel."
},
"Sabito": {
"Regions": [
"Coastal"
],
"Rarity": "Uncommon",
"Description": "This shrub plant is found growing in the sands of coastal dunes and has leaves which are bluish in tinge. The root is dark blue in color and small, pill-like growths sprout from these roots. Consuming one of these growths will allow the recipient to breathe underwater for 10 minutes, by allowing them to absorb the oxygen in the water directly into their skin through osmosis. Their skin has a translucent appearance for these ten minutes. This process also works above water, but not as effectively, making it uncomfortable to do much of anything for the time spent above the surface."
},
"Sessali": {
"Regions": [
"Coastal"
],
"Rarity": "Uncommon",
"Description": "A rugged, thorny plant found by the sea. The leaves must be boiled for two hours in salt water, and the resultant mix sweetened with honey. This mixture will act as a cure for certain types of long-term, typically incurable ingested poisons or wasting diseases (DM\u2019s discretion, as to which ones). The recipient must be made to drink one dose immediately when the mixture is ready, and then further doses every twelve hours for three days (7 doses in all). If the number of successful applications is four or more, the patient will recover."
},
"Surane": {
"Regions": [
"Coastal"
],
"Rarity": "Uncommon",
"Description": "A tall, hardy reed capable of growing up to 10\u2019 tall, found mostly along salty and brackish water in colder climates. When mixed with oil and left to sit for a period of three days, the resulting mixture can be applied to the neck and will allow the character to breather underwater (and only underwater) for 2d4 hours."
},
"Waterorb": {
"Regions": [
"Coastal"
],
"Rarity": "Common",
"Description": "Bulbous aquatic fungus that grows in boulder-like patches in some seaside areas and tidal pools. Can be used a source of fresh drinking water near the ocean."
},
"Alfirin": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "A bell-shaped flower that blooms during the night in desert environments from small, dry-looking desert scrub. The nectar of the flower has a syrup-like consistency and drinking this syrup as an action gives the recipient resistance to force, lightning, and radiant damage which lasts for a full hour. In addition, the creature must make a DC 10 Constitution saving throw. On a failed save the creature gains vulnerability to necrotic and psychic damage for the same period of time."
},
"Alil": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "A succulent desert plant that sprouts small pink flowers with a center filled with large black seeds. Alil can be chewed or smoked, and induces a brief cataleptic trance wherein strange visions may be experienced. In addition to these recreational effects, alil has a tendency to awaken latent psionic ability, which leads to it having a certain degree of popularity among adventurers. Any player character experiencing the alil trance must make an Intelligence check on 1d20. A roll of under or equal to the character's Intelligence indicates that the drug has activated a previously unknown part of the character's mind, and he gains a random psionic ability until the next long rest. ",
"Extra info": [
"Roll 1d10:",
"1. Temporary intelligence bonus of +1.",
"2. Precision Mind: you become skilled at reading your foes. With this capability, you can call upon your gift to strike with increased accuracy. You add your Intelligence modifier (minimum 1) to an attack roll, after the roll, but before the announcement of the result. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).",
"3. Immunity to psychic damage.",
"4. You cannot be charmed or frightened for the duration.",
"5. You may take two actions during each of your turns for the duration.",
"6. You may add 1d6 psychic damage to any attack you make of 5 or less damage.",
"7. You project a field of improbability around yourself, creating a fleeting protective shell, gaining a +4 temporary bonus to AC for 3 rounds. Only usable once in a long-rest period.",
"8. You may, as a bonus action once per combat, instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of psychic damage to it.",
"9. You heal another creature\u2019s wounds, transferring some of its damage to yourself. When you manifest this power as a full action in combat, you can heal as much as 2d10 points of damage to an ally by taking half of this damage to yourself.",
"10. You may gain proficiency in one extra skill until the long rest or proficiency with one tool or instrument for 1d6 days."
]
},
"Aloe": {
"Regions": [
"City",
"Coastal",
"Desert"
],
"Rarity": "Very Common",
"Description": "The leaf of Aloe applied to a wound, will double the natural healing rate of burns and minor cuts, adding +1 to total hit points recovered during a short rest."
},
"Angel's Cactus": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "This barrel shaped cactus sprouts a pair of symmetrical leaves that are broad and flattened, giving an appearance much like \u201cwings\u201d. The cactus is covered by tapered yellow thorns, often giving the cactus an appearance of having a golden aura. In the cooler months, the cactus sprouts clusters of small white flowers. Tapping the water contained within the cactus and distilling it over a period of months creates an interesting tasting wine. Those drinking it say that it tastes fruity, but with a touch of something they can\u2019t quite place. This wine is often called \u201cAngel Wine,\u201d and is sold by Shaarmid merchants throughout Faerun. Whether or not the \u201ctouch of something else\u201d comes from tainting from the merchants or is an innate flavor of the cactus is yet to be decided."
},
"Arkasu": {
"Regions": [
"Desert"
],
"Rarity": "Common",
"Description": "A low to the ground desert succulent with small, ovular leaves and very small red flowers that bloom shortly before rainfall, a good indicator of when rain is coming to desert locales. When the sap of the Arkasu plant is applied to wounds, it doubles the rate of healing, adding +4 to hit points regained during a short rest. The effect is not cumulative."
},
"Arrowroot": {
"Regions": [
"Desert"
],
"Rarity": "Rare",
"Description": "An unusual, woody-stemmed plant dappled brown and white. The roots are very shallow in soil and extend upwards at straight angles to form a teepee like structure at the base of the plant. The stem can be dried and ground and then mixed with oil to create a frothy polishing oil that can add a +1 to a weapon\u2019s damage without the use of magic of craftwork for a full day."
},
"Balon's Plant": {
"Regions": [
"Desert"
],
"Rarity": "Rare",
"Description": "Growing close to the ground in areas with minimal water, the plant only sprouts a trio of wide, thick leaves which spread outward to absorb as much moisture as possible and provide as much shade to the sandy soil below as possible. Below the sand the root system delves deep to find hidden reservoirs of water that are not evident on the surface. Also known as \u201cbread of the desert\u201d, this plant develops large spherical fruits nearly the size of a man\u2019s head. These fruits have a tough and leathery exterior, but when cut open, the fruit has the consistency of fluffy bread or cake. The seeds of the fruit are quite small. Each fruit contains enough nutrients to sustain four people for a day. Unfortunately, farming the plant seems to be near impossible. The seeds must be within a medium-size creature when it dies, at which point the release of certain gasses causes the seeds to mature and greedily absorb as much moisture and nutrients from the corpse as possible. This rich bounty allows the plant to develop a strong root system."
},
"Bastit": {
"Regions": [
"Desert"
],
"Rarity": "Common",
"Description": "A small succulent that, when crushed, tends to repel parasitic insects, including mosquitoes, stirge, and the like (-2 to Rolls for Initiative for Insectoids). It has a pungent but not unpleasant odour. (Lasts 1d6 hours but can be washed or sweated off. Easily noticed by tracking animals.)"
},
"Belan": {
"Regions": [
"Desert"
],
"Rarity": "Very Common",
"Description": "The small brown nuts, produced from a desert scrub bush can be eaten to stop bleeding (including internal bleeding). Within two hours it will have stopped the bleeding. The recipient must not move for one additional hour or risk the bleeding restarting."
},
"Caravara": {
"Regions": [
"Desert"
],
"Rarity": "Rare",
"Description": "A button sized, arid-environment fungi that produces spores that resemble black sand. If inhaled or ingested purposefully in large doses, these spores will allow the recipient to take an additional action in the place of a bonus action once per combat for 1d8 hours."
},
"Cline Cactus": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "A small, round cactus with very few large needles. The round body of the cactus holds a large amount of a viscous green liquid. This liquid acts as a stealthy poison, on a failed DC 16 Cons. Save against poison, the goo does 1d4+1 poison damage per round unbeknownst to the poison\u2019s target, or half as much on a successful save. After 5 rounds, the target begins to feel a burning internal pain centered on the kidneys and liver and damage is calculated."
},
"Djin Blossom": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "Fern native to the harsh conditions of the desert and commonly found in alchemy and herbalist shops. Wearing one of its petals grants a +2 bonus on saves against inhaled poisons and gas-based effects, and a DC 20 nature check allows one to make it into a perfume that grants a +2 bonus on all charisma-based skill checks for 24 hours."
},
"Dragontears": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "This rare, small, translucent succulent grows primarily in the low desert. When crushed, it exudes a sweet, milky white substance with numbing properties. Properly prepared, dragontears promotes rapid healing and prevents scarring from wounds (heals for 3d8 hit points and prevents scarring upon a successful external application). Drinking dragontears can be fatal, as its numbing properties can cause choking or heart failure when used incorrectly."
},
"Gariig": {
"Regions": [
"Coastal",
"Desert"
],
"Rarity": "Legendary",
"Description": "Gariig is a small cactus. If diced and boiled in whisky, the resulting, astringent smelling potion will restore all hit points to a wounded person if consumed within two days of being harvested and prepared."
},
"Golden Desert Tree": {
"Regions": [
"Desert"
],
"Rarity": "Rare",
"Description": "A rare desert tree, whose sap is a vital ingredient in expensive perfumes and incense. When used by a spellcaster in casting a summoning spell with a 1 round casting time, it reduces the casting time to a standard action."
},
"Hara'dan": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "A feathery, drought-resistant shrub that produces small yellow flowers after rainfall. Grinding or mashing the leaves into a paste releases a very pungent smell that repels insects for 2d4 hours. Insectoids must make a DC 12 Cons. Save to get any closer than 15 feet to the recipient of the green paste."
},
"Hara'den": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "A feathery, drought-resistant shrub that produces small yellow flowers after rainfall. Grinding or mashing the leaves into a paste releases a very pungent smell that attracts insects for 2d4 hours. Insectoids gain advantage on rolls to hit against the target."
},
"Inari": {
"Regions": [
"Desert"
],
"Rarity": "Very Common",
"Description": "A green and brown speckled succulent that bears a striking resemblance to an octopus stranded in a desert. Can be mashed and combined with water or alcohol to create a potion that cures fevers and headaches and treats some symptoms of other illnesses (like nausea or sneezing, up to DM\u2019s discretion)."
},
"Juzam": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "A hardy desert cactus that can grow to heights of up to 15 feet. Around the base of the cactus, a ring of pink flowers grows year-round, with flowers only growing back after a full year without rain. These flowers turn into a small, hard, pink fruit that can be harvested (only 1 harvested from a single plant) and juiced to yield a potion that heals for 3d6+3 hit points."
},
"Karcatta Brambles": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "Growing in deep ravines and shadowy places of the desert, the brambles grow along the ground, rarely achieving waist height. The stems are covered in long, spiny thorns, and the plant grows wide leaves close to the ground. In the cooler months the plant blossoms with flowers of various colors. The leaves, once dried, are often smoked by nomadic tribes during religious rituals. The dried leaves are rolled together and lit, or used as incense. Those that inhale the smoke have auditory hallucinations, often of imperceptible whispers, although some are capable of discerning what is being said and declare that it is the voice of the divines giving them directions."
},
"Kelventari": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "If the crushed Kelventari berries are applied to a burn within one turn of being taken, they will heal 1d4 Quarters of all damage caused by the burn, no matter how much damage was taken (i.e. if 20 points of damage were taken from fire, a roll of 1 would heal for 5 points)."
},
"Lissuin": {
"Regions": [
"Desert"
],
"Rarity": "Rare",
"Description": "A fragrant desert flower that grows from singular reedy stalks that bloom after a rainfall. The flowers can be dried and consumed in a tea that is used to refresh the spirit. After consumption, the creature reduces their exhaustion by one level. This herb has no effect when used again on the creature until the creature completes a long rest."
},
"Maracan": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "Resembling a dead wood shrub, Maraca subsists off of magical energy found within the earth and therefore does not grow leaves, and the slightest amount of water will drown it. Branches of maraca can be snapped off, dried, and grated under the light of a full moon into a fine powder that faintly glows. When a dose of the dust is thrown on a target, it will negate the saving throws for the next spell on him. An attack roll must be made against unwilling targets that know that the caster is up to something. This powder is also known as magedust and can fetch pretty hefty prices at market."
},
"Nordra": {
"Regions": [
"Desert"
],
"Rarity": "Very Common",
"Description": "An aloe-like cactus that, when cut, releases a sticky yellow sap that smells like urine. This sap can then be applied to wounds, healing for 1 hit point and stopping up further bleeding."
},
"Novanor": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "Commonly found in many desert areas, Novanor is the fruit of a cactus of the same name, growing in small orange pustules along the cactus\u2019s underside. These fruits can be eaten as emergency water reserves in the middle of the desert, but also serve a darker, more dangerous purpose. Harvesting the fruit, drying them in the sun, and then soaking the dried fruit in the blood of a Lamia (those poor, misunderstood creatures) will create a sticky, scarlet paste called Blood Fire. After injury with a weapon coated with Blood Fire, the blood begins to rapidly oxygenate, essentially burning the target from the inside out, and sometimes leaving little more than a charred skeleton behind. The victim must make a DC 12 Cons. Save vs poison. On a failed save, the target will take 1d6+1 fire damage per round for the next 10 minutes or until cured. On a successful save, the target only takes 1d6+1 additional fire damage on the first hit."
},
"Oruighen": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "A rare cactus native to soils rich in alkaline salts that can be made into an inhaled powder drug granting +1 to rolls for Performance, DC 14 Constitution save that, if failed, causes blindness for 2d4 minutes and extreme nostril and nose pain that causes a -2 penalty to attacks, skill checks, and saves for 2d4 hours. Highly addictive, DC 14 Constitution save after second use that increases by 1 after each use; if failed, the user becomes addicted, and suffers all negative penalties even while not under the drug\u2019s control."
},
"Powdered Desert Milk": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "Distilled liquid drug that stains lips blue, first dose causes -1 penalty to Wisdom and then bolsters pain immunity, grants a sense of euphoria and a -2 penalty to Initiative for 1d4 hours. Overdose if second dose taken during duration causing Petrified for 2d4 hours."
},
"Rose Campion": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "Consuming this green-brown herb will protect against scorpion and spider stings for a period of three days, granting advantage on Constitution Saving throws against poison from arachnids."
},
"Sandberry Bush": {
"Regions": [
"Desert"
],
"Rarity": "Very Common",
"Description": "Small bushes with waxy green leaves, Sandberry Bush grows in the remote reaches of the Shaar. The bush has small yellow berries that have a bitter taste, but can be brewed to make a soothing tea. The few nomadic tribes that pass through the Shaar pick the berries as a remedy for insomnia. Acts as a sleep aid, so if the consumer is willing, induces a 6-hour sleep cycle with no negative side-effects."
},
"Sinquoi": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "The red leaves of this unusually twisted tree should be burned, and the smoke inhaled. This will have the effect of \u2018dilating\u2019 time (making it appear to pass slower.) For every minute experienced outside the influence of the herb, only thirty seconds will actually pass. A single dose is effective for 1d6 hours. Normally used by torturers to prolong agony, the leaves may also be used by people who must think quickly. It does not increase the speed at which a person moves but you may be able to see an opponent telegraph their movements more easily. (DC 20 Dexterity Save when a melee attack is targeted toward you, on a successful save, your AC increases by 2 for the period of that attack.) However, Sinquoi also causes side-effects in the form of halved movement speed for 1d6 hours after the initial dosage wears off."
},
"Taran'ka": {
"Regions": [
"Desert"
],
"Rarity": "Common",
"Description": "A small desert plant that mostly grows underground in the form of a tuber. A singular leaf sticks out from the sand and typically resembles a dead plant. However, if the tuber is harvested and cut into pieces, a single coin sized piece will cure any non-magical disease in 1d8 hours."
},
"Tateesha": {
"Regions": [
"Desert"
],
"Rarity": "Rare",
"Description": "The Tateesha bush is a low-lying shrub with long thin leaves and small brown nuts. These nuts may be chewed to provide a short-lived feeling of euphoria, and are mildly addictive. They have the side effect of staining the teeth, making it easy to find a tateesha addict. The flowers, called silks, bloom only in spring, and if gathered and dried for one week form a powerful narcotic which may be smoked. For 2d10 minutes after smoking, the persons\u2019 insight skill is increased by +2, but for 1d4 hours after this, a state of distortion ensues, and the recipient\u2019s Intelligence and Wisdom drop by -2 from their normal levels. Prolonged use causes the user to collapse into an almost dreamlike trance. The drug is highly addictive, and after only two uses, the user must make a DC 16 Cons. Save or become addicted, with a +1 to the save DC after each dose from here on out. Addicts lapse into the dreamlike trance stated above until their next exposure to the drug or until cured of addiction."
},
"Whistling Cactus": {
"Regions": [
"Desert"
],
"Rarity": "Uncommon",
"Description": "Growing on the edges of the desert are these pale green cacti with long yellow spines. The cactus grows as a single cylindrical body, and when moisture is abundant the cactus will sprout several purple flowers near the top. After the flowers wither and fall off, they leave deep holes in the surface of the cactus. When the desert winds pass over these holes, they resonate at an unusual frequency that creates an eerie sound that can be heard for over a mile. Many nomadic tribes will avoid areas near the cactus, believing the plants to hold the souls of the damned that howl for eternity."
},
"Ylam Tree": {
"Regions": [
"Desert"
],
"Rarity": "Very Rare",
"Description": "Found in many deserts, the Ylam Tree is a short, stout evergreen that survives on very little amounts of water and maintains its internal moisture using a thick red sap. Imbibing a sufficient quantity of this so-called 'Ylam Blood' or \u2018Blood of Glory\u2019 induces a frenzy of aggressive emotions which are especially strong in the heat of battle, leading to a berserk rage. Combatants under the influence of the blood of glory gain a +1 to hit and +2 to damage, but suffer a -3 penalty to armor class, due to the reckless abandon induced by the fluid for 2d6 hours after consumption."
},
"Aeglos": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "A tall, slightly thorny plant with a large, white, sweet-smelling flower and a strong root system. When boiled in salt water, the roots can be used as a combat stimulant. When a creature drinks the infusion, at the beginning of their next turn they gain a +1 bonus to Armor Class if they are wearing no armor or light armor, which lasts for 3d10 minutes. This herb has no effect when used again on the creature until the creature completes a short rest."
},
"Aldaka": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "The roots of this low ground-cover plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, sight will be restored to the recipient provided the eye remains."
},
"All-Heale": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "When all-heale is mixed in a pint of olive oil and applied to a wound, (one application per day), the recipient will heal even if still working as normal, meaning that serious injuries won\u2019t interfere with intense physical activity. With rest, the recipient will heal at 1.5 times normal rate, meaning that half of all hit points recovered in a short rest can be added to the total hit points. "
},
"Alor": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "Alor is a gnarled tree with broad, spiky leaves often growing to 40 feet-tall or more. The bark of the Alor peels readily and can be easily shredded by hand. Mixing the shredded bark with any liquid provides a poultice that can be used for simple healing. 2 minutes after applying the poultice to the creature's wounds, the creature regains 1 hit point. This herb has no effect when used again on the creature until the creature completes a short rest."
},
"Angakara Tree": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "A broad oak that sprouts many branches and is often covered by a multitude of light green leaves. In previous ages, the tree was favored for the construction of bows. However, due to increasing rarity, the many nations of the realm have sought other sources of wood. The tree once thrived in the area now occupied by the foritified city of Drakkendale. However, many of the trees were felled during the construction of the city\u2019s Great Wall and have never grown back. Those few trees that were left have withered and perished, leaving behind ancient reminders of what once was in the form of large, hollowed tree stumps and decaying trunks."
},
"Asarabacca": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "Asarabacca is a creeping vine with many small leaves each on their own small stalk. It also has small purple flowers. These flowers must be brewed in water over a low fire into a tea. When administered successfully to someone, they must make a DC 15 Cons. Save vs poison or be rendered docile, and incapable of violence for 3d8 hours. The brew has a distinctive purple colour, and bitter taste, so to be given secretly in food, the food must be able to hide these attributes."
},
"Ash": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "The bark of the ash tree must be stripped from its branches and boiled in clear water for one day. It should then be drunk as a cure for fevers, especially those caused by diseases such as malaria. It does not cure the cause of the fever but merely brings it under control within 2d6 hours. The ash tree is sacred to worshipers of Thor, who use its wood to make spears. The wood of the ash tree may possibly be used as an essential item in the manufacture of magical spears. Ash leaves should be boiled in water and drunk as a cure for poison. The ash tree has ash grey bark, and black buds. Its flowers have no petals. Ash trees are also by tradition used to make stakes for the purposes of killing vampires according to many ancient legends."
},
"Ashline": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "Ashline is a small red flower, with very pale green leaves. The entire plant must be mashed and boiled in red wine costing greater than 15 gp for one week and the resultant mixture mixed with olive oil. When this liquid is poured over a petrified person it will, on a successful medicine check, restore them to their normal state."
},
"Aspen Tree": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "Aspens are tall, slim trees that typically grow in large clonal groups, constantly propagating from one original mother plant, similar to the sable fir. Aspens have long been considered a gift from the Fae, and so have developed quite a superstitious following. Crowns of green Aspen wood are commonly placed upon the heads of those to be buried in burial mounds, as is the tradition in some places, are though to ensure easy passage to the afterlife or a guarantee at being reborn into the next life more quickly. An Aspen leaf placed under the tongue while sleeping is thought to make the bearer more eloquent. And to some, Aspen has long been a treatment for fears and apprehensions when applied as oil extracts. Whether or not any of this is true is debatable, but some will put superstition before what the can see as proof."
},
"Autumn Skullcap": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "A small, brown-capped mushroom with a long, thin stalk that is much more prevalent in autumn than in any other season. Autumn Skullcap is a very poisonous mushroom, and after ingestion, a creature must make a DC 20 Cons. Save vs poison after 1d4 hours have passed. On a failed save, the creature takes 2d20 poison damage and loses all unexpended hit dice. On a successful save, the creatures takes half as much damage and loses only 1 hit die."
},
"Azure Leaves": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "These tenacious vines grow in the darkest parts of deep forests, winding and wrapping their way around tree trunks and branches. While the vines are a deep shade of green, the leaves are an odd shade of blue. Drying the leaves and then smoking them provides the smoker a sense of euphoria and calmness that lasts for 1d4+4 minutes. However, smoking the leaves is often addicting, and requires a DC 10 Wisdom saving throw each time to avoid becoming addicted to the feeling of euphoria that the leaves bring. Withdrawal from Azure Leaves includes a heightened sense of paranoia, meaning a -4 penalty to Wisdom or Intelligence saves against fear until the next consumption.\n"
},
"Bija Tree": {
"Regions": [
"Arctic",
"Forest"
],
"Rarity": "Rare",
"Description": "A leafy evergreen tree, the trunks grow about as round as a man can reach, and their boughs are often fashioned into brooms by common people. The seeds hold another use, and are often ground into a fine powder called Green Sleeping Dust. The dust is primarily used by mercenaries in service to the royal family of Pentillia and as a sleeping drug in higher society. When this powder is inhaled, it forces a target to make a DC 19 Constitution saving throw or fall unconscious for 2d6 minutes. If the drug is willingly consumed, the target does not have to make this throw and instead just falls unconscious."
},
"Bilberry": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "Bilberries are small black berries that grow on leafy forest plants resembling blueberry bushes. They must be mixed with pure alcohol and left to stand for fifteen days, at the end of which time they must be drunk. A successful application will give a human the truesight ability for 2d6 days, but a failed application may lead to the death of the person who drinks it, as if they had drunk a potent poison (DC 17 Cons. Save vs poison, or take 6d6 poison damage after 1d4 minutes)."
},
"Bloodbracken": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "A predatory plant that spends 95% of its life underground. The seeds sprout and spread underground, sending out parasitic roots and drawing in nutrients. A few thin tendrils with unremarkable green leaves reach the surface. The seedpod, growing to the size of a large melon over the course of a two-year period, strains and creaks just below the surface. If a creature of sufficient weight steps on the soil above it, it will burst, releasing a cone of red branches that sprays upwards like a land mine, impaling and shredding the target for 10d8 slashing damage. One moment, nothing. The next, a 6' tall red twiggy bush growing through the body of your friend. As the body rots, it provides nutrients for the Bloodbracken to grow and produce seeds. It's entirely safe in this short-lasting mature stage, living to reproduce and wilting after only a few months. If a mature Bloodbracken is found in the wild, the base can be searched to yield bones of unlucky explorers and occasional whatever loot they had on them."
},
"Blueleaf": {
"Regions": [
"Arctic",
"Forest"
],
"Rarity": "Very Common",
"Description": "Known for the gleaming blue color of the leaves, the tree often grows in thick copses throughout the north. The thin trunks of the trees are remarkably durable, despite high winds and heavy snowfall, and one use of the tree is the wood, which is often used by the Volodni craftsmen to create weapons and armor. Magically treating the wood, which is called \u201cbluewood\u201d, causes it to become as hard as steel, although only weighing half as much (crafting with bluewood requires special training from a masterwork craftsperson). High priced entertainers often burn small pieces of the wood, which creates leaping blue flames. The leaves and sap are often ground in the creation of a vivid blue dye that is used to dye clothes in the North, and often in the creation of inks for tattoos. One pirate fleet that has plagued the Sword Coast in recent years is notorious for their crews bearing frightening looking blue tattoos covering their faces."
},
"Brethil": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "Brethil Trees are a narrow evergreen that grow to heights of around 40 feet. With fan-shaped fronds of needles, the tree has a rough, deep-brown bark that can be scraped off in small sections with a knife. With proper preparation, the bark can be steeped in boiling water to create a dark brown, murky infusion. When a creature drinks the infusion, at the beginning of their next turn the charmed and frightened conditions are removed from them if applicable."
},
"Cinquefort": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "This small plant creeps along the ground on long slender stringlike stalks, slowly consuming small bits of detritus and water along its way. It has five or seven-part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar and then drunk. The resulting potion will then act as an aphrodisiac, and increases the recipients Charisma by 1 for 1d4 hours."
},
"Coldwood": {
"Regions": [
"Arctic",
"Forest"
],
"Rarity": "Common",
"Description": "A Fey-created variety of Hickory that reaches maturity in 2 decades and has properties identical to steel, except Fey and Druids can easily work with the wood without it affecting their magic. Items made from Coldwood require masterwork, making the raw material quite valuable."
},
"Crab-Apple": {
"Regions": [
"City",
"Forest"
],
"Rarity": "Very Common",
"Description": "A small, shrub-like tree that sprouts pink flowers in spring and summer, turning to small fruits resembling dwarf apples in the late summer and early fall. The fruits of Crab Apple can be pulped and used as a poultice for minor wounds and inflammations, and the bark can be used as a numbing agent if applied with alcohol. In addition, the leaves have some anti-bacterial properties when used in solution. Aside from its common uses, Crab-Apple is one of the plants mentioned in the Nine Herbs Charm, which is supposedly capable of curing any poison or disease."
},
"Culumalda": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "A short, gnarled tree growing to typically around 10 feet tall, Culumalda has golden-red foliage year-round and a smooth, shiny grey bark. When stripped from the trunk, this bark can be wetted and applied liberally to the skin and clothes, transferring the secnt of freshly turned earth. For 2 hours other creatures have disadvantage on attempts to detect the recipient by scent."
},
"Dainaberry": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "The Dainabush is a creeping, thorny vine, much like a bramble. Vines are about 5 mm thick, with 2 mm long thorns and are reddish brown, darkening to black, with leaves dark green in colour. The vines flower in early summer, with light blue, bell shaped flowers. In autumn, it carries dark blue or purple berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only (with half effects on half-mammals like half-elves and the like), but a single berry is enough to bring down any man sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep. There is no saving throw, although the sleep caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can simply be eaten to cause the effect, it is also possible to dry them carefully and grind them into powder. This powder is weaker (DC 14 cons. save vs poison to avoid) but will keep for a much longer time. The powder can be added to any food or drink, but has a very sweet taste."
},
"Darmanzar Stalk": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "Growing as a singular stalk with pairs of leaves sprouting every few inches, the Darmanzar is covered in small thorns. Touching the plant without gloves causes small cuts which grow swollen and irritated, and remain that way for several hours. The top of the plant sprouts a large bushy bud which is a light gold color. The bud emits a curious sugary fragrance which seems to irritate and deter undead and attract the living. Living characters must make DC 8 Wisdom throw to avoid suffering 1d4 piercing damage and some very itchy swelling. Undead that wish to approach closer than 30 feet from the bud must make a DC 10 Wisdom saving throw."
},
"Darnell": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "These tiny yellow flowers will, if eaten, cause dimness of the sight for 1d12 hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does not affect those with truesight, but Darkvision range is reduced by half."
},
"Duskwood": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "Black-barked tree that grows 60-ft tall in tightly spaced groves, featuring small branches and smoky grey wood that's strong as iron but half the weight. Items crafted from duskwood require master-level craftwork. "
},
"Edelwood": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "A strange looking, dark barked tree that seems to grow face-like patterns in its bark. When bark is peeled off or twigs broken, the Edelwood drips a black oil that is as flammable as typical lamp oil and smells of sulfur. According to legend, the Edelwood is a mystical tree that acts as home to the lost souls of those who succumb to the woods, whether through weakness of mind or weakness of body, and the oil from the Edelwood is used as fuel in the black lantern of The Dark Beast."
},
"Elder Tree": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "According to old wives\u2019 tales and superstition, elder trees are commonly used as the homes of evil witches and on occasion, even a lich. Building a door from elder supposedly invites bad spirits into your home, and building a crib for the wood will allow for evil spirits to interact with the child. Although much of this superstition has been moved past, it\u2019s still very uncommon to see a door or crib made from this material."
},
"Elm": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "Elm is a wide-spreading tree growing to about 30-feet tall with narrow, rounded leaves and a thick, light brown bark. Long used as a home-remedy for sore throats and aches, stripping the bark and soaking in boiling water, as if making tea, will make an infusion that, when consumed, heals for 1d4 hit points. The herb has no effect when used again until the creature completes a short rest."
},
"Febfendu": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, hearing will be restored to the recipient, even if the ears and internal parts have been fully destroyed. Effects only last for 2d6 days."
},
"Fey Cherry": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "Somewhat rare, but unbelievably massive cherry trees that can live forever. Area under its canopy is mystically protected, i.e. always temperate and windspeeds are dampened by 20 mph. It blossoms annually but only creates cherries every 10 years, and eating a cherry picked less than a day ago grants a Protection from Good and Evil effect for 1d10 hours. In addition, if the cherry is mashed and given via mouth to a corpse, the fruit grants the effects of Gentle Repose for 10 days."
},
"Fuiy\u00e1ru": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "A ground-cover purple and dark green leafy plant that is distantly related to the Deadly Nightshade. When mashed and combined with water and filtered and then applied as drops to a creature's eyes, at the beginning of their next turn, the creature gains darkvision for 15 (3d10) minutes, and the creature must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for the same length of time. This herb has no effect when used again to gain darkvision on the same creature until the creature completes a short rest."
},
"Golden Crown": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "The golden flowers of this small yellow-green plant may be made into a poultice that is used to stop bleeding. One successful application will normally stop bleed effects. This herb is often used by midwives to staunch the flow of bleeding after birth."
},
"Goldenweb": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "A quick growing fungus that is often found spread between tree branches, it appears as a strange lattice similar to spiderwebs. Light shining through the strands causes them to subtly glow the color of gold, and the fungus has also been called \u201cGoblin\u2019s Greed\u201d. While the strands of the fungus are slightly stronger than spiderwebs, they lack the stickiness that would cause them to impede or entangle creatures. The fungus works surprisingly well as an anticoagulant, and is quite absorbent. Healers often seek the fungus out when attempting to remedy injury poisons, and use of the fungus grants a +1 bonus to Wisdom (Medicine) skill checks when used in such a manner."
},
"Hart's Crown": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "This odd bush grows in deep forests, where men often fear to tread because of dark and wild fey creatures. The bush grows strong curved branches that resemble the antlers of a deer, and in their center, they grow a single purple flower. Legend has it that the plant was originally created to help combat the Unseelie fey, ages ago. However, through trickery and guile, the dark fey managed to destroy many of the plants not in their possession, or not hidden deep within their realms. The flower can be consumed for two main purposes: often sought out by those undertaking a vow of celibacy, consumption of the flower reduces libido for 2d6 days. In addition, the consumption of the flower hides the recipient from being tracked by fey for the same period of time."
},
"Hiexel": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "This tree has silvery-green bark covering a sparse collection of branches which curve upward to support vibrantly green leaves which turn dark red in autumn. The wood is an odd hue of green, and unfortunately not dense enough to be useful in construction. However, burning the wood creates a large quantity of smoke, which is often used to smoke meat or to create signal fires (or to create clouds of smoke that can be used for escape and distraction). The bark is useful after rendering it down to create a thick green paste which is often sought after to seal buildings against the cold winds of winter."
},
"Iraster": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "This ground plant grows in neat, almost perfectly cubic shrubs about 2 ft. by 2 ft. wide. Commonly used as a recreational drug by bored goblins, the small white-blue berries this shrub produces will cause a surge of natural magical energy to enter the recipient. Roll 1d100 on the Wild Magic Surge table."
},
"Ironhard": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "This 2-foot-high plant has dark blue leaves with a thick white hair growth on the underside. It grows all summer and the first half of autumn, and has many small yellow 6 leaved flowers. The plant has a milky white sap, which can be rubbed onto the skin, hardening it and granting a +1 AC bonus for one hour. Repeated and frequent use will cause the skin to lose some of its natural elasticity and cause a -1 AC penalty (after use of Ironhard 5 times within 1 week)."
},
"Kieros": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "A small, purple, ground-cover herb native to the understory of forests that are fully blocked from the light, whose leaves can be used as a component for necromancy school magic, and has a 40% chance of increasing the DC of a spell by +2."
},
"King's Pear": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "A somewhat common tree growing to typically around 20 feet tall, King\u2019s Pear is a light brown, smooth-barked fruit tree that produces first large white flowers in the early spring, followed by fist sized fruits resembling orange pears. The pears can be eaten normally and taste refreshingly of citrus mixed with apple. However, the seeds of the King\u2019s Pear can be crushed and distilled with alcohol to draw out the seed\u2019s poisonous compounds. The resulting solution is a milky white color and smells slightly of cooked meat. After ingestion, the recipient must make a DC 15 Cons. Save vs. poison. On a failed save, the target begins to experience headaches and visual/auditory hallucinations, and the target takes 3d8 psychic damage and loses one point from wisdom. On a successful save, the target takes only have the psychic damage and has no secondary effect. The resulting hallucinations often cause the recipient to see things twist and warp into the shapes of vile and hideous monsters, seeking to cause them harm. Those under the poison\u2019s effects often lash out at those around them. Few people survive the initial hallucinatory period due to the sheer horror of the experience, but those that do go on to retain the paranoia that those around them could also shift into hideous creatures once again."
},
"Kingsfruit": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "The bark of this tree is smooth, and a rich brown in color while the soft leaves are oval shaped and grow in small clusters. During the warmer months, small violet flowers grow from the tree. During the autumn months, the tree produces a dark brown fruit with a tough exterior. The fruit has an extremely hard rind, and require a blow from a hammer to open. Striking either end of the fruit causes the rind to cleanly split into six equal parts. The inside of the fruit is a shade of golden yellow, and is quite sweet. Eating the fruit restores hit points equal to two of your hit dice and restores any hit dice expended from short rests."
},
"Kylathar": {
"Regions": [
"Forest"
],
"Rarity": "Legendary",
"Description": "Anyone who eats the yellow, soft, plum sized fruits instantly has two random stats exchanged; Strength with Constitution, Wisdom with Dexterity; anything is possible (the DM should determine which statistics are exchanged). There is no saving throw, and no cure (DM\u2019s discretion). Eating more of the berries will simply cause more stats to be randomly exchanged. Short of magical storage, the fruits will spoil and rot within 2 days after plucking. The bush itself grows about 2 meters high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits are ripe in autumn."
},
"Larnurma": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "This tree has round purple fruit, which are about the size and consistency of plums. When eaten this fruit will heal 2 hp per fruit. These fruits cannot be dried and will rot within two weeks of picking. However, the juice of three fruits can be mixed with olive (or other vegetable) oil, and left to stand for a week. This oil has an almost unlimited life. Rubbing this oil into the recipient\u2019s skin will ease muscle pains, and also restore 1d4 hit points, but may only be used once per short rest to utilize these effects."
},
"Laspar": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "A squat evergreen tree with dusty green bark, and olive-green needles that grow in clusters, most people avoid burning the wood of the tree. Setting the wood ablaze resulted in a large number of sparks, which potentially could set houses ablaze, due to the high amount of pitch contained within the wood. The needles, which grow in \u201cshags\u201d at the end of each branch, are often used in special torches which burn for 2 hours. The needles are also often burned simply for the deep piney aroma they provide."
},
"Linden Tree": {
"Regions": [
"City",
"Forest"
],
"Rarity": "Very Common",
"Description": "A broad-leafed medium height tree that produces yellow flowers in early spring and long, flat seed-pods in mid to late summer. The tree has long been considered an object of worship since the linden was associated with Freya, the guardian of life and goddess of fortune, love, and fertility. Therefore, her tree was considered a tree of peace and it often formed the central meeting place of many villages and rural communities. Furthermore, legend has it that it cannot be struck by lightning since Freya is the wife of Wodan, the god of lightning and thunder."
},
"Lish": {
"Regions": [
"Forest"
],
"Rarity": "Uncommon",
"Description": "Small tree, which grows dozens of small nuts in the spring in temperate forests. A handful of the nuts sustains a medium creature for a day. Eating a Lish Nut as a full-round action provides limited protection from vermin of size medium or smaller, which must succeed a DC 11 Constitution save or become violently ill for 2d4 rounds due to the odor of the Lish Nut coming from the consumer\u2019s skin. The affected creatures have disadvantage on all checks, saves, and rolls to hit while in the presence of someone who has recently eaten a Lish Nut, and an additional -3 to rolls that would directly impact the consumer."
},
"Livewood": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "Highly magical green-colored tree native to Elven Forests of Faerun whose wood remains alive when felled. Items made from it are affected by Plant Growth, sprouting small branches and leaves, while Speak with Plants allows one to communicate with them and Blight damages them as if they were plant creatures. Livewood items can also be used for Tree Stride, Animate Plants can animate a Livewood object, and Dryads can live in Livewood objects. As a living object, a Livewood items are immune to the Disintegrate spell. Crafting items made from Livewood requires special training from a druid or dryad, and a successful nature check."
},
"Locust Needle": {
"Regions": [
"Coastal",
"Forest"
],
"Rarity": "Very Common",
"Description": "A short stubby tree covered in long thorns, the bark is a light brown, and the leaves are a vibrant green tinged with gold. The leaves of the plant are quite edible and known to help prevent scurvy. Some pirate crews use the trunks of the tree to make crude morning-stars, while others harvest the thorns to use as improvised tattoo needles that add small amounts of gold flecks to the resulting tattoos."
},
"Lordinberry": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "Found only in forests where some trees exceed 300 years of age. The small shrub yields a limited number of yellow, plum sized berries (1d3 berries harvested from a single bush) that can be mashed into the hand of a druid. If the druid then touches the tree with this hand he or she is able drain a portion of life force from a tree. Each tree has 3d4hp for each 50 years it has lived. The drained life force will then be added to his own. Do not drain more than 50% of life force from a tree, it will kill the tree, and this will anger the fey of the forest."
},
"Maitake Mushroom": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "A feathery, light brown mushroom, found growing wild in forests and very difficult to cultivate. The maitake is a mild, tasty mushroom, and can be used to increase immune efficacy. The word maitake is literally translated as \"dancing mushroom.\" According to herbal folklore, it was so named because in ancient times people who found maitake could exchange it for its weight in silver, leading to their dancing in celebration."
},
"Mar'kerlan": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "This woody herb\u2019s bark can be stripped and chewed as a gum. For 1d4 hours, eyesight is incredibly enhanced, doubling ranged attack range and granting a +2 bonus to attack rolls for ranged attacks."
},
"Mirenna": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "The berries of Mirenna will heal 1d4-1 hit points when eaten. A typical bush will yield 3d10 berries."
},
"Mistletoe": {
"Regions": [
"Arctic",
"Forest"
],
"Rarity": "Very Common",
"Description": "Mistletoe is a parasitic evergreen shrub that grows mostly in copses of other evergreens. Mistletoe has long been a sacred herb to druids, and branches of mistletoe have been hung from the ceilings to ward off evil spirits for centuries. The origin of kissing under the mistletoe comes from an age-old story of the deities, that Eldath, the goddess of peace was nearly slain with an arrow made of a mistletoe branch. When she was revived from the brink of death, the mistletoe was then turned over to the domain of Sune, the goddess of love and she vowed that whenever anyone passed under a branch of mistletoe they would kiss to illustrate that mistletoe had become a symbol of love and not of hate."
},
"Orticusp": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "Extremely rare flower with a root that looks like a pale white fist, found in temperate forests with trees of at least 150 years of age. Fey within 20 yards can smell its earthy aroma and find it easily. If the root is pulped it can be made into Night Venom, which when added to a poison, adds an additional saving throw (at the poisons' normal DC) to the initial save against the poison. Failure causes the creature to fall asleep until the secondary effect of the poison kicks in."
},
"Osira": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "Osira is a tiny, parasitic cactus found growing on surface roots of oak trees. Can be juiced or mashed to yield a slightly sweet syrup. Mixing this syrup with any alcoholic beverage neutralizes the alcohol in the beverage."
},
"Phandar": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "A knobby deciduous tree with mottled bark, the branches often grow away from the prevailing wind, often giving a copse of the trees the appearance of being almost blown over by strong winds. The branches support a surprising amount of small triangular leaves, and are the natural home for a species of moth that resemble the leaves. The strength of the wood lends itself to be an excellent choice for tool handles, bows, and small boats. The multicolored grains are regularly in fashion for jewelry making in such places as Waterdeep and Suzail. However, because of excessive logging over several centuries, the tree can only be found in isolated copses, often far from centers of civilization."
},
"Pixie Table": {
"Regions": [
"Forest"
],
"Rarity": "Rare",
"Description": "Rare 1-foot tall and 1-foot diameter mushroom with a dark lavender cap that can be found in any woodland but is most common in temperate forests housing Fey. If boiled with cloth, the resulting fabric is dyed Lavender. It is the main ingredient for a red liquid called Memorybind, which allows a prepared caster to prepare an extra 1st level spell in exchange for reducing all save DCs by 2 until the next long rest."
},
"Quare": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "A small purple flower found alongside paths and roads that wind through temperate forests. The petals can be ground and combined with water or pure alcohol to yield a simple pesticide. Kills rodents and small animals when consumed by them, has no effect on larger animals and humanoids."
},
"Ripplebark": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "Shelf-like fungus that looks like rotting flesh but is perfectly edible, although it tastes better if cooked properly. Restores 1d4+1 hit points if eaten raw and 2d4+2 hit points if properly prepared."
},
"Rosecork": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "A short tree that sprouts many thick, diverging branches and a plentiful amount of small ovular leaves. The bark is a light shade of red, and darkens during winter months. Due to the considerable amount of moisture that the trees retain, it is seen as a poor choice for burning. Rosecork wood will often take several hours of exposure to flame for enough water to evaporate to the point where the wood burns. It is for this reason that it is occasionally used in construction in areas surrounding volcanoes or in the construction of war-boats and battleships. "
},
"Rowan Tree": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "A small, deciduous tree that sprouts small bunches of white berries that quickly turn to red-orange in summer months. The tree, according to common folklore, is supposed to protect from evil spirits and bad luck, and planting one on your property used to be a common tradition. The berries can be eaten, but taste relatively foul and cause a slight diuretic effect. Use of Rowan wood is well documented in wand and staff making, and is supposed to yield slightly better results when used to cast spells in the fields of Abjuration and Divination."
},
"Ruby Apple": {
"Regions": [
"Forest"
],
"Rarity": "Very Rare",
"Description": "A legendary tree allegedly created by a by a female elf, most gifted in the cultivation of magically grown plants, in her final moments of life. It\u2019s an apple tree that grows rubies instead of apples. Similar trees used to grow in the orchard at Lentari Farms prior to the area\u2019s destruction. The trees are scattered around far-removed areas of forest and if one is stumbled across, the tree can be harvested for 2d4 fist sized rubies that each sell for 300 gp."
},
"Sable Fir": {
"Regions": [
"Forest"
],
"Rarity": "Common",
"Description": "A hardy tree that spreads runners from one original \u201cmother\u201d tree, sometimes creating entire forests from one tree. The Sable Fir allegedly makes for excellent arrow-shafts and turns a deep lustrous black if lumbered mid-winter and rubbed with hot oils, making for beautiful and valuable bows and staves."
},
"Shadowtop": {
"Regions": [
"Forest"
],
"Rarity": "Very Common",
"Description": "A rather tall and fast-growing tree that can be found throughout Faerun. The leaves only grow at the very top of the tree and appear dark green from above and have a copper hue from beneath. These leaves are also highly flammable, and are often gathered to be used as tinder. The wood of the tree is quite fibrous, but not dense enough to be worthwhile building material. Instead the strands are often broken down and woven into thick rope. The wood burns fairly hot and long and without an abundance of smoke, thus making it ideal for use in hearth fires and torches."
},
"Silverwood": {