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Broderick's Compendium of

Fantasy Plants
**

Source Materials
Narcosa by Neoplastic Press
Plants & Fungi of the Realms by B. Simon Smith
Magical Plants and Where to Find Them by Jowgen on the Giant in the Playground Forums
The Herbalist’s Guide by Shawn Hately, 1997
Swordfish Islands: A System Neutral Hexcrawl for Table Top RPGs by Jacob Hurst
Mercator’s Guide to Herbs by Mercator
Herbalism & Alchemy Fan-Made Supplement by reddit user /u/dalagrath
With a lot of creative license and updating from me.
ursablindness.tumblr.com

Editor's Note
Okay, editor might be a strong word, but I just wanted to pipe
in and say that I took the Microsoft Word document provided
by /u/neurotoxicnihlist, parsed it with Python, spit it out in
JSON, and converted it to Markdown. You can see all this effort
If you want to support B. Simon Smith, his guide is
at the following links. Enjoy!
only $5.95 for the PDF version and has some stuff I
didn’t include as well as more lore, backstory, and Code: Github
more rule-based content that may be more Source: Homebrewery
appropriate for some hardcore players. Template Assets: Imgur
In addition, I really want to thank both Jowgen on
the giantitp forums and Shawn Hately because I’ve
been super inspired and name dropping the fantasy Extras
plants you guys collected in my campaigns for Created by /u/neurotoxicnihilist.
months. Edited by /u/flamableconcrete.
I will be updating this document as I find more
Current Version: 1.5
sources over coming months, so feel free to keep
Cover image: Forest by superkusokao
checking back. I feel like it may be a cool resource
for anyone interested in plants or in world-building.
Artwork Credits
So, hopefully you enjoy. pg. 3: Forest Glade by nele-diel

2
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scavenging Rules

M
agical plants can be found in many Scavenging Plants: Medium
different terrains, but that doesn't mean d100 Rarity of plant scavenged
that adventurers automatically can
identify what is around them. The DM 1-53 Very Common
would select a table below based on the 54-79 Common
abundance (or lack thereof) of plants in
the adventurer's envornment. A player 80-91 Uncommon
who wishes to scavenge for plants may make a nature check. 92-96 Rare
10-14 is mildly successful, 15-19 is successful, 20+ is very
successful. This would mean that for a mild success, roll on 97-99 Very Rare
the table with disadvantage, for a success, roll on the table to 100 Very Rare or Legendary
see what kind of plant you get, and for very successful roll
with advantage. Scavenging Plants: Hard
In most cases, 100 will also count as Very Rare, since d100 Rarity of plant scavenged
Legendary plants should only be in one or two places around
the world, so make sure the setting is right to get a Legendary 1-55 Very Common
plant. 56-81 Common
Scavenging Plants: Easy 82-93 Uncommon
d100 Rarity of plant scavenged 94-98 Rare
1-29 Very Common 99 Very Rare
30-57 Common 100 Very Rare or Legendary
58-79 Uncommon
80-91 Rare
92-99 Very Rare 'Make sure the background image below is a
t 816 pixels width'
100 Very Rare or Legendary

3
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Barisc Chervil Dragontongue Mushrooms
A Barrelstalk Choke Mold Dragonwort
Aadarna Base Mullein Choking Cinder Fungus Dramas
Abyssal Blackgrass Basil Chromus Slime Dripping Tree
Adamant Algae Basilisk Breath Cinquefort Dungeon Fungus
Adder's Tongue Bastit Cline Cactus Duskwood
Adgana Belan Coldwood Dwarf Hops
Agrimony Belramba Colewort Dwarf Mallow
Air Plant Bija Tree Coltsfoot Dwarven Oak
Aldaka Bilberry Comfrey
Alether Birthnot Common Coneflower
E
Alfengrape Bishop's Weed Constrictor Vine Ebur
Alil Bison-Gourd Cornus Ecru
Alkanet Bittergar Bush Corpsebomb Edram
Allathorne Bittermourn Cosmos Glond Elandir
All-Heale Black Rose Cotsbalm Elausa
Alligator Teeth Blackberry Covadish Eldaas
Aloe Blackcorn Cow Parsnip Eldritch Whorlwood
Amanita Blackroot Cow-Wheat Elecampane
Amrans Bloodgrass Creeping Mangrove Elora
Angakara Tree Bloodkeep Crimson Ladies Elven Willow
Angel's Stammerwort Bloodpurge Culkas Elvish Galingale
Angelica Bloodroot Ember Root
Angel's Cactus Bloodspine
D Entangle Weed
Anise Bloodstaunch Dagmather Entriste
Anserke Bluecap Dahkra Ephedra
Arcasa Blueleaf Dainaberry
Archangelica Darkanda Bush F
Bocraugh
Arctic Creeper Darkberry Fairy Bells
Bone Fungus
Ardulan Darkhorn Falsifal
Boomshroom
Arfandas Darkroot Faranir
Borage
Arkas Grass Darkshine Febfendu
Borneas
Arkasu Darkwood Felmather
Brandac
Arlan Darmanzar Stalk Felsul
Brelidar
Arnica Darnell Fennel
Bronzewood
Arnuminas Darsurion Fennel Silk
Bull-Rush
Arpusar Dathlil Fetherfew
Burdock
Arrowroot Deadly Nightshade Fey Cherry
Bursthelas
Asarabacca Deadroot Fieldcress
Butterspice Weed
Ash Deep Imaskari Waterplant Fiend's Ivy
Ash Willow C Degiik Fire Flower
Ashline Cachuga Pepper Delrean Fire Lichen
Ashvein Caffar Densewood Firethorn
Astir Calacaza Bush Deva's Tears Firmanon
Athas Calamus Devarencia Fjor'da
Athelas Calcena Mushroom Devil's Bloodflower Flame Clove
Atigax Calithil Devil's Crown Flame Petal
Atramen Callin Devilweed Fleshshiver
Attanar Caravara Dittany Fleshwort
Avataer Cassil Djin Blossom Flintmoss
Azure Leaves Cat's Tail Dog Rose Floure-du-luce
Cave Moss Draaf Footleaf
B Cave Star Dragon's Breath Fordamna
Balm Cephalophage Dragons-Eye Oak Fumitore
Balon's Plant Ceran Dragonspine Furyax
Barberry Chamomile Dragontears

4
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Henbane Larnurma Myrthis
G Hidden Hibiscus Lashar
Galda Hiexel Laspar
N
Gallowbrush Hiljirat Pepper Latimer Orchid Nahre Lotus
Garadar Hoggle Beans Laumspur Napweed
Gardenflax Horehound Lavender Ragweed Nararoot
Gariig Horseweed Leopard's Bane Navew
Gefnul Hydrathistle Lesser Centaury Nightcall
Giant Grass Hyperia Lichbriar Nordra
Ginyak Weed Light of Mystra
Glaredak I O
Lish
Glowvine Iazutl Obaddis Leaf
Livewood
Goat's Rue Ice Lotus Oede
Lizard Eaters
Goblin Rogue Iceflower Old Man's Friend
Lizuara
Goblinberry Bush Inari Oliosse
Locust Needle
Goblin-Trap Ipt Olus Veritis
Lordinberry
Golden Coin Cactus Iraster Olvar
Luhix
Golden Crown Ironhard Orach
Lumina Cap
Golden Desert Tree Ironvine Ordul
Lungwort
Golden Lungwort Orevine
Luurden
Goldencup J Orticusp
Goldenweb Jabberweed M Ortona
Grammax Creeper Jaffray Maiden's Hair Oruighen
Gravefist Jalap Makebate Osira
Green-Air Bramble Jelly Moss Mallow
Jinab P
Grendar Mandrake
Grim Flowers Jojopojo Mar'kerlan Pallast
Guardseye Juniper Maracan Palma Eldath
Guklulla Juxi Root Maraga Flowers Panaeolo
Gulthias Tree Juzam Marigold Pattran
Gylvir Marisia Pennyroyal
K Peony
Gyumin Beans Marjoram
Kae'la Marsh Maw Periwinkle
H Kaitlin's Weed Marshmallow Petiveria
Haella Kanishta Maruera Phandar
Halcyon Crocus Karat Masterwort Pixie Table
Halfling Thistle Karcatta Brambles Masthin Poison Apple
Hands of Laretha Kathkusa Meadow Giant Pomow
Hangman Tree Kelventari Megillos Pondstone Tree
Hara'dan Kieros Melander Powdered Desert Milk
Hara'den Kilmakur Milkworte Poznan's Chain
Hare's Ear Kingsfruit Mimetry Sprigs Prickly Tea
Harfy Kinuka Tree Mirenna Prince's Feather
Harlequin's Harp Kiss of Discord Mokodo Bush Purple Pipeweed
Harpy Nest Klagul Moonstern Pygmy King Flower
Harrada Leaf Korogg Mordayn
Krakaem Pods
Q
Hart's Crown Mothflowers
Hate Gartlet Kylathar Quare
Mountain Garlic
Hathlil Queen's Ambrosia
L Mountain Setwall
Hawkweed Quicksilver Lichen
Mugwort
Healing Apple Tree Laishaberries Quickweed
Mule Pollen
Healwell Lakeleaf Quivar
Musk Muddle
Helmthorne Land Caltrops

5
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Shadowtop Takara Bulb W
R Shaggy Ink Mushrooms Tamarind Waredan
Rainbowpetal Shepherd's Purse Tamariske Watercress
Rampalt Silver Hibiscus Tangara Kelp Waterorb
Rare-Blue Silverleaf Tangled Waybread Waxtree
Rasira Silverthorn Taran'ka Waxworm
Ratavasa Flowers Silverwood Tateesha Weeping Tree
Rattlestalks Sinquoi Tekkil Weirwood
Razorvine Sky Lotus Tempin Werasa
Reath Sleeping Ivy Tephrosia Whistling Cactus
Redflower Sleepweed Terbas White Byrony
Redgold's Feather Slimmerane Tereeka Root Whitecandle
Redroot Slumberweed Thalsen Weed Wild Fireclover
Redstar Flowers Snakespike Thanalayla Wildwood
Rewk Snapping Grass Thelmallow Flower Willow-Herb
Ribwort Plantain Snowflake Lichen Thimbleweed Winclamit
Ripplebark Snowwood Thir Windwhip Tree
Ripplewood Soarwood Thistledown Wispstalks
Rose Campion Sparish Nut Thornapple Witchweave Palm
Rose of Forgetfulness Sparkleberry Throw-Waxe Witchweed
Rosecork Spectreflower Thurl Wittlewort
Rouddan Spellbane Thyme Wizard Hats
Ruby Apple Spiderbush Tickleweed Wolfsbane
Ruby Blushrose Spiderwort Torchstalk Wolfweed
Rue Spirit Moss Torment Toadstool Wood Sorrel
Spotty Dragonfire Trathua Woodrose
S
Spring Adonis Troll Poppy Wormwood
Sabito
Stirge Traps Trueroot
Sable Fir
Stoneshroom Twilight Birch X
Saddilia
Stonestream Twilight Green Xitluchi
Saffron
Stonewort Tyrant's Sword
Salamander Orchids
Strawberry
Y
Sand Vine
Stygian Pumpkin
U Yagdav Bush
Sandberry Bush Umanhunan Yaran
Suaeysit
Sanicle Umozokai Flower Yarpick
Sunberry Bush
Saracen's Compound Ur Yarrow
Sunflower of Pelor
Sarasar Yavethalion
Surane
Sasami Tree V Yazur
Sussur
Scarlet Heart Mushrooms Valerian Ylam Tree
Suth
Scented Mayweed Varenia Young Lad's Love
Swampwalker
Scholar's Dream Vaundyr Vine
Sweet Arcane
Serapia's Turbith Verdant Goeleth Z
Sweet Trefoile
Serpent Sweat Vinuk Zalanthar
Swordstalks
Serren Wood Violet Slime Zulsendra
Sessali T Vipervine Zur
Sezarad Tahtoalethi Visma Zurkhwood
Shadbush Tai-Gi Vodare
Shadowrose Vortax

6
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Aadarna The leaves of this plant must be dried. They may then be
crushed and eaten. It's effects diminish with constant use. The
Swamp first time and second time Adgana is used it adds 2 to the
user's Strength, Dexterity and Constitution for 2d4+4
Rarity: Rare minutes. The third time it is used it adds 1 to Strength and
A tough plant that grows on the edges of swamps, the stem Dexterity for the same amount of time, the 4th time +1 is
grows symmetrical pairs of stiff oval leaves. During warmer added to Strength only, and after that no benefit is ever
months the plant blossoms into violet flowers. The large roots gained. In addition to this, the herb is also highly addictive.
of the plant can be ground into a powder and is the main
ingredient in a potion that allows other people to see into Agrimony
other realms, often referred to as Sight Beyond. For the next Plain
hour after drinking, the vision of the character shifts to the
Astral Realm. They may perceive what happens from a Rarity: Very Common
position that corresponds to their location in the Material Agrimony reaches a height of 1 to 2 feet. It has leaves up to
Realm. During that time, they are blind to everything that seven inches long, which are serrated, green on top and white
happens in the Material Realm, including combat. underneath. It has yellow flowers with five petals which are
Abyssal Blackgrass arranged in a spike on top of the stem. A successful
application will cure sprains and bruises in half the normal
Underdark time. Agrimony was also believed to produce very heavy sleep
if placed beneath a persons head, so deep that the person
Rarity: Uncommon could not be woken until it was removed.
Thick black weed native to the Underdark that propagates
via tiny seeds. On the surface it appears as 1-foot diamater Air Plant
clumps, but its roots extend in a 50 ft diamater just beneath River
the surface. Natural healing is prevented when standing above
its roots, and magical healing only heals half the normal HP. If Rarity: Uncommon
the clump is pulled out, the plant survives and regrows the A sponge-like pond-surface plant that produces and stores
clump in 1d4 days. Only digging up the whole root system or air. A fist-sized piece can be held in the mouth to provide a
the use of a Blight-type spell can truly kill it. Has taint- medium creature with 5 minutes of air before dying.
mechanic boosting effects.
Adamant Algae Aldaka
Ocean Forest
Rarity: Rare Rarity: Uncommon
Rare algae that grows in water gathered around The roots of this low ground-cover plant must be brewed
adamantine. Produces dark red liquid that doubles natural over a low fire for one week, and the resulting distillation
healing rate for 24 hours (requires 1 ounce per 100 lb of body drunk. If used successfully, sight will be restored to the
weight). Typical pool contains 32 ounces of the liquid, which recipient provided the eye remains.
becomes useless 30 minutes after removal from the pool
unless stored in an adamantine vial (200 gp), which makes it
last for 1 month.
Adder's Tongue
Plain
Rarity: Very Common
The herb has one leaf which grows from a stalk about three
inches from the ground. It's appearance gives it its name. The
leaf must be boiled in olive oil and set in the sun for three
days. At the end of that time the infusion can be used as a
balm for wounds. In the event that the wound is infected the
balm will draw out the infection within one day. However for
that one day the damage caused by the infection will be twice
as severe. If the wound is not infected the balm will increase
the rate of healing by 1 hp for that day.
Adgana
Plain
Rarity: Common

7
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d10 Psionic Ability
Alether
1 Temporary intelligence bonus of 1.
Forest, Jungle
Precision Mind: you become skilled at reading your
Rarity: Common foes. With this capability, you can call upon your gift
Eating a handful of these orange berries will add +1 to both to strike with increased accuracy. You add your
2 Intelligence modifier (minimum 1) to an attack roll,
a characters chance to hit, and to their damage rolls for 2d6 after the roll, but before the announcement of the
minutes. The berries can be brewed in white wine to produce result. You can use this feature a number of times
a drink that will add +2 to the recipients chance to hit, and equal to your Intelligence modifier (minimum of 1).
temporarily give them 2d4 hp. This effect lasts for 2d12
minutes, and ends with the characters total collapse for 1d3 3 Immunity to psychic damage.
days unless they successfully save against poison (DC 15 4 You cannot be charmed or frightened for the duration.
Cons.). This brew will only be useful for one month after
manufacture and then loses its potency. 5
You may take two actions during each of your turns
for the duration.
Alfengrape 6
You may add 1d6 psychic damage to any attack you
make of 5 or less damage.
Plain
You project a field of improbability around yourself,
Rarity: Rare 7 creating a fleeting protective shell, gaining +4
A glowing grape-vine magically created by elves that temporary bonus to AC.
produces grapes all year around that all count as a meal for a You may, as a bonus action once per combat, instantly
day and can be made into very potent wine. Mature plants 8 deliver a massive assault on the thought pathways of
sells for 100 gp and can live up to 700 years. any one creature, dealing 1d10 points of damage to it.
You heal another creature’s wounds, transferring
Alil some of its damage to yourself. When you manifest
Desert 9 this power, you can heal as much as 2d10 points of
damage to an ally by taking half of this damage to
Rarity: Very Rare yourself.
A succulent desert plant that sprouts small pink flowers You may gain proficiency in one extra skill until the
with a center filled with large black seeds. Alil can be chewed 10 long rest or proficiency with one tool or instrument
or smoked, and induces a brief cataleptic trance wherein permanently.
strange visions may be experienced. In addition to these
recreational effects, alil has a tendency to awaken latent Alkanet
psionic ability, which leads to it having a certain degree of
popularity among adventurers. Any player character Plain
experiencing the alil trance must make an Intelligence check Rarity: Common
on 1d20. A roll of under or equal to the character's
Intelligence indicates that the drug has activated a previously This plant has a thick red root, narrow hairy leaves, and
unknown part of the character's mind, and he gains a random small red or blue flowers. The root can be eaten directly upon
psionic ability until the next long rest. being drawn out of the ground but will only keep for a week or
so. The herb allows a +1 bonus to any saving throw vs
ingested poisons for 1d8 hours after eating.
Allathorne
Arctic
Rarity: Common
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 berries into a strong and bitter tea
creates a drink that staves off the cold, and is a much sought-
after drink in Neverwinter. Brewing the dried berries of the
Allathorne bush into a strong and bitter tea creates a drink
that staves off the cold. Those that drink the tea are granted a
+1 bonus on saving throws against the cold, or cold based
damage, for the next hour.

8
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All-Heale Forest, Plain
Forest Rarity: Very Common
Rarity: Very Common A small, woody-stemmed plant with no leaves, but a single
stalk. This stalk is commonly stripped away to get at the
When all-heale is mixed in a pint of olive oil and applied to a Stammerwort’s inner meat, which can be chewed for several
wound, (one application per day), the recipient will heal even if hours, tastes like sweetmint, and cures headaches.
still working as normal. With rest, the recipient will heal at
three times the normal rate. Angelica
Alligator Teeth Mountain
Mountain Rarity: Very Common
Rarity: Common Angelica's root should be boiled in water for an hour and
then drunk in order to relieve coughs. The plant can grow to a
A rough bush that primarily inhabits rocky regions, and height of eight feet. It has a hollow stem and has large, broad
grows to about the height of a man and similar in diameter. pointed leaves at the base of the stem. It has a cluster of white
The stalk of the plant is covered in sharp white thorns, or pink flowers at the top of the stem. The herbs does not in
providing the plant’s namesake. Villagers often cultivate rows any way act as a cure for any disease causing a cough, it
of the plant as a measure of safety. Spiders also seem overly merely reduces the amount of coughing.
attracted to the bush. It is rare to see such a bush without the
glimmer of webbing in between the thorny branches. Angel's Cactus
Aloe Desert
City, Coastal, Desert Rarity: Uncommon
Rarity: Very Common This barrel shaped cactus sprouts a pair of symmetrical
branches that are broad and flattened, giving an appearance
The leaf of Aloe applied to a wound, will double the natural much like “wings”. The cactus is covered by tapered yellow
healing rate of burns and minor cuts. thorns, often giving the cactus an appearance of having a
golden aura. In the cooler months, the cactus sprouts clusters
Amanita of small white flowers. Tapping the water contained within the
Underdark cactus and distilling it over a period of months creates an
interesting tasting wine. Those drinking it say that it tastes
Rarity: Uncommon fruity, but with a touch of something they can’t quite place.
This small, red and white mushroom can be cut finely and This wine is often called “Angel Wine”, and is sold by
mashed and then added into any poisons to render the poison Shaarmid merchants throughout Faerun.
incapable of actual killing, instead only incapacitating the Anise
target when 0 hit points are reached.
Plain
Amrans
Rarity: Very Common
Plain
Anise grows to height of about two feet, and is distinguished
Rarity: Uncommon by its unusual leaf formation. At its base, the leaves are heart
The lilac flowers can be prepared into a potion that rapidly shaped and toothed, but as we progress up the stalk they are
cures wounds 3d6 if properly prepared, 1d4 if poorly. small and feathery. It has delicate white flowers which ripen
in summer to produce small ridged seeds. These seeds should
Angakara Tree be crushed and left to stew for ten minutes in boiling water.
The resultant mixture should then be strained and drunk as
Forest desired. A successful application will relieve hiccups.
Rarity: Very Rare
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 nation has sought other sources
of wood. The tree once thrived in the area now occupied by
the Dragonwall. However, many of the trees were felled during
the construction of the Great Wall, and have never grown
back. Those few trees that lay on the side of the Horse Plains
have withered and perished, leaving behind ancient reminders
of what once was.
Angel's Stammerwort
9
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Anserke Type of Grass used as Horsefeed, fillies raised on Arkas
Grass grow up to have a 70 ft landspeed and +2 Dex & Con,
Coastal grant a +2 on Handle Animal against them and can be trained
in half the normal time. Used as feed for other pets and
Rarity: Common familiars, grants 5 temporary hit points until the next long
The root must be applied to a bleeding wound. Within three rest.
rounds it will have stopped the bleeding. The recipient must
not move for one turn or risk the wound reopening. Arkasu
Desert
Arcasa
Forest, Jungle Rarity: Common
When the sap of the Arkasu plant is applied to wounds, it
Rarity: Uncommon doubles the rate of healing. The effect is not cumulative.
A drown-leaved dwarf tree that produces waxy white-beige
nuts about the size of a bear’s eye. These nuts will restore Arlan
1d4hp when eaten, and 2d8 nuts can be harvested from a Plain
single plant.
Rarity: Common
Archangelica The leaf of Arlan when applied to a wound will heal 1 hp of
Coastal damage if it is used within 5 rounds. Arlan will also grant
advantage on constitution saves against respiratory poisons.
Rarity: Common
This white flowering plant has black seeds and roots with a Arnica
sharp taste. The root, when brewed, makes a hot, peppery Mountain
decoction that helps alleviate common colds, flu and
congestions (doubles recovery time, adds +2 to Constitution Rarity: Very Common
rolls to prevent colds in bad weather). This plant grows to a height of 1 to 2 feet. It has a hairy
Arctic Creeper stem on which its leaves are arranged in pairs. It has orange
flowers. These flowers should be plucked and dried, and then
Arctic, Mountain boiled in a litre of beer. This should be applied to a compress
which is wrapped around a bruise. A successful application
Rarity: Common will cause the bruise to fade within one day. The pollen of the
A low, grey-stemmed creeping plant that grows around flowers if inhaled will cause uncontrollable sneezing. A phial
rocks in high, cold climates. These leaves can be dried and of arnica carried in a persons pocket is also reputed to help a
ground, and added as an ingredient to many common poisons person quit smoking.
to change the poison damage to cold or necrotic damage.
Arnuminas
Ardulan Plain
Arctic, Forest, Mountain Rarity: Very Common
Rarity: Uncommon The leaf of this plant should be applied to the site of
An 8-inch tall, pale-grey flower that grows on a single, hard, ligament, cartilage, or muscle damage. If used successfully, it
woody stem. The flower’s 8 petals can be harvested and will double the speed of healing of such damage.
placed into a solution of salt water and honey to create a
potion that heals for 10 hit points. Arpusar
River
Arfandas
River Rarity: Very Common
The stalks of this plant must be brewed for one week in
Rarity: Very Common fresh water at the end of which time it may be drunk. If it is
If the stem of Arfandas is bound up in the dressing of a successful, it will heal any damage to a persons muscles that
fracture, it will double the rate of healing for that fracture. are capable of healing naturally within one day.
Arkas Grass
Plain
Rarity: Uncommon

10
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Arrowroot Ashline is a small red flower, with very pale green leaves.
The entire plant must be mashed and boiled in fine red wine
Desert for one week and the resultant mixture mixed with olive oil.
When this liquid is poured over a petrified person it will, on a
Rarity: Rare successful roll, restore them to their normal state.
An unusual, woody-stemmed plant dappled brown and
white. The roots are very shallow in soil and extend upwards Ashvein
at straight angles to form a teepee like structure at the base of Forest, Jungle
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 Rarity: Common
weapons damage without the use of magic of craftwork. Standing between 6 and 8 feet high, with glossy leaves and
Asarabacca twisting, contorted branches, the Ashvein Tree is most notable
for its thin papery bark. New growth on an Ashvein begins as
Forest a light blue-grey that slowly darkens into a rich charcoal,
giving the trees a distinctive pattern. After the bark reaches a
Rarity: Uncommon certain age it begins to crack and peel away from the trunk. If
Asarabacca is a creeping vine with many small leaves each the dark grey bark is boiled in water for three hours, then
on their own small stalk. It also has small purple flowers. dried and crushed, it creates a powder that completely
These flowers must be brewed up on a fire and left to stand. neutralizes the flavor and odor of anything blended with the
When administered successfully to someone, they must save bark as it is crushed. Wood from the Ashvein is exceptionally
vs poison or be rendered docile, and incapable of violence for light weight and releases large amounts of acrid smoke when
3d8 hours. The brew has a distinctive purple colour, and bitter burned.
taste, so to be given secretly in food, the food must be able to
hide these attributes. Astir
Forest, Plain
Ash
Forest Rarity: Common
A medium-size white flower with 7 petals atop a thin, green,
Rarity: Common but slightly woody stem. When fed to horses, allows them to
The bark of the ash tree must be stripped from its branches run at +15 movement speed for 48 hours straight. After that
and boiled in clear water for one day. It should then be drunk the horse must rest for double the amount of time. If not
as a cure for fevers, especially those caused by diseases such rested, make a DC 15 Constitution Save every hour to see if
as malaria. It does not cure the cause of the fever but merely the horse dies of exhaustion.
brings it under control within 2d6 hours. The ash tree is
sacred to worshipers of Thor, who use its wood to make Athas
spears. The wood of the ash tree could possibly be used as an Plain
essential item in the manufacture of magical spears. Ash
leaves should be boiled in water and drunk as a cure for Rarity: Rare
poison. The ash tree has ash grey bark, and black buds. Its A simple, woody-stemmed plant that can be ground with
flowers have no petals. Ash trees are also by tradition used to mortar and pestle to yield a pale-yellow dust. This dust, when
make stakes for the purposes of killing vampires. This belief applied to the proper material, will fully corrode non-magical
stems from Roman times, when Pliny the Elder wrote that all metal in 1d4-1 days.
evil things feared Ashwood.
Ash Willow Athelas
Jungle Jungle, Swamp
Rarity: Very Rare Rarity: Legendary
Dark red tree that can grow to 120 ft tall. It thrives of heat, It appears as a vine with dark green leaves divided into four
often growing from pools of lava. They continuously rain ash parts. According to legend, the leaves of Athelas when crushed
around them, producing 1 lb per day per 10 ft of its height. It by the hands of a King over the afflicted person are capable of
extends runner roots that spawn 1d3 new tree each month. curing anything, including death.
They create areas of large trees with naturally burning leaves.
Ashline
Forest
Rarity: Uncommon

11
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Atigax Balm is a plant about 2 to 3 feet tall with squarish stems. It
has oval, serrated leaves. It has small flowers which can be
Plain any shade from white to blue, which form small clusters at the
base of the leaves. It reputedly has properties of bestowing
Rarity: Uncommon longevity and uses as a aphrodisiac, and so could be used as
The roots of this plant must be brewed over a low fire for an ingredient in "Potions of Longevity" as well as love potions.
one day, and the resulting distillation drunk. If used
successfully, sight will be protected from glare or blinding Balon's Plant
light for a period of nine hours. This herb can thus be used to Desert
limit the ill effects suffered by subterranean creatures (such as
drow) in full sunlight. Rarity: Uncommon
Atramen Growing close to the ground in areas with minimal water,
the plant only sprouts a trio of wide leaves which spread
Coastal outward to absorb as much moisture as possible. Below the
sand the root system delves deep to find hidden reservoirs of
Rarity: Common water that are not evident on the surface. Also known as
A flat, disk-shaped fruit that grows in the shoals of most “bread of the desert”, this plant develops large spherical fruits
major waterways. It can be cold-pressed into an oil that, when nearly the size of a man’s head. These fruits have a tough and
thrown as a splash weapon or used as a poison to coat leathery exterior, but when cut open, the fruit has the
weapons, imposes a -4 penalty on Constitution saves for 1 consistency of fluffy bread or cake. The seeds of the fruit are
minute. quite small. Each fruit contains enough nutrients to sustain
four people for a day. Unfortunately, farming the plant seems
Attanar to be near impossible. The seeds must be within a medium-
size creature when it dies, at which point the release of
River certain gasses causes the seeds to mature and greedily absorb
Rarity: Very Common as much moisture and nutrients from the corpse as possible.
This rich bounty allows the plant to develop a strong root
Attanar is a moss, which when applied to the forehead of a system.
stricken person, will cure fevers. It takes effect 2d6 hours
after it is successfully administered. Barberry
Avataer Forest, Plain
Arctic Rarity: Very Common
Rarity: Very Rare The Barberry plant has sharp thorns on its twigs. It can
obtain a height in excess of eight feet. It has roughly oval
A faded-red bloom that sprouts from mosses fed by shaped leaves, which are smooth with toothed edges. It has
snowmelt throughout the year. The flowers can be eaten pale yellow flowers which produce oval red berries, with a
whole by any good-aligned character to receive a +3 bonus to small black dot at their tip. Barberries should be ground up in
attack rolls against fiends and aberrations and advantage on cold water and be left to stand in cold water, and then boiled
Wisdom saves against fear for 2d8 hours. A non-good-aligned quickly. This mixture should be drunk as a cure for liver
character that consumes the flower instead takes a -1 penalty disorders such as jaundice. If successfully administered the
to attack rolls against fiends and aberrations and cure should take effect within two weeks. However three
disadvantage on Wisdom saves against fear. failed applications mean that there is never any hope of cure
by this method.
Azure Leaves
Forest
Rarity: Rare
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.
Balm
Plain
Rarity: Common

12
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Barisc A small succulent that, when crushed, tends to repel
parasitic insects, including mosquitoes and the like (-2 to
Forest, Mountain, Plain Rolls for Initiative for Insectoids). It has a pungent but not
unpleasant odour. (Lasts 1d6 hours but can be washed or
Rarity: Uncommon sweated off. Easily noticed by tracking animals.)
An extremely prickly bulb plant that, even when ground into
a fine paste, retains some of its thorny nature. When this Belan
thorny paste is applied to any weapon it will add 4 damage to Desert
the next attack.
Rarity: Very Common
Barrelstalk The small brown nuts, produced from a desert scrub bush
Desert, Underdark can be eaten to stop bleeding (including internal bleeding).
Within two hours it will have stopped the bleeding. The
Rarity: Uncommon recipient must not move for one additional hour or risk the
Large cask-shaped fungus that grows to 5 x 8 ft. Outside is bleeding restarting.
hard as woody, inner flesh is edible, center contains 20 to 50
gallons of water. After 10 years of growth, it begins spore Belramba
production and the flesh grows black and poisonous. River
Base Mullein Rarity: Very Common
Mountain Belramba is a lichen. It must be brewed in water, and then
drunk three days later. If used successfully, all nerve damage
Rarity: Very Common capable of healing naturally will be healed, at three times the
Base Mullein is very easily found due to the fact that its normal rate.
flower stalks often obtain a height of 8 feet or more. Its clear
yellow flowers cover about 3 feet of the top of the stalk, and Bija Tree
form a long funnel about an inch or two in diameter. If the Arctic, Forest
leaves of this herb are applied to a burn within one hour, it will
reduce the damage taken from the burn, by half. Rarity: Rare
Basil A leafy evergreen tree, the trunks grow about as round as a
man can reach, and their boughs are often fashioned into
City, Forest, Mountain, Plain brooms by the common people. The seeds hold another use,
and is often ground into a fine powder called Green Sleeping
Rarity: Very Common Dust. The dust is primarily used by ninja in service to the
Basil leaves should be applied to the bite of a venomous Soretyo family of Foo Nakar and as a drug in higher society.
creature, and it will then have the effect of drawing out the When this powder is inhaled, it forces a target to make a DC
poison. It will give a bonus of +4 to the saving throw vs poison, 19 Constitution saving throw or fall unconscious for 2d6
or if the save has already been made and failed, it will allow a minutes.
second saving throw at normal values. Any damage already
sustained will remain. The herb has one upright stalk, and
small white flowers.
Basilisk Breath
Arctic, Mountain
Rarity: Very Rare
A smallish, evergreen bush resembling a small holly, but
grows pale grey berries instead of the typical bright red holly
berries. These berries can be juiced and applied to a weapon
to create a strong paralytic poison. Target must make a DC (5
+ Nature skill of the person who prepared the poison) Cons.
Save at the end of each turn for 4 turns. For these 4 turns, the
target is slowed as if by the spell Slow. On a failed save, the
target is paralyzed for 4 rounds. Application on weapon only
lasts for one successful hit.
Bastit
Desert
Rarity: Common

13
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Bilberry A rare, colorless lichen that grows on rocks beneath year-
round ice. When crushed and strained, it creates a clear gel at
Forest freezing temperatures that melts into liquid when warmer.
Imbibing a pint slows the aging process and grants a lifespan
Rarity: Very Rare of twice normal length. If imbibed by someone during near-
Bilberries are small black berries. They must be mixed with death or immediately after death, will place the person into a
pure alcohol and left to stand for fifteen days, at the end of deep magical coma or reduce the cost of a resurrection spell.
which time they must be drunk. A successful application will
give a human the truesight ability for 2d6 days, but a failed Black Rose
application may lead to the death of the person who drinks it, Forest, Mountain, Plain
as if they had drunk a potent poison (DC 17 Cons. Save, or
take -25 hit points over 1d4 minutes). Rarity: Common
Birthnot This rare rose is easily identified by its black, velvety flower
and long white thorns. The thorns are hollow and absorb
Arctic, Plain liquids at a rate of a pint every 5 minutes. The liquid is stored
in the plant's fibrous roots. The black rose's roots are often
Rarity: Very Common used to draw poison from wounds or, placed under the tongue,
Birthnot is a dark-leaved, flowerless vine. The dried leaves to absorb alcohol and prevent intoxication. Sometimes victims
can be used to create a contraceptive tea effective on most are tied down and pierced with the thorns to cause prolonged
humans, demihumans and humanoids, male or female. Must and painful exsanguination.
be ingested between 1 hour - 30 minutes before properties
invoked. (70% effective; causes mild impotence in males 15% Blackberry
of the time.) Forest, Mountain, Plain
Bishop's Weed Rarity: Very Common
Arctic, Mountain The leaves of these small black berries should be crushed
and applied to small wounds, where they can stop minor
Rarity: Uncommon bleeding very quickly (within one round).
Bishop's weed is a small plant with pale blue flowers, and
small pale green leaves. This herb will protect people from Blackcorn
plague (+5 to Constitution Saves against disease). It is drunk Swamp
in wine, and is effective for one week. In plague years, its price
increases rapidly. Rarity: Common
Bison-Gourd Resembling actual corn, but in far miniature, the plants
generally grow on the edges of swamps and other humid
Forest, Plain areas. Unlike corn, it is overly difficult to cultivate and farm,
which attributes to the rarity of the plant. Upon ripening,
Rarity: Common small ears of violet and coal colored corn stand upon the tips
A vine that grows along the ground, the plant has irregular of the plant stalks. Eating the kernels provides a bitter taste to
shaped leaves, and during warmer months the plant produces those willing to try it. However, the vegetable is prized not for
large yellow flowers shaped like trumpets. The flowers later eating, but for making a sweet alcohol called Blackcorn
turn into yellow and orange fruit with a slightly salty taste. The Whiskey that has a strong flavor of plums. Due to the heavy
plant’s seeds could be harvested to extract the oil that works alcohol content, it is often mixed with fruit juices. A more
well as an insect repellant. The odor from the oil is almost potent version of the brew is often distilled by dwarves,
imperceptible to people, but is effective at repelling however, such a process takes considerably longer, and is
bothersome insects. (-5 to Rolls for Initiative for Insectoids) worth 30 gold per bottle.
Bittergar Bush
Plain
Rarity: Very Common
A small thistle-like shrub that grows in most low-lying areas
in Faerun, the leaves are the source of the herb called drace.
While raw drace is horribly bitter, once cooked it provides a
delightful seasoning which enhances the other flavors of other
food.
Bittermourn
Arctic
Rarity: Legendary

14
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Blackroot A short plant that grows deep in the jungle, the stalks are
covered with long pointed leaves. The plant also blossoms red
Underdark flowers that appear to be similar to roses. Unearthing the
plant reveals a massive crimson root that has a faint coppery
Rarity: Common scent. Many people seek out the plant for the root, which is
A thin vine that has small dark leaves, the vine said to ensure robust fortitude in those that consume it. Upon
predominantly grows underground near lakes and pools. The consuming the bloodroot, a living person must make a DC 15
vine generally grows in places where a small bit of light Constitution saving throw or be Paralyzed for 1 minute.
occurs, sometimes thriving off of the glow provided by Immediately afterward the creature gains a +2 bonus to their
phosphorescent moss. Blackroot's roots can be applied to Constitution saving throws for 1d4 hours. Although the initial
fresh wounds in order to promote quick healing (applied rush of blood throughout the body causes people to become
immediately, gives 1d4 back to character at once) while the momentarily stunned, it is often still complimented for the
leaves can be crushed into the powder known as blackroot other effects, which some say causes increased virility. What
poison. Those injured by a blade coated in the poison must few know is that the root is also sought after by vampires, as it
succeed at a DC 13 Constitution saving throw or suffer 16 causes increased effects to their undead physiology. Many
(4d6) poison damage and be poisoned for 1 hour. Additionally, such creatures take steps to covertly acquire the plant. A
if the target fails the saving throw by 5 or more, they are vampire consuming the bloodroot immediately gains
Paralyzed for 1d6 minutes. Advantage on Charisma based skill checks for the next 1d4
hours, and the herb causes them to immediately Rage (as per
Bloodgrass the Barbarian class feature) if they smell blood.
Forest, Jungle, Plain Bloodspine
Rarity: Common Desert, Mountain
A wide-bladed grass that grows in small bunches with a red- Rarity: Common
tinted central vein running the length of the blade. Bloodgrass
can be ground into a green and red paste that can be added A succulent plant growing in rocky soil, a cluster of thick
and mixed into most potions and drinks to become adequate leaves reach upward toward the sky, their edges covered in
food equivalent to a day’s rations. Cannot be altered by other sharp thorns and the tips bearing a single crimson spine.
ingredients. Interestingly, the plant secretes a slight poison from these
spines which may cause paralysis in small animals or the
Bloodkeep infirm. Those with hardier constitutions seek out the poison,
as it provides a slight euphoric effect in addition to the
Jungle, Mountain paralysis. The poison requires only a DC 5 Constitution save,
Rarity: Common or the injured will suffer complete paralysis for 1d4 hours.
Those that succeed at the saving throw notice a slight
Tall stalks with jagged leaves and purple-red flowers, euphoric effect for the same amount of time.
bloodkeep's fresh leaves can be bound to a wound to stop
bleeding at once and quicken coagulation (apply within 2 Bloodstaunch
rounds of injury to stop bleeding; character regains 20% - Desert, Mountain
rounded down - of lost hit points at once).
Rarity: Common
Bloodpurge
A small, leafy herb that is often found in gullies and ravines
Swamp in arid regions and foothills. The herb has bright green leaves,
Rarity: Uncommon and smells faintly like honey crossed with fresh rainfall.
Grinding up the plant creates a powder that can be used on
Floating on the surface of marshes, the plant consists of a open wounds to quickly cause bleeding to slow or stop.
cluster of broad, waxy leaves, and a single root that trails Applying the herb to a bleeding wound grants the recipient a
down into the water. The leaves are a bright green with red single hit point, and grants another saving throw to any
capillaries. During the warmer months a bright red flower bleeding effects.
sprouts from the top. Drying the plant causes it to turn into a
flaky powder, which is often used in a distilled tincture to
neutralize minor poisons. A single dose of Bloodpurge powder
costs about 15 gold pieces, making the plant quite valuable.
Bloodroot
Jungle
Rarity: Rare

15
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Bluecap Typically found in swamps and marshes growing in a radius
of up to 300 ft. A successful Sleight of Hand check allows you
Underdark to pick one, but it renders them inert. If unsuccessfully picked,
explodes as if from an Arcane Explosion spell. Always regrow
Rarity: Very Common in the same spot 10 days after triggering or any other attempt
Common underdark crop mushroom, dark blue with pale to purge them.
grey spots and a pale grey stalk. The fugus itself is inedible,
but spores can be made into flour. Grows with or without Borage
natural light. Plain
Blueleaf Rarity: Very Common
Arctic, Forest This plant has hollow, hairy cylindrical stalks which grow to
a height of 1 to 2 feet. It has drooping flowers, red or blue in
Rarity: Very Common color, which are shaped as a five-pointed star at the top of the
Known for the gleaming blue color of the leaves, the tree stem. The dried herb should be boiled in water and the
often grows in thick copses throughout the north. The thin infusion drunk. It is used to cure minor fevers such as those
trunks of the trees are remarkably durable, despite high winds caused by chills, and influenza. It will relieve the fever in 1d4
and heavy snowfall, and one use of the tree is the wood, which hours.
is often used by the Volodni craftsmen to create weapons and
armor. Magically treating the wood, which is called Borneas
“bluewood”, causes it to become as hard as steel, although Forest, Jungle, Plain
only weighing half as much (crafting with bluewood requires
special training from a masterwork craftsperson). High priced Rarity: Rare
entertainers often burn small pieces of the wood, which A leafy, ground-cover plant found in forests all over the
creates leaping blue flames. The leaves and sap are often realm. Slightly resembles sage or salvia. When lit, the smoke
ground in the creation of a vivid blue dye that is used to dye will aid in sustaining meditation and trances for religious
clothes in the North, and often in the creation of inks for ceremonies, granting a +3 to religion checks made by Clerics
tattoos. One pirate fleet that has plagued the Sword Coast in or Paladins for 1d8 minutes after inhalation of the smoke.
recent years is notorious for their crews bearing frightening
looking blue tattoos covering their faces. Brandac
Bocraugh Mountain
Jungle, Mountain Rarity: Uncommon
Rarity: Legendary A bright orange mushroom that grows only on mountains
Bocraugh is a colossal truffle-like fungus that can be that were once or still are volcanically active. The mushroom
distilled down to a sticky black paste (one large truffle to can be dried and crushed into a highly volatile dust. The dust
produce 1 fl. Oz. of paste) causing any type of seed to grow to will ignite if it comes into contact with any other substance
full maturity within 1d4 minutes. This applies to trees, herbs, then glass, crystal or ceramic materials. It will ignite any
plant creatures, and even plants that take hundreds of years to flammable materials in a 2-meter radius and does 3d6 points
bloom. of damage at the center and 2d6 damage in the rest. Small
amounts can be used to start campfires and light torches
Bone Fungus Brelidar
Underdark Arctic
Rarity: Rare Rarity: Uncommon
Bulbous ivory-colored fungus that releases a 10 ft cloud of This flower, when eaten, alters the way a person judges
spores, in the presence of motion, that work as an inhaled distance for a period of one hour. While under the influence of
poison (DC Constitution 15, 1d8-1 poison damage). If damage the flower, a person can add a bonus of +2 to ranged combat
is taken, bone density is reduced, resulting in extra damage attacks, while subtracting -2 from melee attacks.
from bludgeoning in the form of an extra space for criticals
against you (19 or 20 counts as a crit). The fungi are immune
to acid and thunder, destroyed by cold or radiant damage, fire
and electricity also destroy but release spores.
Boomshroom
Swamp
Rarity: Uncommon

16
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Bronzewood Rarity: Uncommon
Cachuga Peppers can only be found on Hot Springs Island.
Forest, Jungle Vaguely pyramidal shaped woody bushes with profuse foliage
Rarity: Common bear clusters of small, fragrant yellow blooms which
eventually give way to fiery peppers of a marbled red-orange.
Hard wood native to extremely old-growth forests that is as The bushes bloom continually in the tropical climes of the
durable as steel/iron but 10% lighter, although it can't be used Swordfish Islands causing Cachuga bushes to produce large
for chain weapons. Advantage on stealth checks in a numbers of these fire peppers. The peppers themselves are 2-
woodlands environment while wearing bronzewood armor. 4 inches long and hang from the bushes by thick, green, vein-
Crafting of armor requires training from at least a moderate like structures. Cachuga Peppers are exceptionally spicy and
level craftsman. flavorful, and the skin of these peppers is leathery and can be
mashed into a paste, then shaped and dried into chips or a
Bull-Rush flavorful yet non-spicy paper-like wrapping, pairing nicely with
Swamp raw fish. The peppers dry well, retaining their fire and flavor
for exceptional periods of time, and their seeds can be ground
Rarity: Rare into a powder that causes severe eye and skin irritation (DC
Bull-rushes are tall straight stemmed plants with many 16 Cons. Save or blindness for 2d10 minutes).
small flowers at the top of the stalk. These flowers must be Caffar
ground into an ointment which is applied to a person’s eyes or
tongue. This herb will put someone to sleep for 3d12 hours. A Jungle
roll of 1 on the ability check will put the person into a coma.
Rarity: Common
Burdock A small, brown nut that grows from short, green, leafy
Plain understory plants in tropical forests, typically ground into
powder and brewed into a dark, sweet-smelling beverage,
Rarity: Very Common traditionally with a goat's milk base. The drink is renowned by
This plant grows to about 3 feet tall. It has huge leaves with shaman and psionics for its boon to their all-seeing abilities.
a whitish underside, and purple flours. Its root must be boiled (+1 to all wisdom checks until the next long rest. If more than
in water and then the root eaten and the water drunk as a three cups are imbibed, causes a -2 to rolls to hit as the
cure for venereal disease. The person will be cured within a imbiber is too jumpy and caffeinated to focus.)
week. Calacaza Bush
Bursthelas Desert, Jungle
Plain Rarity: Uncommon
Rarity: Common A fragrant bush that grows in the dense jungle and sparse
Bursthelas must be brewed for one week in fine red wine desert, the veined leaves and branches are a pale green, and
before it can be used. It must then be drunk within one month the plant appears to strive to reach upward toward the canopy
or spoil. A successful draft will heal any surface level scars or above. At the end of each branch are clusters of small white
deformities in a period of 6 hours. flowers or berries, depending on the time of year. The small
white berries that the plant produces are actually quite
Butterspice Weed poisonous (Those that ingest the berries must make a DC 17
Constitution saving throw or suffer 32 (8d6) poison damage
Forest, Jungle and be poisoned for 1d6 hours. If the target makes the saving
throw, they only suffer half damage with no poisoning). Local
Rarity: Uncommon tribes avoid the berries unless they are using them to coat
A short leafy plant, the top sprouts large yellow flowers their arrowheads and blowgun darts (Adds +2 poison damage
upon reaching maturity. The plant is quite hardy and can grow to successful attacks made using a blowgun).
in a surprising wide variety of places. The most renown
quality of the plant is that the leaves can be harvested and
cured, becoming crumbly, brown flakes, which can be smoked.
It is quite well known among halflings, which often grow it in
small patches along with other crops. Those that smoke the
weed claim that it has a smooth spicy flavor. Upon smoking
spice weed, a wave of euphoria slowly washes over the
smoker, lasting for 2d6+10 minutes. During that time, the
smoker suffers a -2 penalty to Dexterity saving throws.
Halflings are affected for double the duration.
Cachuga Pepper
Plain

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Calamus A button sized, arid-environment fungi that produces spores
that resemble black sand. If inhaled or ingested, these spores
Coastal, Jungle, River will allow the recipient to take an additional action in the
place of a bonus action once per combat for 1d8 hours.
Rarity: Common
This reed grows in small grassy clumps. It can grow from Cassil
about 2 to 6 feet in height and has very small yellow green Forest, Jungle, Plain
flowers that jut out from the stem. The leaves are long, thin
and light green in color and smells faintly sweet. The root is Rarity: Very Common
white with a red brown peel. The root must be peeled and Mustard-like shrub, whose seeds can be made into a
boiled in fresh water within a day of being picked, and should powder that suppresses male fertility for 3d4 days (1 hour to
then be drunk by the recipient. Provided no permanent take effect). DC 15 Medicine or Nature check can detect its
physical damage has been done to the person hearing organs, effects, while a DC 20 check can reverse them.
the herb may restore some small measure of hearing to a
totally deaf person, perhaps 10% of normal hearing, and Cat's Tail
granting +1 to perception checks involving sound. In addition
the herb has been reported to have aphrodisiac qualities (GMs Coastal, River
discretion) and was used by certain ancient peoples to make
their dogs fierce. Rarity: Very Common
Cat's tail is a small plant with long thin spear shaped leaves
Calcena Mushroom rising from its base, and a single long, thin, soft flower at the
Underdark top of the stalk. This herb when made into a salve, will heal all
damage to a person's feet.
Rarity: Rare
Anyone who breathes in the spores of one of these small, Cave Moss
pink mushrooms incurs a -3 penalty on all Wisdom saves vs Underdark
illusions for 2d12 hours. The mushroom may be brewed into
a potion by brewing tea and leaving the mushroom to stand in Rarity: Very Common
the tea for 2 weeks. The resultant concoction when drunk is a A dark dependent moss, wilting in lighting brighter than
powerful hallucinogen. Anyone under the influence of it will Dim, that is grazed upon by giant vermin and cave creatures.
see whatever the GM wants them to see. This effect lasts for
1d4 hours in which the player enters a trance and responds Cave Star
lazily to interaction with other characters or NPC’s. Underdark
Calithil Rarity: Uncommon
Mountain Glowing yellow lichen found on chill cave roofs, but can't
Rarity: Common stand warm places. It can be made into Lantern Stars, which
a fist-sized balls of glass containing a mixture of Cave Star
A twisted and tough vine that grows in rocky crags high in and reagents that give light as a torch for 4 hours.
the mountains, the waxy leaves of the plant are small and
grow in clumps. Small white flowers grow on the vines, which
turn into light blue berries which are quite tart. Dwarves send
their children out to pick the berries, so that they may be
harvested into a specialty wine and jams. Those drinking the
wine often have an unfounded feeling of invincibility, while
those consuming the jam often feel satiated and satisfied with
their meal.
Callin
Jungle
Rarity: Very Common
A dark nut that grows on the Callin tree in tropical jungles.
When the husk is dried, ground and ingested, it thins the blood
and strengthens internal organs, helping to prevent heart
attacks, and has the side effect of reducing anxiety and panic.
Caravara
Desert
Rarity: Rare

18
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Cephalophage Bright yellow mold native to caves and swamps, commonly
found in patches that devour air, creating localized vacuums
Underdark (can cause air-tight space to collapse inwards). Creatures
within 5 ft of a patch begin to suffocate.
Rarity: Very Rare
A pale, fleshy fungus with a tough, rubbery consistency that Choking Cinder Fungus
is commonly found growing near carnivorous plants. The Jungle, Swamp
fungus grows upon corpses, absorbing the cadaver's life
memories and personality; up to 10 different minds have been Rarity: Uncommon
found absorbed by one cephalophage mushroom. Eating Growing on rotting wood in more moist climates, this black
cephalophage will transfer those memories and personality fungus is generally avoided by those gathering firewood. While
quirks to the eater. (Effects last 1d4 hours and while they last the fungus is highly flammable, it emits poisonous fumes that
the eater can access all of the dead person's mind. After the burn the lungs. Once ignited, the cloud of fumes lingers in a
effects wear off, the eater may still succumb on occasion to 10-ft-radius centered on the burning fungus, and disperses in
"flashbacks" or personality instability; save vs. Intelligence one minute in a calm wind (or a few seconds in a stiff breeze).
when under intense stress or in a situation liable to cause Those within the cloud must make a DC 11 Constitution
such flashbacks.) This plant is condemned by some religions saving throw or suffer 4 (1d6) poison damage and be
as unholy, believed to prevent a soul/spirit from attaining the poisoned. Each round those that are within the cloud must
afterlife and possibly in creating undead. make the saving throw, or suffer the damage.
Ceran Chromus Slime
Arctic, Mountain, Plain Coastal, Swamp, Underdark
Rarity: Very Common Rarity: Very Rare
A short, hardy, tea-like shrub that grows in the cold climates A yellow-orange slime mold found growing in dark, humid
of the Dalelands and Northern mountains. Drinking this places, near a supply of constant water. The slime mold is
herbal brew will result in a warm tingling feeling inside, all capable of filtering out the salt in salt water and can therefore
the effects of being in extreme cold conditions will be negated live in fresh water or by the ocean. When combined with high-
for 2d4 hours. grade alcohol and added to a potion, Chromus Slime has the
Chamomile ability to reverse the effects of the potion and create the
opposite effects to what the potion or poison would typically
Plain do.
Rarity: Very Common Cinquefort
This plant can grow up to 2 feet tall, and has a branched Forest
stem. It has few leaves, and these are finely divided. The
flower heads have yellow centres which are domed in shape Rarity: Uncommon
with a hollow at their very centre. The petals of this plant This plant creeps along the ground on long slender
bend backwards towards the stem. The flowers from a single stringlike stalks. It has five or seven-part leaves, and small
plant must be immersed in boiling water and the resultant yellow flowers. The stalks must be boiled in white wine or
drink consumed. This drink is very bitter and is normally vinegar and then drunk. The herb will then act as an
mixed with honey but this is unnecessary. The drink will last aphrodisiac, and increases the recipients Charisma by 1 for
for approximately 2 months after manufacture, while the 1d4 hours.
leaves can be dried, and will then keep for up to three years. A
successful use of this herb will have a calming effect on the
consumer.
Chervil
Forest, Jungle
Rarity: Common
Chervil is used to dissolve blood clots, which can help to
prevent complications caused by injury. The clots are
dissolved within 1d4 turns. Since they dissolve clots,
improper use of this herb leads to +1 bleeding damage for the
next 1d8 hours in every successful attack against the
consumer.
Choke Mold
Swamp, Underdark
Rarity: Uncommon
19
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Cline Cactus A small flower (roughly 18” or less) that blooms in the late
sping or early summer and resembles a small, pink, sunflower.
Desert The coneflower is known for its ability to attract butterflies
and honeybees, and if possessed/worn, will cause insect
Rarity: Uncommon swarms to attack the person who is wearing the flower more
A small, round cactus with very few large needles. The frequently.
round body of the cactus holds a large amount of a viscous
green liquid. This liquid acts as a stealthy poison, doing 1d4+1 Constrictor Vine
poison damage (on a failed DC 15 Cons. Save) per round Forest, Plain
unbeknownst to the poison’s target. After 5 rounds, the target
begins to feel a burning pain internally and damage is fully Rarity: Uncommon
done. Instead of growing up to seek light, the Constrictor Vine
Coldwood spreads out across the ground as a thick mat of small, glossy
leaves. The plant blooms occasionally with unremarkable
Arctic, Forest clusters of small green flowers that give way to oblong yellow
berries favored by birds and small animals. While the leaf mat
Rarity: Common of the Constrictor Vine rarely reaches more than 10' in
A Fey-created variety of Hickory that reaches maturity in 2 diameter its root system can stretch as far as 50'. The fibrous
decades and has properties identical to steel, except the roots of a Constrictor Vine resemble the pale hair of a
Fey/Druid-aversion part. Items are always masterwork, drowned woman, are incredibly strong, and retain much of
making the raw material quite valuable. this strength even after being harvested and dried. As the
roots grow, they wrap themselves around rocks, root systems,
Colewort and anything else in their path. When the roots reach ~30' to
~50' they begin to slowly, yet inexorably constrict back
River towards the core of the plant. This constriction has been
Rarity: Common known to topple whole trees and move many ton boulders.
Since the process is so slow, it poses no real danger to living
Colewort is a small plant with a single large glossy leaf, and creatures.
small white flowers with four petals. Anyone who chews on
the flowers before drinking will remain sober for the entire Cornus
evening. Its effects protect only against alcohol, and not Underdark
against any other drug or toxin.
Rarity: Rare
Coltsfoot
Cornus is an alien looking, bulbous fungus that grows into
Plain silver balls the size of small melons. These bulbs are full of a
Rarity: Very Common silvery, almost metallic liquid that, when injected into the
body, will kill any and all hazardous parasites within the body
The plant has a single golden yellow flower borne at the top with no negative side-effects.
of a six-inch-tall stem with long, pinkish woolly scales. These
flowers are crushed and mixed with honey, and applied as a
poultice to infected wounds in an effort to draw out the
infection. It does not cure any damage.
Comfrey
Plain
Rarity: Very Common
Comfrey grows to a height of up to 3 feet. It has stiff,
angular and hollow stalks which are covered with rough hairs.
It has pink, mauve, white, or cream flowers. Its thick black
root is the portion used in herbalism. It should be boiled and
wrapped in a poultice which is then wrapped around a broken
limb and increases the speed of healing by fifty percent. It can
also be used in a bath by women in order to give the
impression that they are virgins on their wedding nights.
Common Coneflower
Plain
Rarity: Very Common

20
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Corpsebomb Cow Parsnip
Swamp, Underdark Plain
Rarity: Uncommon Rarity: Common
The fungus begins life as a tiny spore that floats along until Cow parsnip has small leaves covered with tiny hairs.
inhaled by a creature, and lodges itself in the moist tissue of These hairs must be made into a salve. Cow parsnip will cure
the lungs. The spore then begins to grow, causing irritation, madness for a short period (a few hours). Repeated
pain, and finally death once the fungus has reached a sizable application over a two week period may (DMs discretion) cure
mass. Once the host creature has perished, the fungus insanity altogether.
increases growth rapidly until it pushes a hollow tendril forth
from the flesh. At the exposed end of the tendril the fungus Cow-Wheat
begins growing a thin membrane, which is inflated by the Forest, Plain
gasses produced by the rotting body. When the membrane
ruptures and disperses the spores, every breathing creature Rarity: Very Common
within a 40-foot radius sphere must make a DC 10 Cow wheat is a small straight stemmed yellow-green plant.
Constitution saving throw or have spores inhaled. If they fail, Its pale-yellow flowers produce a white powder when crushed,
each hour afterward, the creature must make a Constitution between two hands. If this powder is placed into food or drink
saving throw with a -1 cumulative penalty to the roll. Each it will cause a person to act as if drunk. Each dose of this herb
hour the creature suffers a cumulative 1d6 piercing damage successfully administered will increase the level of
(2d6 on the second failure, 3d6 on the third, etc.) as the drunkenness by one step.
fungus spreads throughout the internal organs. A single
success stops the process and renders the fungus inert. If the Creeping Mangrove
fungus catches fire and explodes, everyone within a 20-foot
radius sphere suffers 3d6 damage on a failed Dexterity saving Swamp
throw, DC 15, or half as much on a successful save. All spores
are incinerated in this process. Rarity: Very Common
Growing along the edge of the swamps, their gnarled roots
Cosmos Glond reaching down into the brackish water, and their spindly
Jungle, Underdark branches reach into the sky. The branches are covered with
small oval shaped leaves. During warmer seasons the trees
Rarity: Very Rare bud small hard fruits that drop off to float along the slight
This hard-to-find four-leafed plant spends most of its currents of a swamp. This species of mangroves has
lifecycle underground, reaching only above the surface to flourished in areas where others have perished, simply for
complete the mature stage of its life before dying shortly after. their ability to slowly pull up roots and move to areas with
The leaves are a dark blue with small white specks, more moisture. The species is also relatively destructive, as
resembling the night sky, complete with constellations and the mangroves also have been known to uproot small trees
astral bodies as they would be on the date the plant reaches and brush, or simply walk over them and smashing them
above the surface. When used in ceremonies by clerics and down. Wood from these trees burns easily, even when sopping
paladins, the leaves grant a greater success of communicating wet.
and reaching a god or goddess, +4 on religion checks or
greater success with using spells similar to Commune.
Cotsbalm
Forest, Jungle
Rarity: Rare
Fleshy-leafed plant with small yellow flowers that grows 1 ft
tall. It is hardy and found in temperate and sub-tropical
regions. Its syrupy sap can be applied to an injury or contact
poison victim to grant a +8 bonus on the secondary
Constitution save against a poison.
Covadish
Arctic
Rarity: Very Rare
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, decided by the DM, until the next short rest.

21
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Crimson Ladies The Dainabush is a creeping, thorny vine, much like a
bramble. Vines are about 5 mm thick, with 2 mm long thorns
Forest, Jungle and are reddish brown, darkening to black, with leaves dark
green in colour. The vines flower in early summer, with light
Rarity: Rare blue, bell shaped flowers. In autumn, it carries dark blue or
This creeping vine is found on the sides of ruins and purple berries, which are fleshy, almost crunchy rather than
growing along the branches of trees. The vine itself is an odd juicy. The berries are slightly sweet and quite tasty, but have a
shade of purple, and has wide green leaves. In the summer, strong effect on mammals: those who eat them fall asleep.
the vine sprouts red flowers that resemble a woman wearing a The berries have this effect on mammals only, but a single
large dress. The flowers that blossom on the vine can be berry is enough to bring down any man sized or smaller
steeped in hot water to make a poisonous tea called Crimson mammal, and given enough berries, even the greatest
Tears. When Crimson Tears is ingested, the drinker must mammal will fall asleep. There is no saving throw, although
make a DC 15 Constitution saving throw or be blinded for the sleep caused is quite normal, and a sleeping creature can
1d4+2 hours. During this time blood weeps from their eyes, simply be awakened. Although the berries can simply be eaten
and instead of seeing the world, they see horrific visions of to cause the effect, it is also possible to dry them carefully, and
things to come. After recovering from the visions, the grind them into powder. This powder is weaker (save vs
character gains Advantage on a single skill roll utilized within poison to avoid), but will keep a long time. The powder can be
the next day, as the visions gave them a brief glimpse of the added to any food or drink, but has a very sweet taste.
outcome.
Darkanda Bush
Culkas Mountain
Coastal Rarity: Uncommon
Rarity: Very Common This small bush grows in desolate places, often in rocky soil
Each application of Culkas will cure one square foot of high upon a cliff face. The branches are covered in small
sunburn. thorns and are gnarled and spindly, while the leaves are
ragged and dark green. The bush produces small red flowers
Dagmather and bitter orange berries. When ground up and distilled, the
leaves can be used to create an interesting alchemical acid
Plain called Dragon Sand that can be used as a poison or to corrode
Rarity: Very Common organic items. The substance appears to be a fine green
powder, and has two peculiar properties. The first is that it
The spine of this plant must be brewed for one week in acts like an acid to any organic substance. If it comes into
fresh water at the end of which time it may be drunk. If it is contact with flesh or wood it slowly dissolves, dealing 3 (1d4)
successful, it will heal any damage to a person’ss cartilage that acid damage per round for 2 minutes per ounce contacting
are capable of healing naturally. the organic substance, and leaving an acrid smell in the air.
The second property is that it can be burned for an extended
Dahkra period. If set on fire it burns with leaping green flames, and
River takes twice as long to burn as an equal amount of wood.
Rarity: Common Darkberry
A reedy hollow grass that smells like sweet hay and corn, Forest, Jungle, Underdark
found growing near rivers in mild climates. Dahkra must be
added to water and boiled over a flame for a few minutes. Can Rarity: Rare
be fed to beasts, it will put them to sleep for 3d4 hours. Short bushes with spindly branches and fluffy green leaves,
the plant is known for the unusual berries that only a few of
Dainaberry the bushes produce. The small purple berries contain essence
Forest from the Plane of Shadow, and the bushes are said to only
grow where the Shadow Weave is strongest. When a
Rarity: Common Darkberry is split or crushed, it releases shadowstuff, creating
a circle of darkness with a 5ft-radius. This darkness lasts for
1d6 rounds.

22
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Darkhorn Living characters must make DC 8 Wisdom throw to avoid
suffering 1d4 piercing damage and some very itchy swelling.
Underdark Undead that wish to approach closer than 30 feet from the
bud must make a DC 8 Wisdom saving throw.
Rarity: Uncommon
Small tapered tendrils standing upward, the mushroom is Darnell
quite rigid, and the black exterior makes it difficult to see in Forest
the winding caverns of the Underdark. The mushrooms have
a slight musky aroma that seems vaguely familiar but is Rarity: Common
difficult to determine. Several races seed Blackthorn These tiny yellow flowers will, if eaten, cause dimness of the
mushrooms at the bottom of pits, turning them into a lethal sight for several hours. This dimness means that in full light
surprise for anyone falling down upon them. Add 1d4 piercing the character will see as if on a moonlit night. This herb does
damage to any falling damage incurred when a character falls not effect those with truesight. Darkvision effects are reduced.
down a hole that has Blackhorn growing at the bottom.
Darkroot Darsurion
River Plain
Rarity: Rare Rarity: Very Common
Large black twisted root that grows to 10 ft; found by The leaves of Darsurion when applied to a wound will heal
waterfalls and similar damp areas. It tastes vile, so 1 hit point of damage if used within 3 rounds. The effect is not
chewing/swallowing it induces vomiting. It can be made into cumulative.
Titan Gum, a strong and fast-setting glue that bonds in one Dathlil
round and requires a DC 20 Strength check to remove.
Desert, Mountain, Plain
Darkshine
Rarity: Very Common
Swamp, Underdark A small white flower that grows close to the ground, and
Rarity: Uncommon can be found across much of Faerun. The flower is often
Crystallizing glossy-black fungus that grows sharp 6-ft long picked in spring and used for decoration among more rural
shards. Areas with Darkshine in it function as caltrops that folk. The petals are often used to combat poison (make
deal 1d10 damage, and damaged creature cannot be another saving throw against the poison if already under its
magically healed for 1 minute. A patch has 20 hit points and affects).
takes half damage from piercing and slashing weapons, but it Deadly Nightshade
takes 1 point of damage each hour it is exposed to any light-
source stronger than a candle. Jungle
Darkwood Rarity: Uncommon
Arctic, Underdark This plant can grow up to five feet tall. It has soft green
spreading leaves, and purple flowers and berries. The berries
Rarity: Very Rare must be left to stand in water for a week and the distillation
Wood items made from this tree's magical wood are half- drunk. On a failed save (DC 16 Cons. Save) deadly nightshade
weight and masterwork, with shields having +3 AC. Crafting will put someone to sleep for 4d8 hours. They cannot be
using Darkwood requires a DC 25 Nature check or training woken. A roll of 1 will kill them, a roll of 20 will render them
from a master craftsman. insane.

Darmanzar Stalk Deadroot


Forest Forest, Jungle
Rarity: Uncommon Rarity: Very Rare
Growing as a singular stalk with pairs of leaves sprouting A black, woody shrub that grows in deep-forest
every few inches, the Darmanzar is covered in small thorns. environments, far from civilization. The branches of the shrub
Touching the plant without gloves causes small cuts which can be broken off and chewed to make the character invisible
grow swollen and irritated, and remain that way for several to undead of CR 4 or lower for 1d4 hours.
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.

23
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Deep Imaskari Waterplant Growing singularly and rarely on tropical mountaintops,
Devarencia is an exceedingly fragile and picky plant in terms
Underdark of water, humidity, temperature, and sunlight, meaning that
many plants do not see maturity. This plant can be mixed into
Rarity: Common any potion and will prevent different potions from interacting.
These magical plants are found in every deep imaskari You can mix up to four potions into one vial. The potions all
household or the households of those who don’t normally have their normal effect and no penalties are given.
reside in the underdark. 2-inch diameter balls of water grow
from them every day and can be carried like oranges, until Devil's Bloodflower
they are pierced and drank from. Swamp, Underdark
Degiik Rarity: Legendary
Jungle Only a few recorded instances of this red and yellow flower
exist. This large and bold red leaf can be going back in history
Rarity: Legendary to the dawn of humankind. It was once a popular decoration
Degiik leaves must be given to someone at the point of around homes and gardens, but has become one of the rarest
death (in the process of making death saving throws). The plants in the world. When the petals are consumed, they grant
consumption of Degiik will count as two successes in the all boons of a Potion of Vitality (removes any exhaustion you
death save process. are suffering, cures any disease or poison affecting you, and
for the next 24 hours, you regain the maximum number of hit
Delrean points for any hit die you expend). In addition, healing magic
and potions heal you for +5 additional hit points for the same
Forest, Jungle period of 24 hours.
Rarity: Common Devil's Crown
The bark of Delrean should be boiled into a paste and then Mountain
smeared on the skin. It will then repel any insect from coming
near the recipient (disadvantage on rolls for initiative from Rarity: Rare
Insectoids), but the foul stench will reduce their Charisma by
1d2. It is effective for 5d6 hours. Resembling a cluster of sharp spines that curve upward, the
insidious looking plant grows in rocky, inhospitable climates
Densewood that have very little other life. The roots of such plants dig
downward through cracks in stone, and some say that the
Jungle roots of some of the older plants reach down into Hell itself.
Rarity: Uncommon Lore about the plant states that it was once native to the
infernal planes, but a few hardy seeds were transplanted into
Hard and sturdy tree native to tropical locales that, with a some long-forgotten wasteland on Toril, and from there the
nature check of 20+, can be added into wooden weapons (ie plant has spread. The plant is quite resilient and tough, with
quarterstaves and the like) to up the tier of dice that the the spines holding moisture in the form of a thick red sap that
weapon uses for damage. causes nausea and vomiting if ingested. It is rumored that
coating a blade with the sap makes wounds especially painful
Deva's Tears for celestial creatures (If applied to weapons, +3 damage
Forest, Plain against celestials. Additionally, any celestials that take this
damage must make a DC 13 Cons. Save or be Poisoned for
Rarity: Common 1d4 minutes).
A light blue flower that grows on a long rigid stalk covered
in small leaves, the plant is often found in small clearings in
wooded areas. From the flowers a thick sparkling sap is
exuded once the plant reaches sexual maturity. Bees are often
attracted to the sap, which contains miniscule seeds. Many
people seek out the sap of the plant, as it provides some minor
restorative aid (Heals for 1d4+1 hit points if consumed within
3 rounds of injury). A person may gain the benefit of drinking
Tears a single time per day, and any additional ingestion
requires the drinker to make a Constitution save or fall
unconscious for 2d4+1 hours. This save is a DC 5, and
increases by 1 each time the drinker has imbibed Deva Tears
over the course of a day.
Devarencia
Jungle, Mountain
Rarity: Very Rare

24
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Devilweed A stout stalk nearly bare from leaves except near the base,
the plant is covered in fine red hairs that are painful to the
Plain touch, as each hair contains a minute amount of poison. The
Red Wizards have managed to cultivate small amounts of the
Rarity: Common plant, but predominantly their supply is harvested from the
Tobacco-like smoked drug, -1 to Intelligence checks and +2 Hill of Lost Souls. Commonly used as a tea for victims of
to Strength checks for the next 1d6 hours. frostbite and hypothermia. The hairs can be collected
individually to ferment and increase the poison’s effectiveness.
Dittany Those unfortunate enough to come into contact with the
poison must succeed at a Constitution saving throw, DC 13, or
Forest, Plain suffer 10 (3d6) poison damage and be poisoned for 2d6
Rarity: Very Common minutes. If the target succeeds at the saving throw, they only
suffer half damage.
This herb grows six or eight inches high with square stalks
and sort round leaves. The leaves must be dried for two weeks Dragons-Eye Oak
and then be boiled in ale or wine. It is then applied as a lotion. Forest, Jungle
Dittany can be used to draw splinter and bone fragments from
a wound. It is also an effective antiseptic for cleaning wounds, Rarity: Uncommon
and can therefore prevent infections caused by dirty water etc.
(+3 hit points if applied within 2 rounds of an injury) Oak native to forests habituated by wood nyphms, whose
acorns, when in the possession of a spellcaster, has a 10%
Djin Blossom chance of increasing the damage of evocation spells.
Desert Dragonspine
Rarity: Uncommon Desert, Mountain
Fern native to the harsh conditions of the desert and Rarity: Uncommon
commonly found in alchemy and herbalist shops. Wearing one
of its petals grants a +2 bonus on saves against inhaled A large-area spreading succulent that produces small red
poisons and gas-based effects, and a DC 20 nature check flowers every 6 months. These flowers can be dried and
allows one to make it into a perfume that grants a +2 bonus ground into a fine powder which, when applied to weapons,
on all charisma-based skill checks for 24 hours. will immolate a target upon a successful hit for 1d6 rounds,
dealing 1d6 fire damage per round.
Dog Rose
Dragontears
Forest, Jungle
Desert
Rarity: Very Common
The dog rose grows to about ten-feet in height and has very Rarity: Common
sharp thorns. In spring and early Summer it has pale pink This rare, small, translucent succulent grows primarily in
flowers which turn into vivid orange seed pods at the end of the low desert. When crushed, it exudes a sweet, milky white
summer. These pods must be dried and then eaten at the rate substance with numbing properties. Properly prepared,
of one per three days to avoid scurvy in environments where dragontears promotes rapid healing and prevents scarring
this disease is common (ie, on long ocean voyages.) Certain from wounds. Drinking dragontears can be fatal, as its
ancient and medieval cultures believed that placing a dog rose numbing properties can cause choking or heart failure when
in a coffin would prevent the body within from rising as used incorrectly, but not when used properly (healing check of
undead. 17+, cures 1d8 hit points, always prevents scarring.)
Draaf
Coastal
Rarity: Very Common
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.
Dragon's Breath
Arctic, Mountain
Rarity: Common

25
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Dragontongue Mushrooms The Dripping Tree has dark brown bark, large leathery
leaves, and grows as tall as 30'. Its branches only grow from
Underdark the very top of the trunk and spread out almost horizontally,
much like the cap of a mushroom, to shade an area 10' to 20'
Rarity: Uncommon in diameter. The roots of a Dripping Tree spread and twist
The stout stalk of the mushroom is a pale yellow, which through the ground almost as far as the branches above.
transitions to a dark brown at the top before it splits into six Numerous cream-colored spheres, 10" in diameter, that cling
black protrusions that appear to be spines, but are soft to the to the branches are the source of the tree's name. Special
touch. While the mushroom itself isn’t overly poisonous, it can nodules on the roots of this tree detect movement, warmth
cause hallucinations if brewed into a tea. Members of the Cult and pressure causing the globes directly above the triggered
of the Dragon delve into the Underdark in order to pick the area to fall. The globes are filled with a viscous, sticky mucus
mushroom, so that they may partake of the hallucinogenic and burst on contact, causing creatures hit with them to stick
properties. Many of the cultists that hallucinate claim to hear to the Dripping Tree's root clusters (DC 18 Dexterity or
a gravelly dead voice telling them where to find the bones of Strength Save to avoid grapple). When pressure is constantly
old dragons. applied to an area of roots, the branches above it begin to
slowly drip a sticky, acidic, digestive mucus onto the area
Dragonwort below (1d6-1 acid damage per hour). This mucus melts
through flesh and bones like butter. Smaller creatures, such
River as lemurs and tabibari can be dissolved in as little as a day,
Rarity: Common while larger creatures and humanoids may take up to 72
hours to be broken down into nutrients.
This plant has a gnarled, erect and cylindrical stem. It has
wavy leaves, dark green on top, bluish green underneath. It Dungeon Fungus
has pink flowers that cluster in a spike at the top of the stem. Underdark
The root of this herb should be boiled over a low heat for
three days, and the infusion drunk by people with the plague Rarity: Rare
in order cure some symptoms or the plague as a whole (60%
chance to cure completely). The value of this herb increases Dungeon Fungus is a bio-luminescent giant mushroom. The
greatly in times of plague. largest specimens stand taller than a man, with caps broad
enough for three to lay comfortably upon it. It only ever grows
Dramas in locations that are frequented by oozes, and have bodies to
feed upon. Ingestion of the fungus will cause the recipient to
Jungle, Plain make a DC 14 Cons. Save vs poison or be violently ill for 3d10
Rarity: Rare rounds (no actions but 1/4 movement speed, -4 penalty to AC).
Burning the fungus will produce an intoxicating effect on all
Found on a creeping vine with spiky leaves tinged in red, those who breathe the fumes. Anyone under the effects of the
these legumes produce a small, dry nut. When this nut is fungus' smoke will be much more likely to regard others as a
consumed, it will allow the recipient to feign a state of death friend (+2 to rolls to persuade while under the fumes’
for an hour. influence), unless they do something particularly harsh. After
1d4 hours the drug will cause anyone under its influence to
Dripping Tree fall into a deep sleep.
Jungle, Swamp Duskwood
Rarity: Rare Forest
Rarity: Common
Black-barked tree that grows 60-ft tall in tightly spaces
groves, featuring small branches and smoky grey wood that's
strong as iron but half the weight. Items crafted from
duskwood require master-craftwork of a nature check of 25+.
Dwarf Hops
City, Forest, Plain
Rarity: Very Common
Similar to regular hops used in the production of ale, Dwarf
Hops are much hardier in terms of cold and grow slightly
shorter while producing the same number of hops throughout
the Spring, Summer, and Fall. If harvested and preserved
correctly, the hops can be worth quite a bit to someone who’s
trained in making Dwarven Ale.

26
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Dwarf Mallow A pale white stalk plant that grows under rocky overhangs
or deep within caves. The plant has a remarkably short
Mountain, Plain lifecycle, sprouting, growing to maturity, and wilting within
only one week following the Winter solstice. When broken
Rarity: Uncommon open, the plant will ooze a black ichor that when injected into
This small plant has a single primary stem from which the bloodstream brings back characters from
other, shorter stems ending either with leaves or with small unconsciousness, catatonic and even comatose conditions.
pick flowers. These flowers when crushed and mixed with There is a 1% chance for each day over a week, that the
honey and salt into a poultice will relieve the pain of bee recipient will slip back into their original state and that this
stings on a successful application. In addition, the crushed plant will not work on them again.
flower may be mixed with oil and smothered onto the body in
which case, no bees will approach for 1d10+2 hours. At the Elausa
DMs discretion, this effect may extend to other small insects. Plain
Dwarven Oak Rarity: Common
Forest, Mountain A short, purple weed that grows in small patches of spiky
grass among patches of wildflowers or in farm fields as an
Rarity: Rare invasive. When consumed raw or in a tea, causes the
Stunted, gnarled tree found on the slopes of temperate character to lose its voice for 2d10 minutes.
mountains that looks like a sitting Dwarf from a distance. Its
bark can be made into a brown, milky fluid that can be added Eldaas
to poisons up to 1 hour before the poison is used to increase Arctic
the poison's DC by 2.
Rarity: Very Common
Ebur This tall, blue-flowered plant with spike-shaped leaves is the
Plain base for medicines against nausea, usually taken in the form
of a bitter-smelling and -tasting herbal tea. Eldaas is used to
Rarity: Common counteract the nausea associated with hangovers, motion
The flowers of Ebur must be eaten each day. If the sickness, morning sickness, and more common illnesses.
treatment is successful, the rate of healing for a sprain will be (Adds + 2 to saves versus Constitution against poisons or
doubled for that day. In addition, successful application will other things that would cause nausea. Lasts 1d6 hours.)
increase movement speed by 5 for the day.
Eldritch Whorlwood
Ecru Jungle
Coastal, Plain Rarity: Very Rare
Rarity: Rare Tree with a twisted and gnarled grain pattern, and wands
Small, red-leaved drooping palm trees that grow no more made from the wood retain this property. The wood becomes
than 5-feet tall. The trees produce a small, red, glass-looking straight if a wand or other charged magic item made of
growth, as a result of build-up of the Ecru’s internal resins, Eldritch Whorlwood expends all its charges (1d4 charges to
called Ecru Crystal, that can be dissolved in water or alcohol begin with, regains 1d4-1charges every day at dawn, contains
and consumed to induce a state of blissful relaxation for 1d10 a built-in cantrip of the spell Darkness).
minutes. In addition, during this time, there is a 25% chance
that a spellcaster who consumes Ecru Crystal will receive a
boost of 1d4-1 points to either Wisdom, Charisma, or
Intelligence for a period of 24 hours. In addition, during this
24 hour period, the consumer’s Dexterity is halved.
Edram
River
Rarity: Uncommon
Edram is a moss which when eaten will the consumer to
heal at one and a half times their normal rate (+half the value
of recovery dice used during a short rest).
Elandir
Mountain, Underdark
Rarity: Very Rare

27
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Elecampane Nigh-invisible (DC 20 spot check to notice from within 10 ft)
seaweed native to large bodies of salt water that forms
Plain patches of about 600 ft diameter. Entering a square with it
forces a DC 20 Dexterity save against becoming entangled
Rarity: Very Common (Str check to escape DC 15 +1 per failed attempt). Each failed
This plant has a thick root, with leaves that are white on the attempt to escape deal 1d6 nonlethal damage and causes
bottom and green on top, as well as showy yellow flowers. The fatigue, and taking 60 points of damage from it causes
root may be eaten in which case it will cause the recipient to exhaustion. Instantly wilts when out of water.
vomit. This effect, while useful in removing ingested poisons
from the system, will leave the recipient weak (- 1d4 to Entriste
Constitution for 2d6 hours). For this reason it may be used as Desert, Mountain
a mildly debilitating poison.
Rarity: Uncommon
Elora A small-leafed ivy that hugs the ground. Entriste's leaves
Underdark absorb liquid and, when crushed, may be used to draw poison
from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes
Rarity: Rare 1d4 damage but draws 100% of poison from a wound if
A tiny black slime mold that slowly migrates through cave applied within 5 rounds of insinuative poisoning, -25% for
systems searching out additional moisture. When Elora is each round thereafter. Does not work against gases or
dried up and ground, it can be sprinkled over the ground and "instant-death" poisons. Most poison effects are weakened if
illuminates all footsteps that have traced over this area in the the poison is at least partially removed.)
past 24 hours with a black glow.
Ephedra
Elven Willow Desert, Mountain
Forest, River Rarity: Rare
Rarity: Very Common This small succulent sedum produces small offshoots
Small tree (up to 5 ft tall) with golden-sheen bark that which hold between 8 and 16 small leaves. These leaves can
produces golden buds in the spring. Grows on riverbanks in then be dried and ground into a powder to mix with a poultice
temperate areas. Its sap can be made into a Elf Hazel, which or potion to increase the tier of a healing die by 1, turning a d6
fades scars if applied over the course of a week. into a d8, etc.
Elvish Galingale Fairy Bells
Forest, Plain Plain
Rarity: Very Common Rarity: Very Common
Elvish Galingale grows to about four feet in height. It has a A leafy green plant that springs up in clusters, the majority
triangular stem on which grows a tuft of grass like flowers. of the plant is rather uninteresting, save for the violet flowers
The roots are boiled and left to stand for a week and the that seem to bloom almost year-round. When the wind blows
resulting decoction is then drunk. This herb increases the through the flowers, their seeds rattle around inside and
flow of blood. This is very useful when a person is cold. create a curious ringing sound, much like tiny bells. Many
However, if a person is bleeding, either internally or externally, rural children enjoy picking them and weaving the flowers
or is wounded it will double the speed of loss of blood. Its into their garments, which then jingle as the run and twirl.
effect lasts 1d6+1 hours. There is also a legend that the sound of the flowers ward away
evil spirits, a legend that is partially true. Any fiend must make
Ember Root a DC 15 Constitution save in order to approach within 10 feet
of the fairy bells or anyone wearing them.
Coastal, Forest, Jungle, Mountain, River
Rarity: Common
A shriveled, coconut-looking plant native to the elemental
plane of fire that grows on solid stone in areas of extremely
sunny or hot conditions in the overworld. The flesh is
poisonous, but the core contains drinkable liquid that never
grows hotter than 70 degrees and one ounce of which equates
to one day's worth of water. A typical ember-root contains 1d4
ounces of liquid.
Entangle Weed
Ocean, River
Rarity: Rare

28
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Falsifal Fennel
Forest, Plain Plain
Rarity: Common Rarity: Very Common
A wide-leafed plant with large pink flowers and thick roots Fennel has thick stems, and bright green, lacy leaves and
containing a slimy gel. When the root is pulped, mixed with routinely grows to about five feet in height. (There is a rare
water and used as a poultice, it is effective against fresh form which has a bronze stem. In terms of its use, it is
burns, aiding rapid healing. The root-gel can also be thinned identical to the common fennel). In summer it has golden,
and drunk as a thick tea to counter the effects of blood loss. yellow flowers. These flowers turn to seed in early Autumn.
(Regains 1d8 hit points of fire damage if administered within The seed heads must be harvested and left until the seeds
4 rounds of taking fire damage. If used to counter blood-loss, separate from them. The seeds may then be mixed with
target can add 1d4 to the health regained from a short rest.) boiling water to make a tea. This tea has the effect of relieving
hunger in the recipient for 2d8 hours, However, it does not in
Faranir any way act as a substitute for food, and any damage or
exhaustion due to starvation will still occur. Any negative
Jungle effects of exhaustion already being felt will evaporate for 1d8
Rarity: Rare hours.
This strange looking, crescent-shaped nut grows from 30-ft Fennel Silk
leafy trees in tropical climates from long, thin filaments of Arctic, Underdark
near-invisible silk. While the silk is sought after for use as fine
embroidery thread, the nut can be boiled and reduced to a Rarity: Common
sticky, white paste. When applied to any item, this paste
protected the item from acid, corrosion, and rust for 3d4 days. A tall, long-stalked plant resembling fennel that can be
stripped to its fibers, and then these fibers can be stewed and
Febfendu boiled for several hours. Adding the resultant broth to any
potion will stabilize body heat to resist cold weather or wet
Forest conditions for one hour.
Rarity: Very Rare Fetherfew
The roots of this plant must be brewed over a low fire for Plain
one week, and the resulting distillation drunk. If used
successfully, hearing will be restored to the recipient, even if Rarity: Uncommon
the ears and internal parts have been fully destroyed. Effect
lasts for 2d6 days. This herb grows to about 18 inches in height. It has many
small white flowers. The flowers must be dried and then
Felmather boiled in white wine. The resulting mixture must be drunk.
This herb will remove the effects of vertigo from a person for
Coastal up to twelve hours. It does this by stabilizing the persons
Rarity: Rare inner ear. As a side-effect of stabilizing the inner ear, the herb
also calms the fear centers of the brain, allowing for the
The leaves of this plant should be placed under the tongue recipient to overcome extreme fear for 2d6 hours.
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.
Felsul
Forest, Jungle
Rarity: Rare
A deciduous tree with a flaky brown reddish bark, the trunk
and limbs often grow to be gnarled and twisted. After peeling
away the bark, the trees have a soft wood, which is harvested
fresh to decrease nausea, and to numb the mouth. Orc
shaman often harvest the wood to feed to expectant mothers.
The small yellow, purple, and red flowers which bloom in the
spring are crushed to make a heady, spicy perfume which
many claim to be an aphrodisiac. The perfume grants a +1
bonus on Charisma (Persuasion) skill checks against men. A
sack of the flowers can fetch anywhere from 5 to 30 gold
pieces.

29
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Fey Cherry Rarity: Rare
Often called the Sea Rose, this flower exists almost entirely
Forest on the Island of the Firethorns in the northern Sorlorn Sea.
Rarity: Very Rare The flower grows in such numbers that it gives the lower
areas of the island a reddish hue. At night the island faintly
Unbelievably massive cherry trees that can live forever. Area glows from a distance due to a natural property of the flowers,
under its canopy is mystically protected, i.e. always temperate and many that transverse the Great Sea know of the island’s
and windspeeds are dampened by 20 mph. It blossoms distant glow. The island is generally uninhabited because the
annually but only creates cherries every 10 years, and eating a Firethorns are poisonous (DC 15 Cons. Save while standing
cherry picked less than a day ago (gentle repose applies) within 45 feet of the flowers and their pollen, on a failed save
grants a Protection from Good and Evil effect for 1d10 hours. take 4d8 poison damage and be poisoned for 1d6 hours), with
the exception of the fishing village of Safe Cove, and the city of
Fieldcress Hawa. Inhabitants of both settlements are well aware of the
Plain toxicity of the flowers, and often give them a wide berth.
Rarity: Very Common Firmanon
A low, ground-cover leafy green that is commonly used for Plain
salads and sandwiches in the spring and summer all around
the realm. Combining fieldcress with a day’s rations will grant Rarity: Uncommon
advantage on the exhaustion save after a Forced March on the A small, red-brown grass that grows in singular sprigs in
next day. open fields. Throwing this into a fire, causes a short but very
strong ignition of the fire. The flames double in size and you
Fiend's Ivy can hear the air rushing towards the fire working as fuel for
Jungle the ignition.
Rarity: Common Fjor'da
A highly invasive and virulent strain of poison ivy that seems River, Swamp
to have some sort of sentient quality about them, often shifting
slightly to trip up and ensnare unaware passersby. The small Rarity: Uncommon
thorns on the ivy inject a small amount of poison many times Growing only in very wet soil, this small, ivy-like ground vine
into any creature unlucky enough to fall into the ivy. DC 15 will produce white flowers in the springtime that produce a
Cons. Save or 3d6 poison damage. fine pollen that causes the inhabitants of nearby towns to
cover their faces for a week after the Spring Equinox. When
Fire Flower inhaled, the character will forget everything he has
Jungle, Mountain experienced during the last 24 hours. There is a 10% chance
he will remember everything when confronted with facts
Rarity: Legendary about those 24 hours. After three days the amnesia becomes
It is suggested that this herb be found in one location on an permanent and there is no hope of recovery, and this day will
entire world, ideally in a Mountain range in a tropical or be forever lost in the person’s mind.
subtropical region. This is a small bush which has one pale
golden flower and small red berries with the appearance of a
live coal. The flowers of the bush must be taken and crushed
into a diamond vial, and left to cure for ten years. This is also
the amount of time needed for a single flower to bloom. A
single drop of this elixir will heal any illness or injury, but will
not allow limbs or other appendages to grow back, and is said
to return the dead to a state of undeath. This is an incredibly
powerful herb, and is likely to only exist in the hands of
powerful lords and kings.
Fire Lichen
Underdark
Rarity: Common
Orange white lichen that growths in warm underground
areas. Can be made into a spicy paste or fiercely hot dwarven
whiskey.
Firethorn
Coastal

30
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Flame Clove A dark grey moss, dotted with small flecks of rust-brown,
Flint Moss is commonly found in area of thermal activity or
Plain bright and constant sunlight. The moss requires fire to spread
its seeds, and will ignite from even the smallest sparks. A 3"
Rarity: Very Common cube of Flint Moss will burn for 3 to 4 hours and put off flame
Garlic with essence of the elemental plane of fire. Mild comparable to a normal sized camp fire. The moss growing
poison (DC 13 Constitution Save). If boiled in salt water, on piles of rubble or loose rock is the most dangerous as
crushed and added to food it keep s the food hot for 1d4 days friction from shifting stones can cause the rust-colored flecks
without drying it out. Adding it to alchemist’s fire doubles the to produce sparks, turning what was once a moss-covered
fire damage and doubles the duration. It matures in 5 weeks mound of debris into a raging inferno. Application of
and is viable for 3 week following. Flintmoss to a bludgeoning weapon will add +3 fire damage to
any successful attacks made with the weapon for 1d6 hours
Flame Petal after application.
Plain Floure-du-luce
Rarity: Very Common Jungle
This large flower blooms in the height of summer, unfurling Rarity: Very Common
large red petals, and yellow-tipped orange tendrils which sway
in the faintest of winds to give the illusion that the flower is on It has broad and flat leaves shaped rather like a sword. The
fire. As they often grow in large clumps, at first glance one flowers are purplish blue and the roots which tend to stretch
might even believe that the ground was on fire. Such flowers themselves along the surface of the ground are reddish brown
are sought to decorate during Summer Solstice and on the outside. The root must be mashed and boiled in water
Midsummer celebrations in the Dalelands. Young women will and left to stand for at least twenty days before drinking. This
wear them in their hair, and they are said to bring a bountiful herb removes bruises and other external blemishes from a
crop to any that would plant them near their front doors (+3 to body very quickly (within 1d4 hours).
Nature Checks while wearing the flower in this manner).
Footleaf
Fleshshiver Arctic, Mountain
Jungle Rarity: Common
Rarity: Uncommon This 30-cm high plant has 3 thick, fleshy leaves, dark green
Ten-colored mushroom that grows in the soil between the and covered with soft hairs. The leaves form a rosette, lying
roots of tropical fruit trees. It can be mixed with mud and then on the ground, and form the actual plant. The light green
added to a compress that, when applied to the head of a blades that account for its height are actually sheathes from
diseased creature, grants a +2 bonus to Constitution saves which flower stalks grow during the summer. From each of
against disease for 1 day. the sheathes (there can be as many as 30 to a plant), a single
flower stalk grows with tiny purple flowers. The thick leaves,
Fleshwort which can become as large as 20 cm across, can be torn loose
and put inside your boots (One leaf to a boot), enabling you to
Plain, Underdark walk all day without tiring or even getting footsore, as well as
Rarity: Common adding 5 to your movement speed until the next long rest, at
which point, the flower must be replaced.
A short plant with grey stalks and olive color fluffy leaves,
the Fleshwort thrives in areas where corpses lay. Often the Fordamna
plant will be seen on the site of battlefields, or where the dead Underdark
were quickly buried. Some healers use the fibrous body of the
Fleshwort to speed the healing process (During a short rest, a Rarity: Legendary
character may add 1d6 to the total amount of hit points
recovered.) Found in only one place, a small fungus/plant hybrid bush
sprouted after a Lich poisoned the earth which necrotic
Flintmoss magic. This abomination of nature is immune to most types of
physical damage and seems to grow back in the same place
Mountain, River 17 years after its destruction. Whenever the fordammar grows
Rarity: Rare back in this manner, it begins to fruit a medium-sized, hard
black berry with a spiky outer shell. When these berries are
consumed, it will cause instantaneous, incredibly painful and
irreversible death. Nothing can be done to resurrect a
character that dies in this manner.

31
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Fumitore Rarity: Very Rare
Forest, Mountain The brown seeds of this herb (which has deep blue flowers)
if chewed remove all pain from a character’s wounds. It will
Rarity: Uncommon also prevent a character from feeling anything. He could walk
through a fire and feel no pain. There is a 50% chance per
The stems of fumitore are angular and branching, and grow hour that a character moving normally will suffer 1d4
to a height of about 1 foot. It has grey-green divided leaves, damage, while under the influence of this herb. This occurs
and small pinkish-white flowers with purple tips. This herb because the character does not notice minor bruises or
prevents hair growing on a character’s eyelids, as is the effect scratches. It was widely believed in medieval times that if the
of Mountain Setwall. seeds of this plant were strewn across a vampire’s path the
vampire would be unable to proceed further, until it had
Furyax counted every seed. At the DM’s discretion this may be a use
Jungle, Mountain for this herb in campaigns.
Rarity: Legendary Gariig
Furyax is a large, purple flower that grows from a round- Coastal, Desert
fronded leafy plant in the middle of Jungles that used to house
now-dead civilizations, possibly originating from sacrificial Rarity: Legendary
uses of this plant within those civilizations. The flowers can Gariig is a small cactus. It will restore all hit points to a
be dried and turns into powder which is then mixed with a wounded person if eaten within two days of being harvested.
strong alcohol made only from oranges. Drinking this potion
causes massive hallucinations based on the character’s Gefnul
conscience. Good-aligned characters will see beautiful and
wondrous thing, while evil characters see the most foul and Arctic, Mountain
darkest abominations. The hallucinations last 2d4 days. Good- Rarity: Legendary
aligned characters must make a DC 16 Wisdom save or
become addicted after their first consumption will evil-aligned Gefnul will totally cure and heal the recipient if eaten within
characters must make a DC 18 Wisdom save vs. fear or one week of harvesting. However, a 1d20 penalty roll must be
become slightly insane from these horrific visions. made. A roll of over the recipient’ intelligence will
automatically KO, putting the consumer into a death save
Galda scenario, a roll of twenty will kill the recipient outright.
Jungle Giant Grass
Rarity: Very Common Plain
A yellowish tree that produces a salty fruit tasting of salt- Rarity: Very Rare
pork. The fruit can heal for 1d4-1 hit points.
This grass is 4-8 feet tall, and there's a 4 in 6 chance that
Gallowbrush surrounding wild beasts are giant sized. Adventurers will find
Forest, Jungle chewed grass in piles and clumps near beast lairs. When
ingested as a paste, treat user as if under the enlarging effects
Rarity: Uncommon of an Enlarge/Reduce spell for 1 minute. After this time, the
recipient falls into a deep sleep for 2d6 hours.
This briar is red in colour with bright crimson thorns. Any
mammal pricked with these thorns must make a save vs
poison with a +1 bonus or fall asleep for 1d4+2 x 10 minutes.
Even if they save the victim still feels drowsy. The thorns can
also be brewed into a drink when mixed with water. Anyone
drinking this must make a Cons. Save vs. poison with a -4
penalty or fall asleep for 1d6 hours.
Garadar
Plain
Rarity: Rare
A 5 to 8-foot shrub with waxy, hard leaves resembling those
of a succulent. When this leaf is soaked in water, it will release
a very pungent scent that will attract male ogres in a one-mile
radius. The scent resembles that of a female ogre. The smell
lingers for1d4 hours.
Gardenflax
City, Forest, Jungle, Plain

32
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Ginyak Weed Growing in a near desolate area, the small bushes have
dark green leaves that are nearly black, with silver undersides.
City, Plain The bushes sporadically sprout reddish-purple berries that
have a strong sharp smell that often causes people to gag.
Rarity: Common Mixing the juice of the berries with a significant quantity of
A invasive plague on many farmers is the weed that has water and honey makes an interesting drink that is served
been known to choke out large sections of crops if left sporadically in Evereska and Baldur’s Gate. The juice can also
unchecked. Many farmers curse the weed, as it has been one be used as an astringent, if the patient can handle the smell.
of the many factors that caused famine in recent years.
Unfortunately, when burning the loathsome weed, it produces Goblin-Trap
an acrid stench which lingers in the air for weeks afterward. Swamp
Livestock dislike the smell and attempt to avoid it whenever
possible (If burned, anyone in the presence of the smoke takes Rarity: Common
a -3 penalty to animal handling checks for 1 week). Often found in clusters, these plants resemble brown
Glaredak leathery vases sitting on the ground with ragged leaves
splayed out around the base where thick roots grasp the earth.
Jungle The tops are open, and if one should peer inside the glint of
their golden seeds can be seen in the interior. However, these
Rarity: Rare plants are traps, and many explorer has come across the
A coin-sized yellow-orange flower that grows along a remains of smaller humanoids, their hands still clutching the
climbing jungle vine. These flowers can be boiled in oil to golden seed pods. If someone is unwise enough to stick their
create a potion that will protect a character from blinding hand within the pod, they must make a DC 15 Dexterity save
effects for 8 hours. or suffer 1d4 damage from the internal spines of the plant,
and are then grappled. Their leathery surface has an Armor
Glowvine Class of 11, and to free a trapped arm 10 points of damage
must be inflicted upon the plant. Ripping the plant out of the
Jungle, Underdark ground requires a Strength check, DC 20, and inflicts another
Rarity: Rare 1d4 damage upon the trapped victim.
A morning glory derivative that gives off light as a torch at Golden Coin Cactus
night. It grows 1 ft. every 2 weeks. Flowers can be harvested Desert, Mountain
and provide to same light as a candle for 1d12 hours.
Rarity: Very Common
Goat's Rue
This hardy plant is a large yellow disk standing on end,
Forest, Plain slightly bulging in the center, and covered with small red
Rarity: Very Common spines. Several ragged leaves grow from the base of the plant,
and the root system of the cactus reaches deep beneath the
This herb will cure poison if ingested within one hour of the rocky soil. The red spines contain a mild toxin which kills
poisoning. Any damage already taken, including death, smaller vermin, but provides a mild anesthetic to small
remains. Goat's Rue grows to about 3 feet tall. It has hollow creatures or larger. The nomads of the Shaarmid steep the
branches and pale whitish blue flowers that hang down in spines in hot water to make a tea to sooth sore throats and
spikes. The flowers must be dried before use. pacify infants.
Goblin Rogue Golden Crown
Forest, Plain Forest
Rarity: Very Common Rarity: Very Common
Medium-sized bush with yellow-orange berries in autumn The golden flowers of this small yellow-green plant may be
found in temperate regions. It can be made into Goblin Ink, made into a poultice that is used to stop bleeding. One
which is waterproof. successful application will normally stop minor bleeding, or
staunch the flow of major bleeding until it only minor (a
Goblinberry Bush second application will stop the bleeding altogether). This
Mountain herb is often used by midwives to staunch the flow of bleeding
after birth.
Rarity: Common

33
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Golden Desert Tree A flesh colored slime mold, the Grammax slowly spreads
through the Underdark, digesting any organic material in its
Desert path. The mold moves slowly enough that even sleepers have
no fear of being overwhelmed, although corpses that lay in the
Rarity: Rare same place for days will be overcome. The Grammax also
A rare desert tree, whose sap is a vital ingredient in floats on water, often spreading across the surface of
expensive perfumes and incense. When used by a spellcaster underground puddles and stagnant lakes, hiding the actual
in casting a summoning spell with a 1 round casting time, it depths. The Grammax reacts rapidly to the presence of flame
reduces the casting time to a standard action. or high heat, quickly shrinking away while expelling any
trapped gas. This action of the escaping gas makes an odd
Golden Lungwort shrieking sound that is akin to the sound a screaming child
makes. While it is a barely palatable prospect, the mold can
Forest, Jungle actually be consumed as a source of food for those lost and
Rarity: Uncommon desperate enough (at the cost of a point of exhaustion). Oddly,
goblins seem to enjoy the taste of the mold, and often scrape it
Golden lungwort has large oval leaves, covered with small up to feed to their tribe.
hairs, and small pale blotches. It grows to a height of about 1
foot, and has small bell-shaped flowers with five petals which Gravefist
change color from pink, to mauve to blue. Flowers of different Underdark
colors are often found on the same plant. This herb heals the
user of all aches and pains at the cost of -1 to all Intelligence Rarity: Uncommon
checks for the next 1d10 hours.
A pale white mushroom with five knobby protrusions, the
Goldencup mushroom often resembles a skeletal hand reaching upward.
When the mushroom grows in clusters, it appears as if
Arctic numerous corpses are attempting to reach out of the soil. The
Rarity: Rare fungus predominantly grows in the Underdark, however, it has
also been seen in dark basements and root cellars. Several
Oily yellow moss found where water collects near the tales of superstition follow the fungus, many believing that if it
bottom of rocks in the tundra. Can be chewed to induce mild appears in rooms below your house, someone will soon die in
euphoria, granting a +2 bonus on Wisdom saves vs fear for 30 the building. This may be partially due to the fact that the
minutes. However, upon entering combat while under the mushrooms release toxic spores that slowly inflict 4d8 poison
effects of goldencup, a creature must make a DC 10 damage over 2d8 days to people afflicted by the poison effect.
Constitution save or be affected by a Frightened effect for the
remaining duration. Green-Air Bramble
Goldenweb Mountain
Forest Rarity: Rare
Rarity: Uncommon Fast-growing creping vine that sprouts green berries. Can
grow in most inhospitable climates and only needs to be in
A quick growing fungus that is often found spread between moist soil for 6 hours per week. Exposure to poison quickly
tree branches, it appears as a strange lattice similar to kills the plant, wrinkling leaves and berries. Carrying 3 ft vine
spiderwebs. Light shining through the strands causes them to grants +2 bonus to Constitution saves against inhaled
subtly glow the color of gold, and the fungus has also been poisons, airborne diseases and nauseating effects like stinking
called “Goblin’s Greed”. While the strands of the fungus are cloud.
slightly stronger than spiderwebs, they lack the stickiness that
would cause them to impede or entangle creatures. The Grendar
fungus works surprisingly well as an anticoagulant, and is Arctic
quite absorbent. Healers often seek the fungus out when
attempting to remedy injected toxins, and use of the fungus Rarity: Very Common
grants a +1 bonus to Wisdom (Medicine) skill checks when
used in such a manner. A small, hardy, ground-creeping vine, spreading in several
dozen tendrils of no more than 18” in the harsh conditions of
Grammax Creeper the tundra. Cures skin irritations and rashes in one day,
itching will be subdued.
Underdark
Rarity: Common

34
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Grim Flowers A severely evil tree that came to be when a vampire was
staked to the ground with a stake that was still green and took
City, Plain root. Undead typically flock to the singular tree located
somewhere in a dark corner of the largest forest of Faerun,
Rarity: Common and seem to gain some form of power from it. (Can be used as
These dark violet flowers are often found at the edges of a storypoint or worldbuilder for DM’s).
graveyards and sites of massive battles. Those that tend
gravesites often call them “Death Trumpets” for their shape, Gylvir
and they emit a smell similar to that of a corpse. Thus, when Ocean
such flowers are noticed, they are often pulled up by the root,
to remove such an unpleasant odor. However, despite their Rarity: Rare
terrible odor, it is believed by followers of Kelemvor and Bane This is an algae. When eaten it allows a person to breathe
that should you die with the seeds of this plant in your underwater (and only underwater) for a period of four hours.
possession, your spirit will find an easier path to the afterlife.
Thus, many keep the seeds of such a flower in a cloth bag Gyumin Beans
close to their chest. Unfortunately for others, this means that
the flowers often sprout from the corpse several days after the Plain
death of such individuals.
Rarity: Very Common
Guardseye A small plant that grows close to the ground, the stalks are
Mountain a mottled green color, and the soft oval leaves grow in small
clumps. During harvest time, the plants are laden with several
Rarity: Legendary long pods filled with up to a dozen light brown beans. Farmers
This 40-cm high perennial has smooth, dark blue leaves often grow the beans alongside rows of corn, as the plants
and a woody stem. It has white, cuplike flowers, with purple seem to complement one another. The beans are often either
flecks on the inside. In autumn, the plant dies except for a eaten cooked, or ground into a fine paste and eaten with
thick root than can be up to 50 cm long, but even dead, it does bread. Several restaurants and taverns across Faerun are
not shed its leaves. When cooked in water, the resulting tea known for their particular methods of preparing Gyumin
will grant the drinker the ability to detect all life forms within Paste.
500 m. This includes hidden, invisible, phased, ethereal and Haella
similarly affected creatures. The effect last for fully 6 hours.
City, Plain
Guklulla
Rarity: Uncommon
Swamp Growing in clumps, these tall purple flowers are often
Rarity: Uncommon planted in tranquil gardens and are commonly seen on gently
Growing in the swamps, the plant appears to be little more rolling fields. The stalks bear symmetrical pairs of long
than a pair of large, broad leaves floating on the surface of the tapered leaves with purple veins. Farmers dislike the plants
stagnant water. During warmer months, a large yellow flower because they tend to choke out food crops, such as corn. The
blossoms in the midst of the two leaves. Hidden beneath the flowers emit a subtle and sweet fragrance which not only
surface, the plant has an extensive root system that reaches smells nice, but also is a repellant to certain predatory insects,
far down into the muck, a massive tangle that catches other such as mosquitoes and dragonflies. Those that can afford to
debris that is carried along by the slow current. Various pay for it often rub Haella Fragrance on their unprotected skin
species of fish and snakes lay their eggs in the tangle of roots. during warmer months to repel such vermin (-5 to rolls for
Various orc tribes harvest the Guklulla for the roots, pulling initiative for Insectoids).
the plants out of the muck, cutting off sections of the roots and
throwing them back into the swamp to be harvested again in
the future. Grinding the root into a paste and applying it to
wounds provides not only accelerated healing (+4 when using
hit dice during a short rest. If the recipient of the healing is an
orc or half-orc, they receive an additional 1d4 hit points.), but
also numbs the affected area.
Gulthias Tree
Forest, Jungle
Rarity: Legendary

35
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Halcyon Crocus The main body of the trunk has a hollow tube containing a
digestive acid. The ropy appendages drag trapped prey
Arctic upward and drops them inside the opening. The opening is
surrounded by a number of downward facing spines which
Rarity: Legendary make escape difficult. Due to the shallow roots, the trees may
In the highland meadows of the Dalelands grows a pale move at a glacial pace, allowing most prey to easily outrun
white-silver crocus. By starlight, nectar can be harvested from them. However, the trees rely upon a perfume their leaves
its simple bloom and dried into snuff that engulfs the user in emit that causes hallucinations to lure potential victims closer.
bittersweet recollections of yore. With each dose of the Upon an encounter, PC’s must make a DC 14 Wisdom Save
Halcyon Snuff the user remembers a spell forgotten, or be lured in to the tree’s appendages. The character must
effectively allowing him or her to cast it again without then make a DC 15 Strength or Dexterity save to avoid taking
expending a spell slot. However, other memories linger 8d6 acid damage. Tree can be attacked as well:
uninvited to forever haunt and burden the user of this drug.
Each dose inflicts 2d8 psychic damage after the initial effect.
Halfling Thistle Hangman Tree
Large tree, unaligned
Forest, Mountain, Plain
Rarity: Rare Armor Class 12
Small hardy thistle with a violet flower that grows in all Hit Points 172(15d12 + 80)
temperature areas, especially highlands. It can be made into Speed 1ft.
Shinewater, which removes all rust and corrosion from metal
objects left to soak in it overnight. One dose de-rusts a STR DEX CON INT WIS CHA
medium-sized metal weapon.
20 (+5) 6 (-2) 20 (+5) 3 (-4) 6 (-2) 4 (-3)
Hands of Laretha
Damage Resistances bludgeoning, piercing
Forest, Plain Damage Vulnerabilities fire
Condition Immunities blinded, deafened, frightened,
Rarity: Rare exhaustion
Stems of bright green hold jagged leaves that grow in Senses blindsight 90 ft., passive Perception 8
clusters of three. The plant grows delicate yellow flowers that Challenge 8 (3,800 XP)
smell pleasant, with the smell often drifting in the breeze on
warm summer nights. The golden flowers that blossom from Actions
the plant grow to resemble a pair of hands pressed together. A
common belief is that the flower resembled the hands of Multiattack. The hangman tree may make three
Laretha, a young cleric of Tymora, while she prayed to the constrict attacks per turn.
gods to save her from misfortune at the hands of a horde of Constrict. Melee Weapon Attack: +9 to hit, reach 10
bandits. Her prayers were answered by the arrival of a group ft., one target. Hit 11 (1d8 + 5) bludgeoning
of adventurers. Afterward the flowers appeared near her damage, and a Large or smaller target is grappled
shrine, a sign that the goddess was looking over her. (escape DC 16).
Commonly used by paladins and clerics, the flowers grant a
+3 to any religion checks when worn as a crown or behind the
ear.
Hara'dan
Hangman Tree Desert
Forest, Jungle Rarity: Uncommon
Rarity: Rare A feathery, drought-resistant shrub that produces small
A deciduous tree named for the noose-like ropy appendages yellow flowers after rainfall. Grinding or mashing the leaves
that hang down from the branches, the trees are known to into a paste releases a very pungent smell that repels insects
entrap the unwary. Their shallow roots and sparse leaves for 2d4 hours. Insectoids must make a DC 12 Cons. Save to
require the tree to seek nutrition through being carnivorous. get any closer than 15 feet to the recipient of the green paste.

36
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Hara'den Rarity: Very Rare
A green, leafy plant whose leaves are tinger with a deep
Desert purple. The leaves are commonly dried and smoked or
Rarity: Uncommon cultivated and harvested for this purpose by criminal
organizations. Although highly addictive, Harrada Leaf is used
A feathery, drought-resistant shrub that produces small to grant a huge boon to a person’s physical strength at the cost
yellow flowers after rainfall. Grinding or mashing the leaves of intelligence and common sense. After consumption,
into a paste releases a very pungent smell that attracts insects Harrada Leaf will grant a +4 bonus to the Strength skill at the
for 2d4 hours. Insectoids gain advantage on rolls to hit against cost of -3 to both Wisdom and Intelligence for a period of 1d4-
the target. 1 hours. After this period is up (with the exception of rolling a
1-1) the user will have to make a DC 18 Cons. Save or be
Hare's Ear poisoned by the drug’s after-effects, which will instill a -3
Arctic penalty to strength and a -1 penalty to both Wisdom and
Intelligence.
Rarity: Very Common
A small, leafy plant growing to approximately 1 foot or Hart's Crown
shorter, with large lobed leaves resembling the erect ears of a Forest
hare. This herb cures skin diseases.
Rarity: Rare
Harfy This odd bush grows in deep forests, where men often fear
Coastal, River to tread because of dark and wild fey creatures. The bush
grows strong curved branches that resemble the antlers of a
Rarity: Very Common deer, and in their center, they grow a single purple flower.
A small brown, woody reed with symmetrical pairs of small Legend has it that the plant was originally created to help
ivy shaped leaves along the bottom of the reed. The resin of combat the Unseelie fey, ages ago. However, through trickery
this herb must be applied to a bleeding wound. It will and guile, the dark fey managed to destroy many of the plants
immediately stop any bleeding. not in their possession, or not hidden deep within their
realms. The flower can be consumed for two main purposes:
Harlequin's Harp often sought out by those undertaking a vow of celibacy,
consumption of the flower reduces libido for 2d6 days. In
City, Coastal addition, the consumption of the flower hides the recipient
from being tracked by fey for the same period of time.
Rarity: Very Common
A multi-colored flower ranging between yellow and purple Hate Gartlet
and everywhere in between with several strands of fiber Forest, Plain
attached to the petals across the empty space in the center of
the flower. A few decades ago, an herbalist found that Rarity: Common
strumming the fibers would hold a tune, and since then, the A bright, crimson-red flower atop an impossibly thin green
flowers have become a common gift for friends and loved stalk. Typically blooming in late spring, or early summer, the
ones. Some talented herbalists have learned to breed the flower then begins to change color with the day’s progress,
Harlequin’s Harps in a way that the fibers can be tuned to going from red to midnight blue as it becomes night.
specific notes for personalized gifts. Preparation of the flower as a tea will allow the recipient to
Harpy Nest stay awake for 3 days at a time, being able to function
normally and accomplish minor tasks during a long rest. After
Forest, Jungle these three days, the recipient will then fall into a magical
sleep resembling the spell Feign Death. The target will wake
Rarity: Common up after 8 hours, but for all intents and purposes will look
The mottled trunk of these trees are often seen growing in dead.
rocky soil. The upper limbs of the tree curve inward upon the
trunk, and become a large tangled mass. Various flying
creatures, predominantly harpies, often cultivate the top of the
tree, tearing away enough limbs in the center to form a
protective nest. From the ground it is difficult to notice any
creatures dwelling among the tangles, allowing cunning
creatures to dive down and ambush their prey. The massive
roots of the tree, while edible, are tough and require several
hours of soaking in boiling water. Once prepared properly, the
taste is said to be similar to salted potatoes.
Harrada Leaf
Jungle

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Hathlil Plain
Swamp Rarity: Uncommon
This herb will reduce the effects of poison weapons and
Rarity: Uncommon consumed poison, but only if taken before the weapon strikes
A dark green and red-veined leafy, floating plant native to or the poison is consumed. In the case of non-fatal poisons,
the Shadow Marsh, which when used as a consumed by a the effect is completely nullified, but in the case of fatal
spellcaster, has a 40% chance of increasing the DC of a cast poisons, the only benefit is a +3 to Saving Throws. Henbane
spell by 1. has large, thick, soft woolly leaves, and thick stalks about 2 to
3 feet tall. It has hollow pale-yellow flowers at the top of the
Hawkweed stalk. Either the seed or the flowers must be dried and then
Forest, Plain eaten. The effect last 1d8 hours.
Rarity: Uncommon Hidden Hibiscus
This herb increases a character eyesight for 1d4 hours. Forest, Jungle
They can see twice as far, granting +3 on perception checks Rarity: Very Rare
involving sight, and when in ballistic combat, all ranges are
treated as if 20 feet less. Hawkweed has oval leaves, covered A large, woody, flowering shrub, the hidden hibiscus grows
with small hairs on the underside, and green on the top. from 6' to 8' high, and as much as 10' wide. The blooms of the
These leaves surround the plant at the base of the stem, and hibiscus are large (easily the size of a human hand), plentiful,
small yellow flowers tinged with red at the tips. and many colored.
Bloom colors are typically red with yellow ribs, or pink with
Healing Apple Tree dark red ribs, but some sages claim there are thousands of
Forest, Jungle different color combinations and variations. If a Hidden
Hibiscus is threatened, or detects rapid movement nearby, any
Rarity: Common blooms on the bush immediately change their color to drab
greens and browns, and the entire plant appears to wilt and
A magically bred medium-sized apple tree that bears red wither. Skilled alchemists use the roots of the Hidden
fruits that heal like Goodberries (eating an apple restores 1 hit Hibiscus to amplify their creations that aid in natural
point and counts as a full meal). A tree produces 100 apples camouflage (adding wilted hidden hibiscus to armor will
per season. negate any stealth penalties that the armor normally has), but
the blooms of the hibiscus are its true prize as they can be
Healwell used to dramatically increase both physical and mental speed
City, Plain for short periods of time (+2 bonus to Dexterity and
Intelligence stats for 1d4+1 hours). Only brightly colored
Rarity: Very Common blooms can be used in these speed-increasing concoctions,
A common enough herb to make it into most gardens, and once a Hidden Hibiscus changes the color of one of its
healwell is a small flowering plant with bright yellow flowers. blooms, they never change back.
Its pale green leaves secrete an oil that can be rubbed on
small injuries (can be used to heal for injuries that have
caused small amounts of damage, less than 3 hit points at a
time).
Helmthorne
Mountain
Rarity: Very Rare
A vine-like shrub, often growing in remote and desolate
locations, the shrub has dark green leaves, and sprouts indigo
colored berries. The shrub is named due to long black thorns
that protect the plant from various foraging animals. The
berries are often harvested to be eaten, or can be fermented to
make Helmthorn Wine. On occasion a plant will produce red
berries, which are seen as a symbol of good luck, and make a
slightly sweeter vintage of wine. The wine is considered
sacred to many practicing clerics (capable of restoring an
expended spell slot for a cleric that consumes the wine) and
the berries can be affected by the spell Goodberry, and will
instead restore 2 hit points per berry and last for an additional
day.
Henbane

38
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Hiexel This 25-cm high plant has many broad, double sawed leaves
growing in a rosette. It grows large, yellow composite flowers,
Forest which will quickly grow hairy seeds that will fly far on the
wind. The plant often has flowers and seed simultaneously. If
Rarity: Common a generous amount of the leaves is fed to a horse or similar
This tree has silvery-green bark covering a sparse collection creature, it will be able to travel all day without tiring, even if
of branches which curve upward to support vibrantly green moving at a gallop.
leaves which turn dark red in autumn. The wood is an odd
hue of green, and unfortunately not dense enough to be useful Hydrathistle
in construction. However, burning the wood creates a large Coastal
quantity of smoke, which is often used to smoke meat or to
create signal fires (or to create clouds of smoke that can be Rarity: Uncommon
used for escape and distraction). The bark is useful after Named for its appearance, this three-pronged blue and
rendering it down to create a thick green paste which is often black flower is often found in bright environments with sandy
sought after to seal buildings against the cold winds of winter. soil. When used alone, the thistle has no real beneficial
Hiljirat Pepper effects, but when soaked in flower nectar, the flower can be
eaten to allow the user to breathe above and below water for
Forest, Jungle, Plain up to 2 hours.
Rarity: Uncommon Hyperia
A small plant that has many branches, each which end in a Forest, Plain
single triangular leaf, the peppers that also grow on the plant
are much sought after for their spice. The peppers are either Rarity: Very Rare
dried or ground into powder after being picked, allowing them A small, purple, button fungus that when consumed in any
to be shipped afar with little chance of spoilage. The wealthy form, acts as a strong aphrodisiac. As soon as the fungus is
of the cities of the Sword Coast enjoy the taste of the peppers, swallowed, the recipient will fall in love with the first person
and several sailing merchants pay exorbitant amounts to have they see (make a DC 18 Wisdom Save or fall in love).
the peppers harvested and shipped.
Hoggle Beans Iazutl
Arctic Plain
Rarity: Very Common Rarity: Very Common
A single leafy stalk with a tough exterior that grows in Growing in clusters, the flower has a long stalk, which has a
gentle rolling fields of the Dalelands, the plant produces single oval leaf at the very top of the plant. The leaf points
numerous pods upon reaching maturity. Within each pod are toward the rising sun, and blows in anything more than a light
small pink beans, each one almost perfectly spherical. Most breeze. During warmer months, the plant blossoms numerous
large herbivores, such as cattle and goats, avoid the plant, as it small crimson flowers. Those that venerate Kiltzi speak tales
has a detrimental effect. Herbalists and healers often seek the of the Iazutl flower. One tale speaks of the plant growing
plant out because the beans are a strong laxative, requiring a singularly, and without flowers, and when Kiltzi noticed the
DC 15 Consitution saving throw after being ingested to avoid plant was all alone, she wept. Her tears caused several similar
the unpleasant effects. plants to grow in the area, and as an expression of their love
for her, they sprouted an abundance of flowers. Lovers often
Horehound gift the flowers to one another, as a sign of their affection. The
flowers are also typically presented to the bride by the groom
Plain, River on the night before the wedding in Sword Coast wedding
ceremonies.
Rarity: Very Common
This plant has angular greyish stems and grows to a height
of three feet. It has oval shaped tooth edged, ash green leaves.
It has small creamy white flowers which group at the base of
the leaves. This herb will cause the recipient to vomit up any
poison in their system. It is effective only against ingested
poisons. The person will be incapacitated by nausea for 1-3
days. In the case of an `instant death' poison, the person can
be saved if the herb is successfully administered within one
round, but they will be incapacitated for the full three-day
period.
Horseweed
Plain
Rarity: Very Common
39
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Ice Lotus Rarity: Rare
This 2-foot-high plant has dark blue leaves with a thick
Arctic white hair growth on the underside. It grows all summer and
Rarity: Rare the first half of autumn, and has many small yellow 6 leaved
flowers. The plant has a milky white sap, which can be rubbed
Solitary, translucent blue-white flower found in cold onto the skin, hardening it and granting a +1 AC bonus for one
environments that can be made into Icewalker tincture, which hour.
is a blue liquid that grants the Ice Walking ability (slippery and
rough terrain like ice or deep snow will be treated as regular Ironvine
terrain) for 1d4 hours.
Underdark
Iceflower Rarity: Uncommon
Arctic A type of Underdark vine that is as hard as iron. Always
Rarity: Uncommon found interwoven into a thick curtain that blocks passage in
underground caves and passageways.
A short plant, the stalk bears a number of feathery leaves,
and a single flower blooms, bearing shades of blue. The plant Jabberweed
is only seen in areas of abundant snow, and oddly seems to
thrive where other plants would perish. The plant is only seen Jungle
during the summer months, when there is considerable Rarity: Uncommon
sunlight, and in winter months it withers and dies. Beneath
the surface of the snow, the iceflower has an extensive root Tenacious and ugly root-plant native to jungle environs that
system that quickly grows. The roots are durable enough that looks like a pocked, multi-digit skeletal hand with lots of holes
some of the northern tribes will dig up the roots to serve as a in it that cause a low missing sound audible to 100 ft (DC 15
foundation for a roof over small circular huts. In addition, listen to notice sound and direction) that imposes a -4 penalty
some nomadic tribes of the Dalelands have found that by to other listen checks (for the party and against the party). If
placing iceflower roots under the armor, they will be immune kept wrapped in moist cloth it survives for 1 week, but DC 18
to overheating and gain +1 AC. Nature check can keep it alive for another week.
Inari Jaffray
Desert Forest, Jungle, Plain
Rarity: Very Common Rarity: Common
A green and brown speckled succulent that bears a striking A clove-like herb that is normally ground up and sprinkled
resemblance to an octopus stranded in a desert. Can be into other dishes or drinks as flavoring, Jaffray acts as a mild
mashed and combined with water or alcohol to create a aphrodisiac, increasing sexual interest and general sensitivity
potion that cures fevers and headaches and treats some to the surroundings. Face flushes, pupils dilate, breathing
symptoms of other illnesses (like nausea or sneezing, up to quickens, and skin becomes preternaturally sensitive. The
DM’s discretion). herb has a mildly cinnamon-like flavor and its potency is not
affected by being cooked. The herb is also sometimes used to
Ipt counteract suspected poisoning, since it increases resistance
to poison yet is so common as to be inoffensive if added to a
Jungle meal. (-2 to Wisdom checks, +2 to Constitution Saves, +1 to
Rarity: Common Persuasion checks, causes mild, pleasant sense of
intoxication. Effects last 1d4 hours.)
Trees, commonly used in wand and magestaff construction,
that grow upwards of 100 feet tall.
Iraster
Forest
Rarity: Very Rare
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
Forest

40
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Jalap The Juniper tree can grow up to ten feet in height. It is an
evergreen, which has prickly stiff foliage. The berries appear
Jungle in early summer, but take three years to ripen to the stage
where they are useful. Unripe berries are green, ripe ones are
Rarity: Very Common bluish-black in colour. Because of this rather long period of
A light violet vine that grows around trees, and can often be ripening, it is wise to never denude a tree of berries. A normal
found amidst ruins. The vine produces large, heart shaped sized tree will have between 100 and 200 ripe berries. 15 of
petals, and purple flowers with five petals. Young women often these berries should be crushed and mixed with boiling water.
pick the flowers to wear in their hair, and several religious When the liquid has cooled, the infusion should then be drunk
ceremonies require a carpet of jalap flowers. Shaman often in order to relieve status effects temporarily (3d4 hours). This
use a poultice made of ground jalap to draw the venom out of liquid will only keep for a month under normal conditions, but
venomous snake bites. Application of the poultice grants an can be mixed with an alcoholic spirit to increase its lifespan
additional saving throw against the effects of snake venom. indefinitely. According to some gipsy traditions, a sprig of
juniper kept in a house would protect the inhabitants from
Jelly Moss vampire attacks. This may actually work at the DM’s
discretion.
Jungle, Plain, Underdark
Rarity: Common Juxi Root
It is said that when a representative of the Martel Company Plain
brought the first samples of Jelly Moss back to Banuvo's Rarity: Very Common
College of Mysteries, it nearly caused a riot among the
academics. The resident sages were unable to conclusively A lumpy, tuber like root, that some swear grows to resemble
determine if this clump of grayish-purple tube-like structures, a pig, Juxi Root is prized by the culinarily conscious. Eaten
smelling a bit like rotten pears was a plant or a fungus. It was raw, this tuber has a crisp, sweet flavor but chefs the world
known that Jelly Moss, when crushed, becomes very messy over dry it and grind it into a fine powder used to spice and
and sticky, but until an unlucky professor sat a small sample of flavor foods, much like cinnamon. Juxi Root grows bright red,
Jelly Moss that’d been left on his chair, no one had realized trumpet shaped flowers, and can be found in abundance
this goo would create an almost instant, permanent, bond of throughout the Swordfish Islands.
incredible strength with wood. The battle of classification
rapidly transformed into a full-blown war between the Juzam
Blacksmith's Guild and the Carpenters over the future of nails. Desert
Jinab Rarity: Very Rare
Jungle 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
Rarity: Rare grows year-round, with flowers only growing back after a full
The dark chocolate-brown bark of this small fast-growing year without rain. These flowers turn into a small, hard, pink
tree, may be eaten in order to allow a person to remain awake fruit that can be harvested (only 1 harvested from a single
for one whole week, without the need for sleep. At the end of plant) and juiced to yield a potion that heals for 3d6+3 hit
this period, they will collapse, absolutely exhausted for four points.
days, and will capable of only half movement for a further
week after that. Kae'la
Forest, Plain
Jojopojo
Arctic Rarity: Rare
A 2-foot tall ground plant with a woody stem and large,
Rarity: Uncommon waxy leaves. The leaves can be ground and turned into a
The leaf of this pale blue-green, fuzzy herb is commonly water-soluble powder that allows user to remain awake and
applied to frostbite. If applied within 3 turns of taking frost alert for 24 hours without sleep. Repeated usage after 2 days
damage, proper application of the herb will cure 2d6 points of will increase the chances of collapse into a coma by 20%.
frost damage. After collapsing, the character must sleep for at least 2 days
per day of sleeplessness.
Juniper
City, Forest, Plain
Rarity: Very Common

41
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Kaitlin's Weed This plant is found only in the most inhospitable regions.
When a leaf of the plant is eaten, it will (if used successfully)
Plain raise a person’s strength +2 (or 20 percentage points in the
case of exceptional strength) for 1d10 rounds. However, if the
Rarity: Common nature check is failed by more than three, the plant was
A short leafy stalk that grows fine red hairs along the prepared incorrectly, and the person will collapse into
prominent bud, it is often mistaken for the taller Dragon’s unconsciousness for one hour.
Breath. Those well versed in herbalism also know that the
weed can be used to create a balm which soothes sunburn, Kelventari
and helps alleviate the pain from other burns (if applied within Desert
2 turns of taking fire damage, capable of healing 2d4 fire
damage). Many seeking to traverse the desert of Netheril often Rarity: Very Rare
procure quanities of the balm before setting out on their If the crushed Kelventari berries are applied to a burn
journeys, and the Bedine tribes often make use of the within one turn on its infliction it will heal 1d4 quarters of all
soothing qualities of the weed. damage caused by the burn, no matter how much damage was
Kanishta taken.
Arctic Kieros
Rarity: Uncommon Forest
A short plant that grows in tendrils across the ground Rarity: Rare
sprouting broad fluffy leaves, the Kanishta thrives in the cold A small, purple, ground-cover herb native to the understory
environment. Growing beneath the ground is a thick, dark- of forests that are fully blocked from the light, whose leaves
colored root. Although it is extremely bitter tasting, chewing can be used as a basis for necromancy school magic, and has
on the root provides temporary relief from the cold weather. a 40% chance of increasing the DC of a spell by +2.
Those that chew it express a feeling of warmth passing
through their body, and a sense of renewed strength Kilmakur
(resistance to cold/frost damage, and + to Str. Checks for the
next 1d6 hours). Forest, Jungle
Karat Rarity: Rare
Coastal, Jungle The roots of this plant must be brewed over a low fire for
one week, and the resulting distillation drunk. If used
Rarity: Very Common successfully, the recipient will gain a bonus of +2 to all saving
A flowering bramble bush that produces large red blooms throws versus fire based attacks for 1d10 hours.
with large amounts of a sweet, fragrant nectar and large black Kingsfruit
seeds inside, attached to long strands of silk that get
entangled in the feathers or fur of the plant’s pollinators. Forest
Swallowing these seeds will prevent sea sickness for one
week. Rarity: Very Rare
The bark of this tree is smooth, and a rich brown in color
Karcatta Brambles while the soft leaves are oval shaped and grow in small
Desert clusters. During the warmer months, small violet flowers
grow from the tree. During the autumn months, the tree
Rarity: Uncommon produces a dark brown fruit with a tough exterior. The fruit
Growing in deep ravines and shadowy places of the desert, has an extremely hard rind, and require a blow from a
the brambles grow along the ground, rarely achieving waist hammer to open. Striking either end of the fruit causes the
height. The stems are covered in long, spiny thorns, and the rind to cleanly split into six equal parts. The inside of the fruit
plant grows wide leaves close to the ground. In the cooler is a shade of golden yellow, and is quite sweet. Eating the fruit
months the plant blossoms with flowers of various colors. The restores hit points equal to two of your hit dice and restores
leaves, once dried, are often smoked by nomadic tribes during any expended hit dice from short rests.
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 divine giving them directions.
Kathkusa
Arctic, Mountain
Rarity: Very Rare

42
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Kinuka Tree Growing off of tree branches, at first inspection this fungus
appears to be the cocoon of an insect. The fungus is intrusive,
Jungle, Swamp sending tendrils into the tree branches and stealing water
reserves. Sporadically another pod will emerge from the tree
Rarity: Very Common branch, swell to the size of a human fist, and then burst,
The twisting trunk spawns many long branches that reach sending a cloud of black spores floating on the wind. The
out to provide a canopy. During most of the year the tree bears spores are a severe irritant and may even cause temporary
a multitude of feathery red leaves that turn purple in the fall. blindness if a large mass of spores get into the eyes of a
In the spring the tree is punctuated by small clusters of white creature (DC 12 Constitution Save if within 15 feet of the
flowers. The flowers are said to carry luck with them, and tree). The pods are also sought after for food, as frying them in
many young women hoping to become brides wear them in oil and serving them with fish is a delicacy served in
their hair. Waterdeep.
Kiss of Discord Kylathar
Plain Forest
Rarity: Rare Rarity: Legendary
Herb with dull red leaves that resemble lips. Ingestion Anyone who eats the yellow, soft, plum sized fruits instantly
causes 1d4 hours of hallucinations and the feeling that you has two random stats exchanged; Strength with Constitution,
must now go on a spirit quest. You feel pulled toward a far-off Wisdom with Dexterity; anything is possible (the DM should
destination. determine which statistics are exchanged). There is no saving
throw, and no cure (no easy one anyway; if you as DM want
Klagul one, make it up). Eating more of the berries will simply cause
more stats to be randomly exchanged. Short of magical
Arctic storage, the fruits will spoil and rot within 2 days after
Rarity: Legendary plucking. The bush itself grows about 2 meters high, with
long, dusty green leaves, which are slightly sawed. The flowers
Resembling a small tree, growing no more than 2 feet tall, grow in groups of 4 to 8, and are yellowish white with orange
the springtime buds of this plant must be boiled for a day and edges. The flowers grow in late spring, the fruits are ripe in
then eaten. After boiling they will keep for six weeks. When autumn.
eaten, they will if successful give the recipient truesight for six
hours. Laishaberries
Korogg Forest, Plain
Underdark Rarity: Common
Rarity: Uncommon Laishaberries grow on dark green, knee-high bushes. The
leaves of the bushes are hard and waxy, and stay on long into
Korogg is a rare underdark fungus that typically grows on autumn, sometimes even into winter. Concealed under the
the corpses of dead miners and dwarves who aren’t properly leaves, the red, cherry sized berries grow. In spring and early
buried. Black, bulbous bodies with fine black mycelia produce summer, the bush grows small, fragrant, wax blue flowers.
a fungal fruit called Korogg Pods, which can then be reduced The berries, which are equally fragrant, begin as hard white
to their juice and distilled. This rich liquor is sought after for fruits, turning soft, red, and juicy as they ripen. The berries
its taste and smell. When a character encounters Korogg taste quite bland themselves, although they can be used to add
Liquor, they must make a DC 14 Wisdom save or imbibe the a special taste to all kinds of jellies. When ripe, the berries can
liquid. The liquor quells freethinking: no person who drinks it be eaten raw, and will each heal 2 hp of damage, or speed the
need make an Investigation check while under its influence recovery from most diseases. However, they will also render
for the duration of a day, as the result will incur a -8 penalty the eater mute for 20 minutes for each berry eaten. Also, if
since they can’t think of anything their investigation might more than 5 or 6 berries are eaten at a time, a saving throw vs
mean, and the consumer takes a -1d6 penalty to wisdom poison is required to avoid severe stomach cramps. A jelly
checks after consumption until the next long rest. made from the berries themselves loses both the healing and
silencing powers (and the danger of cramps) of the fresh
Krakaem Pods berries, but the curative effects for most diseases is doubled;
Jungle, Swamp fresh berries reduce the recovery time by one day for each
berry eaten, the jelly halves the time.
Rarity: Common

43
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Lakeleaf Plain
Coastal, River Rarity: Very Rare
A yellow-orange orchid flower commonly farmed and sold
Rarity: Uncommon illegally. The pollen of the flower can be turns into a sticky,
Parsley like herb descended from plants growing on the rich-smelling powder that can be applied to the gums and
shores of large rivers and oceans. If crushed and rubbed onto tongue. When consumed, it brings about a mild hallucinatory
meat, that meat never dries out regardless of how overcooked. state, wherein the recipient's capacity for visualization and
If used as a component for casting Gentle Repose, it doubles imagination are increased. The powder is used recreationally
the duration (does not stack with extend spell). Matures in 14 by many, including by those of an artistic bent, but it is
weeks and remains viable for 5 weeks after. members of the Illusion school who benefit most from its
effects. Due to the greater precision and depth of imagination
Land Caltrops produced, all illusions created by one under the influence of
Jungle the yellow powder gain a +1 to attacks and damage. The
yellow powder is not addictive, but it can lead to a detrimental
Rarity: Very Common state of internalization and paranoia. Any session where a
character uses the yellow powder, he must make a Wisdom
If applied to a venomous bite within one turn, it will draw check on 1d20. A roll of above his Wisdom score results in a
out the poison. Some very venomous snakes give bites that 25% chance of an episode of paranoia some time during the
are incurable by this method, and so the herb has no effect session (at the DM's discretion).
against `instant death' poisons. It may (at the GMs discretion)
provide protection against other, non- fatal animal poisons.) Laumspur
Larnurma Mountain
Forest Rarity: Common
Rarity: Very Common This is a green plant with small red flower, which are
renowned for their healing properties. These flowers can be
This tree has round purple fruit, which are about the size eaten fresh or dried for later use. If not dried they will become
and consistency of plums. When eaten this fruit will heal 2 hp useless within 1 week. The flowers can also be brewed over a
per fruit. These fruits cannot be dried and will rot within two very low heat in fresh water to produce a `potion', which can
weeks of picking. However, the juice of three fruits can be be drunk for its healing effect. When consumed, the herb will,
mixed with olive (or other vegetable) oil, and left to stand for a on a successful herbalism check, heals 6 damage with fresh
week. This oil has an almost unlimited life. Rubbing this oil leaves, 4 hit points using dry leaves, and 6 - 8 hit points using
into the recipient’s skin will ease muscle pains, and also the brew.
restore 1d4 hit points.
Lavender Ragweed
Lashar
Plain
River
Rarity: Very Common
Rarity: Common
A bushy, purple plant that blooms throughout spring and
A grey, slightly slimy lichen that grows on rocks in the summer. A magical cross between lavender and ragweed, the
middle of streams. When ground up into a slurry and plant is used commonly as a room freshener, but is also highly
consumed, it will slow the effects of poison for 2 hours. After allegenic to many people.
that the poison will resolve normally, unless another potion is
drunk. The potion is very repulsive, and a DC 14 Constitution
saving throw is needed to see if the imbiber can hold it down.
Laspar
Forest
Rarity: Very Common
A squat evergreen tree with dusty green bark, and olive-
green needles that grow in clusters, most people avoided
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 “shags” at the
end of each branch, are often used in torches. The needles are
also often burned simply for the deep piney aroma they
provide.
Latimer Orchid

44
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Leopard's Bane Small tree, which grows dozens of small nuts in the spring
in temperate forests. A handful of the nuts sustains a medium
Forest, Jungle creature for a day. Eating a Lish Nut as a full-round action
provides limited protection from vermin, which must succeed
Rarity: Very Common a DC 11 Constitution save or becoming sickened for 2d4
This is a poison that kills animals (but not monsters) that rounds after touching/attacking the creature exuding the nut's
eat it, but has no effect on humanoids, demi-humans or odor.
humans.
Livewood
Lesser Centaury Forest
Mountain Rarity: Very Rare
Rarity: Common Highly magical green-colored tree native to Elven Forests of
This plant has rosy-pink flowers, which are splayed out like Faerun whose wood remains alive when felled. Items made
a five-pointed star. These flowers if eaten within one day of from it are affected by Plant Growth, sprouting small
being picked will cause the recipient to vomit up any ingested branches and leaves, while Speak with Plants allows one to
poison within their body. The person will remain very weak communicate with them and Blight damages them as if they
for 1d3 days, can only move with great difficulty and is totally were plant creatures. Livewood items can also be used for
unable to perform any useful actions. Tree Stride, Animate Plants can animate a Livewood object,
and Dryads can live in Livewood objects. As a living object, a
Lichbriar Livewood items are immune to the Disintegrate spell. Crafting
items made from Livewood requires special training from a
Plain druid or dryad, and a successful nature check.
Rarity: Rare Lizard Eaters
Bougainvillea-looking pants that clings to any surface and City, Plain
grows up to 50-ft in ideal conditions. It has poisonous thorns
(DC 14 Constitution Save or take -1 to Str. and -1 to Dex. until Rarity: Very Common
cured) and subsists by growing roots into living creatures and
slowly draining their hit points and experience until they die A hardy vine that seems to grow in the nooks and crannies
(If a character were to fall unconscious by any means within 5 of stones, and can often be found in older cities or in ruins.
feet of Lichbriar, they must then make a DC 14 Str. Save to get The vine rapidly grows along the crevasses provided by
out of the rapidly growing briars after they awaken. -5 hit mortar, and every few feet a small yellow flower sprouts from
points for every hour unconscious). the vine, surrounded by a handful of apparently errant
tendrils. These flowers smell very faintly like rotting meat,
Light of Mystra which is used to attract vermin such as small lizards and rats.
When the vermin begin to eat the flower, the tendrils quickly
Underdark close around the creature, slowly constricting and choking the
Rarity: Common life from the creature. This feature causes many urban
dwelling folks to not only tolerate the presence of the vine, but
Small mushrooms with thick heads, the skin is a pale blue to also encourage such growth.
color, and the head is often covered in small off-color bumps.
In the darkness, the mushrooms glow, attracting creatures to
consume the fungus. Within the bumps of the cap, the
mushroom holds a dense collection of spores. After digesting
and passing the mushroom, the spores begin to sprout. The
glow of the mushrooms is slightly magical, and casting Detect
Magic reveals a pale aura of illusion magic, illusion that
causes people to believe that they’re much tastier than they
actually are. Some say that the mushroom was blessed by
Mystra, to help her followers find their way out of the
Underdark.
Lish
Forest
Rarity: Uncommon

45
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Lizuara Wound-powder drug, made from stalks of Abyssal plants.
Initial 1 point bonus to all ability scores along with intense
River pain for 1d8 minutes. Second use grants a +2 bonus to all
ability scores and excruciating pain that causes disadvantage
Rarity: Legendary on checks and saves of all kinds for 2d8 minutes. Third use
Found only growing underwater in freshwater at least 30 causes the possibility of addiction (DC 20 Constitution Save)
feet deep, Lizuara is a translucent green grass that seems to and a -3 to all ability scores and pain that renders the user
curl and uncurl on its own. This water plant, when combined incapable of doing anything and lowers movement speed to 1
with Stygian Pumpkin, can be turned into an ointment that, foot for 3d8 hours. As long as the user is addicted and does
when applied to the forehead of a recently dead creature, will not have access to more Luhix, they will take a -5 penalty to all
bring the character back from the dead up to 7 days from its checks and movement speed will be halved as they are too
death. If the resurrection ritual is completed improperly, the lethargic to do anything of importance.
character becomes an undead.
After successful application of the ointment, the character Lumina Cap
being treated must make 3 death saving throws unbeknownst City, Underdark
to the rest of the party.
3 successes or 2 successes and 1 failure will return to Rarity: Rare
character to full health, fully living. A yellow, glowing mushroom that takes a few months to
2 failures and 1 success will return the character to grow to maturity, begins to spread spore powder, and then
conscious undeath, returning the player as a revenant. dies after a week to start the process over. Many Herbalists
3 failures will return the character as a full undead, with the keep the glowing mushrooms themselves in dark cellars in
helpful intervention of an evil deity of death, returning the order to harvest this dust every chance they can, as this
character as a Death Knight with no control over their actions. powder can be used to concoct a Potion of Heroism.
The Death Knight will attempt to fight, but can also be turned
back to the ally as a revenant state if the ointment is applied Lungwort
once more and the Death Knight fails a DC 16 Cons. Save.
River
Locust Needle Rarity: Very Common
Coastal, Forest This plant has broad leaves covered with dark spots,
Rarity: Very Common resembling diseased lungs. It is used in the treatment of
diseased lungs, by boiling the leaves and drinking the
A short stubby tree covered in long thorns, the bark is a infusion. The effect of a successful treatment is to render
light brown, and the leaves are a vibrant green tinged with breathing easier and to clear fluids from the lungs caused by a
gold. The leaves of the plant are quite edible and known to whole array of diseases - pneumonia and tuberculosis to name
help prevent scurvy. Some pirate crews use the trunks of the but two. It does not actually cure the disease, but merely
tree to make crude morning-stars, while others harvest the relieves the symptoms. With some diseases that alone can be
thorns to use as improvised tattoo needles. the difference between life and death.
Lordinberry Luurden
Forest Jungle
Rarity: Very Rare Rarity: Uncommon
Found only in forests where some trees exceed 300 years of A magic-dependent pale, gnarled tree that looks dead
age. The small shrub yields a limited number of yellow, plum except for a short period every 3 to 4 years where it produces
sized berries (1d3 berries harvested from a single bush) that bitter red fruit that can be made into the wine. The fruit,
can be mashed into the hand of a druid. If the druid then called bloodfruit, is a deep scarlet red and bleeds a sweet
touches the tree with this hand he or she is able drain a citrusy juice when cut into. The wine can be used in
portion of life force from a tree. Each tree has 3d4hp for each combination with bloodkeep to create a tincture that heals for
50 years it has lived. The drained life force will then be added 2d4 + the nature modifier of the character who creates the
to his own. Do not drain more than 50% of life force from a potion.
tree, it will kill the tree, and this will anger the fey of the
forest.
Luhix
Forest, Underdark
Rarity: Uncommon

46
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Maiden's Hair This woody herb’s bark can be stripped and chewed as a
gum. For 1d4 hours, eyesight is incredibly enhanced, doubling
Forest, Underdark ranged attack range and granting a +2 bonus to attack rolls for
ranged attacks.
Rarity: Very Rare
An odd mushroom cultivated by dwarves for the silken Maracan
tendrils that hang from it and collect moisture. These tendrils Desert
are tough and time-consuming to harvest, but they can be
made into yarn that can create a very tough silk that can then Rarity: Very Rare
be made into tough rope and shirts or woven into existing Resembling a dead wood shrub, maraca subsists off of
armor that then grants extra resistance to bludgeoning and magical energy found within the earth and therefore does not
slashing, although the fabric can be torn by a piercing damage grow leaves, and the slightest amount of water will drown it.
critical hit, at which point it loses its properties until repaired. Branches of maraca can be snapped off, dried, and grated
Crafting with Maiden’s Hair requires a DC Nature Check of under the light of a full moon into a fine powder that faintly
25+ or consultation with a Dwarven master craftsman. glows. When a dose of the dust is thrown on a target, it will
Makebate negate the saving throws for the next spell on him. An attack
roll must be made against unwilling targets that know that the
Plain caster is up to something. Also known as magedust.
Rarity: Very Common Maraga Flowers
This herb will counteract the poison of scorpions if taken Jungle, Plain
within 2 turns of the sting. Any damage, including death,
already taken will remain. Rarity: Rare
Mallow Growing as a small bush with broad, heart shaped leaves,
the plant also grows vibrant red and violet flowers. The bush
Plain also emits an enticing scent that almost overpowers the smell
of the plant’s decaying prey. The insides of the flowers are
Rarity: Uncommon lined with a number of sharp thorns, and each flower is
A tall plant with many star shaped leaves sprouting from the capable of spraying a paralytic poison at potential prey (DC 15
main stalk, the mallow plant is notable for the large five petal Cons. Save if within 5 feet of the plant or suffer 3d6 poison
white flowers. Several tribes use the flowers for decoration, damage. If the target creature fails the saving throw by 5 or
especially during fertility ceremonies. The Azuposi people more, they are Paralyzed for 1d4 hours). Once the prey falls to
brew a tea from the plant, said to ward away any “evil spirits” the ground, the bush is capable of slowly moving due to having
(Those that drink the tea gain Advantage on any saving throw shallow roots, and entangling the paralyzed creature. The root
meant to resist mind control or possession until the next short system slowly crushes the prey, and the bush feeds upon the
rest.). nutrients as the body decays.
Mandrake Marigold
Jungle Forest, Plain
Rarity: Rare Rarity: Very Common
The root of this herb sends the recipient to sleep. The sleep Marigold can grow to a height of two feet and has rows of
will last 15 hours, during which time the person cannot be flat orange and yellow petals around a central disc. These
woken except by a Protection from Poison spell or potion. The flowers must be dried and then mixed with olive or other
root is said to bear a resemblance to the naked male form, vegetable oil to produce a soothing balm which will soothe
hence its name. The plant has several dark green leaves and clean small wounds, in order to prevent infection. As a
which are about 1-foot long. The purple flowers of the plant side effect, the marigold has a slightly musky scent that
are bell shaped. The root of the plant must be boiled on the attracts beasts, and grants a +2 to Animal Handling checks for
night of a full moon and left to sit for an entire month before 1d8 hours.
use. According to Ancient Egyptian legend, the sun god, Ra,
sent Mathor to earth to punish mankind. Mathor's slaughter
was so intense, that Ra took pity on man, and forced Mathor
to drink the blood of his victims mixed with Mandrake root.
He fell asleep and when he awoke was unable to remember
why he had come to earth, and so the slaughter was ended.
Mar'kerlan
Forest
Rarity: Rare

47
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Marisia
Plain Marsh Maw
Large plant, unaligned
Rarity: Legendary
A small, gnarled tree found in temperate plain environments Armor Class 14
with bright pink leaves, the leaves are commonly ground into Hit Points 112 (14d10 + 28)
a drug well-known amongst spellcasters called Memory Dust. Speed 20 ft.. swim 20 ft.
Taken as a snuff, the dust gives a magic-user the ability to
memorize and cast a single spell of the level above his normal
maximum (for example, a 1st level magic-user could STR DEX CON INT WIS CHA
memorize and gain a slot for a single 2nd level spell) until the 16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
next long rest. The dust is highly addictive. After every session
in which a magic-user has made use of the dust, he must Damage Resistances bludgeoning
make a Wis. check on 1d20. If the roll results in a number Condition Immunities blinded, deafened, frightened,
higher than his Wis. score, the character will do everything he prone
can to use the dust again in the next session, paying Senses blindsight 60 ft., passive Perception 10
sometimes exorbitant prices. A roll of 20 indicates that the Challenge 4 (1,100 XP)
character's tolerance for the dust has increased, and from now
on he must consume twice the quantity to achieve the same Actions
effect.
Multiattack. The marsh maw can make two constrict
Marjoram attacks and a bite attack.

City, Plain Constrict. Melee Weapon Attack: +5 to hit, reach 10


ft., one target. Hit 11 (2d6 + 3) bludgeoning
Rarity: Very Common damage, and a Large or smaller target is grappled
(escape DC 14). Until this grapple ends, the target is
This herb removes the color from the skin of a person who restrained, and the marsh maw cannot constrict
has had yellow jaundice. The herb has angular stems which another target.
grow to a height of 1 to 2 feet, which are reddish in color and
are covered in small hairs. It has ovate shaped leaves which Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
surround the stem and grow smaller and smaller towards the Medium or smaller target. Hit: 11 (2d6+3) piercing
damage, and a target is blinded, restrained, and
top of the plant. It is topped by pale pink flowers. The herb unable to breathe. The target must succeed on a DC
prevents the spread of some disease as well. 14 Cons. Save at the start of each of the marsh
maw’s turns or take 11 (2d8+3) bludgeoning
Marsh Maw damage. If the marsh maw moves, the engulfed
Swamp target moves with it. The marsh maw is unable to
use the bite attack until it releases the held creature.
Rarity: Uncommon
Lurking beneath the stagnant water, waits a plant made of
veiny tendrils looking to fill a spine filled maw. When Marshmallow
unsuspecting prey wanders nearby, the tendrils snake around
flailing limbs, dragging it into the maw. The plant slowly River, Swamp
submerges back beneath the surface, crushing the prey Rarity: Very Common
caught within its grasp. The Marsh Maw is a danger that
dwells within shallow swamps, using the brackish water as This plant has a green fleshy stem and broad egg-shaped
camouflage. The plant has a deep root system that goes deep, leaves, both of which are covered with downy hairs. It has five
holding the monstrosity in place. The Maw often lurks at the petalled, pale pink flowers which sit at the base of the leaves.
edges of the swamp, near where herd animals come to drink. The root must be boiled, and the resultant distillation applied
More than a few unlucky shepherds have lost members of to burns. If used successfully the herb will double the rate of
their flock to the danger that lurks just beneath the surface. healing for the burn.

48
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Maruera The leaves of this dandelion-esque herb increases a
character’s eyesight for 1 minute. They can see twice as far,
Forest, River and when in missile combat, all ranges are treated as if 5 feet
less.
Rarity: Rare
In appearance this tree looks much like any other. It can be Melander
identified by its vivid green leaves. These leaves when chewed Jungle, River
produce large amounts of oxygen from the carbon dioxide
already in the persons breath. One leaf may chewed for up to Rarity: Rare
ten minutes, before its properties are exhausted. The leaves Melander is a moss that must be brewed in clear water. The
are often boiled and the resultant infusion added to other resultant distillation must then be drunk. Tasting slightly of
substances to produce a gum. A piece of this gum will allow ale, it will then add +1 to all Constitution saving throws vs
the recipient to survive without oxygen for 2d4 x 10 minutes, disease for a period of 1d10 days.
provided they are conscious and able to chew. The herbs main
use is in allowing the recipient to survive in oxygen poor or Milkworte
free environments such as underground. When a tree is found
it will normally have 3d100 leaves. Taking too many leaves Plain
can harm the tree. The tree has a chance of dying equal to the
percentage of the leaves taken. For example if 30% of the Rarity: Very Common
leaves are taken the tree has a 30% chance of dying, if 50% This herb protects from (for 1d4 days) and treats cholera
are taken it has a 50% chance of dying. The leaves are also (cures cholera in 1d4 days).
said to have a calming effect when chewed (DM’s discretion).
Mimetry Sprigs
Masterwort Mountain
Plain
Rarity: Very Rare
Rarity: Common A small, green shoot family of plants whose fibers have the
Masterwort grows to be about three feet tall and bears ability to take on the hue of whatever is around it. The fibers
several overlapping layers of white flowers. It has winged dark are the basis for camouflaging armor.
green leaves like those of a maple tree. The leaves must be
boiled and left to stand for at least twenty days before use. Mirenna
This herb is used as a protection from plague, giving a +2 Forest
bonus to any constitution saves against disease.
Rarity: Rare
Masthin
The berries of Mirenna will heal 1d4-1 hit points when
Jungle eaten. A typical bush will yield 3d10 berries.
Rarity: Common
Plant native to Q'barra jungle that produces natural
intoxicants when young that attract wild animals. If its shoots
are used as a component for any enchantment spell targeting
animals or magical beasts, they have a 40% chance of
doubling spell duration.
Meadow Giant
Plain
Rarity: Uncommon
Tenacious, large green-stemmed weed that can spring up
over-night in temperate grasslands, plains and farmlands. It
easily threatens crops, and its powdered stem can be made
into an anti-coagulant called White Sanguine, which when
added to an injury poison, causes the victim to bleed for 1
point of damage each round for one minute, if it fails a save
against the poison. Magical healing or a DC 15 Medicine
check stops the bleeding.
Megillos
City, Plain
Rarity: Common

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Mokodo Bush A strain of garlic that only grows on coastal mountainsides,
said to repel evil spirits. The garlic, when worn around the
City, Plain neck, wards off undead and aberrations for 1d8 hours. -3 to
rolls for initiative from these types of creature during that
Rarity: Very Rare time.
This full body bush grows a plentiful amount of waxy green
leaves, that turn pink in the fall. During warmer months the Mountain Setwall
bush sprouts flowers of yellow and orange, which turn into Mountain
sweet little berries. The leaves of the bush can be harvested
and rendered down to create a waxy resin that is often used to Rarity: Common
seal the hulls of seagoing boats, replacing pitch. The practice Handling or ingesting this herb causes hair to grow on a
is far from common, as the process to create the resin is far character’s eyelids and palms.
more expensive than using the traditional methods. Some
seamstresses also coat their threads in the resin, which Mugwort
allows for the creation of finer garments. These garments
represent armored fine clothing, the appearance of fine Plain
clothes with the protection of light armor (AC 11+Dexterity
Mod). Rarity: Legendary
Mugwort can grow to be taller than a man. It has a stiff and
Moonstern angular stem, reddish brown in color. It has deeply incised
Underdark smooth leaves which are dark green on top and silvery white
underneath. It has small, yellow-green or yellow-red flowers
Rarity: Rare arranged in long spikes at the top of the stem. The effects of
A glowing silver mushroom that can be found in caves at this herb last for two hours, the leaves are harvested and then
least 500 feet below ground-level. The mushroom can be smoked. During this time the character can function at up to
ground and combined with pure alcohol to create a magically -20 hit points, or beyond the point of exhaustion. If used more
enchanted secret ink. Two doses are needed for a full vial of than one time, the user must make a DC 25 Constitution Save
ink. This ink is only readable in unobstructed moonlight. or become addicted. While addicted, the consumer loses 5 hit
During day time, the ink reads as magically shifting silver points per hour and had disadvantage on all checks and saves.
runes. Mule Pollen
Mordayn Plain
Jungle Rarity: Rare
Rarity: Rare A daisy-type yellow flower. Inhaling the pollen grants +2 Str
Inhaled steam drug made from this rare herb found in deep and imposes a -2 penalty to Int and Wis for 1d4 x 10 minutes.
jungle environments. Initial hallucinations as Bestow Curse DC 12 Wisdom Save to avoid addiction, wherein addiction
spell for d20 + 10 minutes. After this amount of time, a DC 14 causes constant fatigue of exhaustion level 4 while not under
Constitution Save must be made. On a failed save, the the influence of the pollen. Protection from Poison cures
recipient becomes addicted, and the addict loses -1 to Wisdom addiction.
and Constitution as long as they’re addicted. Musk Muddle
Mothflowers Swamp
Underdark Rarity: Very Common
Rarity: Uncommon Stinky, brown, dead-looking plant with wide leaves found in
A strange plant that grows in the Underdark, the stalk of the swamps and marshes. Can be made into Burn Salve, which
plant is a shade of grey similar to ashes. The few leaves that when applied within 2 rounds after taking fire damage, heals
sprout from the stalk are a lighter shade of grey with dark 1d6 points of the damage done by fire.
veins running through them. Every few hours the flowers of
the plant open, and appear very similar to white moths. When
the flowers are open, the plant emits a strange smell which
causes goblinoids to retch. Any goblinoid (including half-orcs)
approaching within 20 feet of the plant must make a DC 12
Constitution saving throw or become nauseous. Flowers that
have been picked do not confer the same effect.
Mountain Garlic
Coastal, Mountain
Rarity: Common

50
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Myrthis Underdark
Forest, Plain Rarity: Rare
A blue-grey herb smelling faintly of nutmeg that heightens
Rarity: Common the user's senses. Over-dosage or prolonged usage causes
Myrthis berries grow on short, roughly 2-foot bushes photosensitivity, distraction and nervousness; on the other
resembling blueberry bushes that produce berries that also hand, prolonged usage can also make the effects permanent.
resemble blueberries. The only visual difference between the Nightcall gradually dyes the long-term user's hair, teeth, nails,
two is a slight color variation (the fading from blue to black on horns, or scales midnight blue. (The minimum dose of 1 tsp
the bottom of the berry). Consumption of Myrthis Berries gives the eater +100' sight range, +10% hearing, and +1 to
causes disorientation and loss of depth perception, -2 to Wisdom and Dexterity scores for up to 1d8 hours. Up to 4
melee and -4 to ranged attack rolls. doses will stack, but after the second dose, the user will make
a DC 14 Wisdom Save. This DC increases by one after every
Nahre Lotus dosage. If failed, the user becomes addicted and loses -100’
River sight range (down to 3’), -10% hearing, and -1 to Wisdom and
Dexterity scores until next dosage.)
Rarity: Very Rare
Nordra
A waterlily native to large bodies of fresh water. Harvesting
the plant and putting it in a vial works as a splash weapon Desert
against enemies, works as a minor form of the spell Tsunami Rarity: Very Common
(wall of water up to 10 feet long, 10 feet high, and 3 feet thick.
On a failed save, damage is 2d10 – 2 Bludgeoning damage). An aloe-like cactus that when cut releases a sticky yellow
sap that smells like urine. This sap can then be applied to
Napweed wounds, healing for 1 hit point, which stops up further
Plain bleeding.
Rarity: Very Common Obaddis Leaf
This plant has a single main stem with small fern like Arctic
leaves, and small pink flowers growing from it. These flowers Rarity: Rare
must be dried, powdered, and mixed into wine and then drunk
to counter the effect of injected poisons. A successful Rare holly variety that can retain some magic if used as
application means that only half normal damage is taken from Druid divine focus. As component for plant-targeting spells it
the poison. In addition to this use, the flower is often counted doubles both area and duration.
as a symbol of faith between lovers and is used to decorate
and garnish foods at weddings. According to Greek mythology, Oede
this plant was used by the centaur, who wounded by Hercules Mountain
with an arrow poisoned with the Hydra's blood, treated
himself with it. Rarity: Legendary
Nararoot One of the most valuable and prized of all plants, this bush
has leaves that are almost golden in color. These leaves can be
Plain dried, but if they are not will last only two weeks. This means
the drying process must be begun within an hour of the leaves
Rarity: Very Common being picked. These leaves can according to legend cure any
A tuber found throughout Faerun, the green and purple disease. Whether or not the leaves have this power is up to
leaves of the plant grow close to the ground, and a single thin the individual DM.
stalk sprouts upward to reveal a flower with two wide petals.
The root is often cut into shavings and either eaten directly, or
brewed into a tea. Although terribly bitter, it primarily serves
as a form of birth control, as ingesting it renders a person
infertile for several weeks.
Navew
City, Plain
Rarity: Uncommon
The seeds of Navew dropped in a drink or on to food before
it is eaten acts as counteragent to ingested poisons. It
prevents the death of a person poisoned in that meal, though
they may still be very ill.
Nightcall

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Old Man's Friend Ordul is a floating water flower, deep blue with purple
tinges on the outer edge of the petals. The flowers can be
Plain harvested and are highly sought after for their anti-toxic
effects. Upon ingestion, delays all effects of any type of poison
Rarity: Rare for 24 hours. Must be administered within 1 round of
Sticky, leafy herb that grows to 2 inches in large (up to 10 poisoning.
by 10 ft) beds that acts like catnip for dogs. Can be made into
a thick grey substance called gash glue, which can stabilize a Orevine
dying creature without making a medicine check. Mountain, Plain, River, Underdark
Oliosse Rarity: Rare
Mountain A vine-grape looking plant native to lowlands between
mountains and rivers that draws metal from the surrounding
Rarity: Legendary soil into bulbous, grape-shaped sacks. Depending on what
This exceedingly rare herb will restore an Elf to life if given type of metal it is keyed to, the plant can be harvested alive
within seven days of death. This effect also works on Half- and sold for 2000 gp & 10000 gp, producing between 300 gp
Elves up to 3 days. & 2000 gp worth of the metal per month.
Olus Veritis Orticusp
River Forest
Rarity: Very Rare Rarity: Very Rare
Olus Veritis is pale green in color and grows right on the Extremely rare flower with a root that looks like a pale
edge of rivers. The leaves are rough in texture, and have tiny white fist, found in temperate forests with trees of at least 150
thorns all along their edges. A leaf should be baked in an oven years of age. Fey within 20 yards can smell its earthy aroma
for one hour and then dragged across the skin of the recipient, and find it easily. If the root is pulped it can be made into
cutting their flesh very slightly. The recipient, must make a DC Night Venom, which when added to a poison, adds an
17 Constitution save vs poison or be compelled to answer all additional saving throw (at the poisons' normal DC) to the
questions, absolutely truthfully for the next 1d6 x 10 minutes. initial save against the poison. Failure causes the creature to
Up to three uses of the herb can be made in a 24 hour period. fall asleep until the secondary effect of the poison kicks in.
If any more than this are made the recipient will die within 3
hours of the third dose, or instantly if five or more doses are Ortona
administered. Jungle
Olvar Rarity: Rare
Jungle Ortona Trees can grow to 40 feet and produce large
amounts of a pale, white fruit, which are commonly turned
Rarity: Very Rare into a chunky, white paste smelling of walnuts. Applying this
The flower of the Olvar bush must be given to a person on thick, white paste to a weapon will allow it to cleave through
the point of death (at 0 hit points but not at the threat of losing any non-magical metal. The paste is consumed after use. (1d8
any more). It will then keep them alive and stabilized for 2d10 fruit can be harvested from a single tree.)
days or until healed.
Orach
Plain
Rarity: Very Common
Orach grows to about 3 or 4 feet in height. It has a whitish
stalk, pale green leaves and greenish-white flowers. The seeds
must be gathered, bruised and left to stand in pure alcohol for
six weeks. The mixture must then be drunk, one spoonful a
day for a week. This tincture will cause extreme intoxication
but also cure almost any disease. It leaves a yellow color in the
skin.
Ordul
Swamp
Rarity: Uncommon

52
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Oruighen The root of a small, shrub-like plant with dark green, shiny
leaves and thorns, Pattran is used to relax the muscles and
Desert encourage sleep. In mild dosages, Pattran causes a general
feeling of relaxation, eases sore, strained or sprained muscles,
Rarity: Uncommon and similar aches. In larger doses, Pattran causes sleepiness.
A rare cactus native to alkaline salts that can be made into Pattran tastes like a combination of mint and rich soil. (For
an inhaled powder drug granting +1 to rolls for Performance, sleep dosages, user may voluntarily choose to sleep well or, if
DC 14 Constitution save that, if failed, causes blindness for resisting, make a DC 12 Constitution Save. Effects last 2d4
2d4 minutes and extreme nostril and nose pain that cause -2 hours; if asleep, the user will sleep and awaken normally.)
penalty to attacks, skill checks and saves for 2d4 hours.
Highly addictive, DC 14 Constitution save after second use, if Pennyroyal
failed, the user becomes addicted, and suffers all negative Forest, River
penalties while not under the drug’s control.
Rarity: Rare
Osira Pennyroyal is a low creeping herb with a squarish stem and
Forest small dark green leaves which grow in pairs. The flowers
grow in round clusters which are mauve in hue. The leaves
Rarity: Common should be plucked and while fresh be thrown into a person’s
Osira is a tiny, parasitic cactus found growing on surface bath water. They may then have an aphrodisiac effect on
roots of oak trees. Can be juiced or mashed to yield a slightly anyone the recipient attempts to influence in the next 1d4
sweet syrup. Mixing this syrup with any alcoholic beverage days (+1 to persuasion checks made within that period). In
neutralizes the alcohol in the beverage. addition, if dried, the leaves may be sprinkled among books,
and will then act as an insect repellent. These make the leaves
Pallast highly prized among mages and sages who will normally pay
12 gp for small amounts of the dried leaves.
Forest, Jungle, Swamp
Rarity: Very Common Peony
Pallast is a compound made of the pale, papery bark from City, Plain
willows and the roots of marshmallows. When ground Rarity: Common
together and imbibed, Pallast cures minor aches and pains,
especially headaches and pain from abscessed teeth, sore This plant with its delicate pink flowers may be boiled into a
muscles, and so forth. Pallast itself is a very bitter pale powerful healing draught, capable of stopping all bleeding,
powder, and is usually served in a heavily sweetened tea. internal and external immediately. However, a roll of 1 on the
(Relieves minor pains but does not restore lost hit points.) nature check by the herbalist, will kill the recipient in 1d4
minutes, as they suffer a massive heart attack. The herb can
Palma Eldath be deliberately used as a poison by using five times the normal
dosage.
Plain, River
Rarity: Common Periwinkle
This herb keeps a person warm for one night or one day, City, Plain
and prevents them suffering from exposure. This can mean Rarity: Very Common
the difference between life and death.
The plant is a creeping vine with dark, green shiny leaves
Panaeolo and pale blue flowers. The flowers must be crushed into a
powder and administered orally. If used successfully the herb
River will stop all bleeding, both internal and external in one turn
Rarity: Uncommon (+6 hit points recovered if administered within one turn of
taking damage).
Magical herb whose leaves tastes like leather and function
as an ingested drug with no initial effect. Secondary effect
after 1d4 hours is to increase all arcane spell save DCs by 2
for 1d4 hours and 1d8 psychic damage. A second dose within
an hour of the first improves the effect to a +3 to save DCs and
deals 2d8 psychic damage. Further doses only cause more
and increasing psychic damage.
Pattran
Plain
Rarity: Common

53
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Petiveria A magically created dark-purple spheroid fruit-plant that
grows to 1-2 feet across, serves as a hardy crop viable in a
Plain range of climates. Meat, root and seeds are edible and high in
protein, core of the plant is filled with juice, the fibers are
Rarity: Very Common similar to cotton, and the rind can be used as a sharpening
This plant has a single stem with dark green, shiny leaves strap for fine blades. A new fruit starts growing as soon as the
growing from it. It is topped by very thin, yellow flowers. The old one is plucked.
petals of these flowers should be mixed into a poultice, where
they will, on a successful application, act to bring down Pondstone Tree
swelling and bruise over the course of a one-day period. Jungle, Swamp
Commonly used across the realm as a cold compress for
black-eyes. Rarity: Uncommon
Phandar A towering willow relative that grows in tropical and near-
tropical swamps, pondstone wood is often used for its
Forest flexibility while freshly cut to construct simple boats and
canoes. In addition, the reduction of the wood over a low
Rarity: Very Rare flame will cause a collection of sap on the ends of the wood.
A knobby deciduous tree with mottled bark, the branches This sap can then be collected, further distilled, and consumed
often grow away from the prevailing wind, often giving a copse as a tincture that induces mild hallucinogenic effects,
of the trees the appearance of being almost blown over by including the capability to see one’s own body from a third
strong winds. The branches support a surprising amount of person point of view. It is argued among enthusiasts about
small triangular leaves, and are the natural home for a species whether you truly do see yourself in third person or whether
of moth that resemble the leaves. The strength of the wood the hallucinations are just a reconstruction of your
lends itself to be an excellent choice for tool handles, bows, surroundings using artificially heightened senses. There are
and small boats. The multicolored grains are regularly in no known negative side effects to pondstone sap
fashion for jewelry making in such places as Waterdeep and consumption, and the recreational use of pondstone sap is
Suzail. However, because of excessive logging over several referred to as Sap Goggling.
centuries, the tree can only be found in isolated copses, often
far from centers of civilization. Powdered Desert Milk
Desert
Pixie Table
Forest Rarity: Uncommon
Distilled liquid drug that stains lips blue, first causes -1
Rarity: Rare penalty to Wisdom and then bolsters pain immunity, grants a
Rare 1-foot tall and 1-foot diameter mushroom with a dark sense of euphoria and a -2 penalty to Initiative for 1d4 hours.
lavender cap that can be found in any woodland but is most Overdose if second dose taken during duration causing
common in temperate forests housing Fey. If boiled with cloth, Petrified for 2d4 hours.
it dyes it 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.
Poison Apple
Jungle
Rarity: Uncommon
A magically bred medium-sized apple tree that bears red
fruits that taste good but function as a strong sleeping poison
(DC 18 Constitution Save or the recipient falls into a deep
magical sleep for 2d6 days). The sleep can be cured by a
Protection from Poison spell.
Pomow
Plain
Rarity: Common

54
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Poznan's Chain The Pygmy King Flower produces a conical, flower-like
structure from a base of 8-10 fat, fluid filled leaves that
Jungle, Mountain resemble a broken rib cage. The flower is usually 1' in
diameter, 2' tall, and always brightly colored. While the color
Rarity: Rare can vary greatly, solid orange and blue with yellow spots are
Poznan's Chain is a soft-wooded clinging vine armed with the most common colors in tropical locales. Nectar fills at
white, pearlescent spines, 2" to 3" in length that alternate the least half of each basin shaped flower and when exposed to
entire length of the vine with leathery leaves. These vines are sunlight this liquid releases a sweet, sugary fragrance. Small
typically only found growing on sheer cliff faces or the most creatures and large insects are attracted to this smell but
opulent ruined buildings. While a single chain will usually run upon entering the flower they are trapped by its slippery walls
for 20' to 50' and spread to cover an area of about 200 square and slowly digested. When a Pygmy King Flower finishes
feet, some vines are purported to reach 100' or more and digesting a meal, or becomes over filled (such as after a heavy
cover thousands of square feet with their leaves and thorns. rain) the flower will tilt and dump its contents onto the jungle
The thorns of Poznan's Chain secrete a virulent poison that floor before slowly righting itself once more. The succulent,
causes internal organs to violently rupture and hemorrhage rib shaped leaves at the base of this plant can be mashed into
(DC 18 Cons. Save to avoid taking 4d8 poison damage), a salve that is an excellent treatment for major burns and
leading to a bloody death in as little as 20 to 30 seconds. minor lacerations (successful application of this salve can
Curiously, if this poison is collected and taken more than 5' cure up to 2d8 fire damage if applied within 3 rounds of
from the vine it immediately becomes water. Some claim that taking that damage).
Poznan's Chain can produce large, silvery, metallic, star-like
blooms, but these reports have never been verified. Quare
Forest
Prickly Tea
Jungle Rarity: Very Common
A small purple flower found alongside paths and roads that
Rarity: Common wind through temperate forests. The petals can be ground
Thorny bush about 3-ft in height with grey-green leaves. Can and combined with water or pure alcohol to yield a simple
be made into a mild stimulant tea, or with the training as an pesticide. Kills rodents and small animals when consumed by
herbalist, a substance called Sen-sess, which tastes terrible them, has no effect on larger animals and humanoids.
but grants a +1 bonus to Perception checks for 1 hour.
Queen's Ambrosia
Prince's Feather Plain
Plain Rarity: Very Common
Rarity: Very Common A low, waxy-leafed shrub plant with large yellow flowers
This herb has red-green leaves and long pink flowers. The pointed upward. These flowers collect water and the flowers’
flowers must be beaten into powder and eaten by the natural nectar and pollen then sweeten the water and add
recipient. If successful, the herb will halve the rate of internal some essence that makes the liquid inside slightly
bleeding within 1 turn, decreasing the damage taken in the intoxicating. A common tradition in some parts of the realm is
next turn. to have a picnic the day after a rainstorm next to a Queen’s
Ambrosia bush so that the flowers may serve as refreshment
Purple Pipeweed for the old and for the young to sneak sips from.
City, Plain Quicksilver Lichen
Rarity: Uncommon Underdark
A short, purple weed that was originally a farm-field pest Rarity: Uncommon
before it started being farmed itself can be dried and smoked,
and is in fact very commonly smoked by spellcasters that A slimy, glittering silver lichen that can be ground into a
focus on illusory magic. For one hours after smoking a soluble, flavorless powder that can be added to food or drink
quantity of pipeweed, the consumer is elevated to a higher to grant damage weakness to poison for 2d6 hours.
state of imagination. This unfortunately gives them an
increased chance of being surprised (enemies in combat will
always will a surprise round against the pipeweed smoker
while he or she is under its effects) but also increases the
spell save DC of any illusion magic cast by the pipeweed user
by +2.
Pygmy King Flower
Jungle, Swamp
Rarity: Rare

55
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Quickweed A rare, pale blue mushroom that grows only in westward
facing cave mouths. Can be turned into an inhaled powder
Coastal drug. Initial effect of +2 to Int and Cha for 1 hour, Seconary -1
penalty to Str and -2 penalty to Wis for 1d4 hours. Overdose
Rarity: Common 2d6 damage if 2 doses in 12 hours and 4d6 damage plus
Quickweed grows as a series of short, flat, silvery leaf paralyzed for 2d4 hours if 3 or more doses in 24 hours.
blades along a single root runner, and is so named because it
completes its entire life cycle in a single week. A Rasira
living/growing end and a decaying/dying end is clearly visible Plain
on each root runner, and with patient observation it is possible
to watch the root grow and die in real time. The grass always Rarity: Common
grows in a single direction along its root causing entire fields Rasira is a 3 to 4-foot tall flower commonly fed upon by
of Quickweed to appear to migrate around islands, like a butterflies in summer months. The pollen contained within
wave, as time goes by. Alchemists prize Quickweed as it the flower can be combined with or sprinkled onto soap in
amplifies concoctions related to time, speed and travel. order to create a detergent capable of removing almost any
Quivar stains.
Arctic Ratavasa Flowers
Rarity: Rare Jungle
A low-lying, ground-cover leafy plant that grows through a Rarity: Very Common
layer of snow, never seeing sunlight, but absorbing and using A short purple flower that grows close to the ground, the
the cold as food. Nomadic tribes of the far north have been plant is generally little more than a few floppy leaves sitting
known to seek out the plant, dry it, and smoke the leaves to above the soil. However, during the warmer months, the plant
gain an additional +50% movement speed for 8 hours. sprouts a cluster of small purple flowers that smell faintly of
Rainbowpetal cinnamon. The petals of the flower are often steeped in hot
water to create a tea that prevents conception. Any female
Jungle drinking the tea is unable to become pregnant within the next
two days.
Rarity: Very Common
Rainbowpetal grows as a stout, relatively straight stem with Rattlestalks
triangular green leaves, and reaches a height of 4' to 8'. Many Jungle, Swamp
four-petaled flowers appear at the top of this stem forming a
terminal spike of 12" to 16". The flowers of the rainbowpetal Rarity: Uncommon
can appear as any color, including shades of blue and green, These tall stalks that grow out of stagnant water end in a
and individual petals will even grow in different colors on the thick bulb with a hard shell. In the colder months, the stalk
same flower. The petals of these flowers are thick, fleshy, and withers, and the bulb falls off, to float around until the bulb
surprisingly nutritious. They are frequently boiled into a thick softens and falls away to disperse the seeds within. The seeds
and flavorful porridge or dried and used in place of bread sit freely in the shell, and when shaken make a slight rattle
crumbs or cornmeal on fried food. If eaten raw, a single spike noise, which is unnerving when the wind rushes through a
of rainbowpetal can sustain a normal sized human for a full cluster of rattlestalks. Tribes that live in the swamps will often
day. use the unnerving aspect of the rattlestalks to create fear
Rampalt inducing noisemakers. When rattled, those that have no
knowledge of the rattlestalks must make a DC 8 Wisdom
Forest, Plain saving throw, or be Frightened for 1d4 minutes.
Rarity: Common
This dark-colored root grows on a plant distinguished by its
waxy dark green leaves. When the root is boiled down, it turns
into a thick, strong-smelling greyish liquid that cures
congestion when boiled in water and inhaled. (Relieves stuffy
head, opens sinuses, for as long as the steam is breathed +
2d6x10 rounds. Grants resistance to diseases in the form of
advantage when rolling for Constitution Saves against
disease.)
Rare-Blue
Underdark
Rarity: Very Rare

56
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Razorvine Redstar Flowers
Plain Mountain
Rarity: Uncommon Rarity: Uncommon
Twinning climber native to the open plain-lands that is nigh A strange plant with a translucent pink stem, numerous
impossible to get rid of as it grows at least 1 ft per day even if small branches fork off of the main stem, each of them ending
cut down to a stub. Dried Razorvine provides excellent fire in a small red flower with five petals. Each flower has a small
kindle. Light contact deals 1d6 points of damage, while e.g. opening which leads down the branch to a small pool of sap.
falling into it deals up to 3d6 points of damage; but this The sap has a sickeningly sweet aroma which draws in small
damage is reduced by a creature’s natural armor bonus. insects, which then become disoriented and perish in the sap
and are dissolved. The plant is often harvested for the sweet
Reath sap, which is sifted to remove the remains of insects. Next the
sap is heated, and used to coat confections and pastries,
Jungle which then hardens to become a glaze. Bakers in small cities
Rarity: Rare will pay a large price for the raw sap.
Parasitic vine that grows on Eldeen Reach trees, whose Rewk
leaves when used as a component for a plant or plant-creature Plain
targeting spell has a 50% chance of increasing the DC by 2.
Rarity: Common
Redflower
The nodules of the stem of Rewk must be brewed in clear
Swamp water for one whole day before drinking. It will then cure 1d8
Rarity: Uncommon points of damage.
Tiny red-bog flower that can be made into a crushed leaf Ribwort Plantain
drug, no initial effect, secondary effect for 10 minutes that Jungle
grants the ability to use an action to gain +4 on the roll to
attack a single creature. Overdose if second dose taken during Rarity: Very Common
duration causes 1d4 x 10 minutes nauseated.
This plant has a cluster of dark green leaves, with marked
Redgold's Feather parallel veins at its base, a single stem topped by a cluster of
tiny, pale orange flowers. The chopped leaves are applied to
Mountain, Plain the flesh to reduce bruising. A successful application will
Rarity: Rare remove slight bruises altogether within an hour, more severe
bruises will take 1d4 days.
Redgold's Feathers grow as small, tight clusters of
burnished, coppery colored, feather shaped fronds near areas Ripplebark
of thermal activity. The plant is impervious to heat, and some Forest
claim to have even seen it undergo instantaneous growth
when exposed to direct flame. If the leaves of this plant are Rarity: Common
broken or crushed they give off an acerbic odor potent enough
to wake a person from unconsciousness (even magical) or Shelf-like fungus that looks like rooting flesh but is perfectly
immediately recover from being dazed or disoriented. If the edible, although it tastes better if cooked properly. Restores
feathers are crushed and combined with sulfur and the 1d4+1 hit points if eaten raw and 2d4+2 hit points if properly
essence of a naturally fiery creature, an alchemist can create a prepared.
non-toxic liquid that will glow a bright orange for 36-48 hours
(even after being consumed and digested).
Redroot
City, Plain
Rarity: Uncommon
The plant is a tangled mass of leafy shoots that grow close
to the ground. While it does grow wild in a large swath of the
Realms, it is also sometimes intentionally planted on farms.
Pulling a ripened root from the ground reveals a large
crimson colored tuber. The tuber is often turned into a
curative paste which can be applied to wounds to soothe the
pain and speed healing (+5 to any hit dice expended during a
short rest). Ingesting the root often causes nausea and
vomiting (DC 16 Constitution Save to avoid vomiting and
nausea for the next 1d4 hours).

57
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Ripplewood A root vegetable, the leaves of the Rouddan are broad and
soft. Known as the “red turnip of Proskur” it is a staple food of
Jungle, Underdark nearby peasants. Due to necessity, a large variety of different
methods of preparation have arisen, including a thick stew of
Rarity: Uncommon Rouddan, and as a base for slop mashes. The root keeps well
Dark-green vine up to 400 ft long with no roots or leaves when kept in a cool and dry climate, and resists
native to the elemental planes of air but transplanted to the decomposition well. While they can be eaten raw, they are best
material plane. Forms massive twisted nests of at least 4 vines soaked in broth or spiced water (heals for 1d4 hit points if
that choose their “down” to be in the center between them to eaten raw or 1d8 hit points if eaten in soup; the creation of
support from the bottom or from the top to hang from a cave soup can also split a single Rouddan into 8 servings).
ceiling or large tree. Often used by giant eagles and such to
make nests. A cluster can support 500 lb per 5 ft square. Ruby Apple
Forest
Rose Campion
Desert Rarity: Very Rare
A legendary tree allegedly created by a by a female elf most
Rarity: Very Rare severely gifted in the cultivation of magically grown plants in
This herb will protect against scorpion stings for three days. her final moments of life. It’s an apple tree that grows rubies
It will protect against only one sting and also protects against instead of apples. Similar trees grow in Mottlegrasp’s Orchard
`instant death' poison or one hit kills. in Bytopia. The trees are scattered around far-remove areas of
forest and if one is stumbled across, can be harvested for 2d4
Rose of Forgetfulness fist sized rubies that each sell for 300 gp.
Forest, Jungle, Plain Ruby Blushrose
Rarity: Legendary Forest, Jungle, Plain
This unusual rose, often identified by the multicolored Rarity: Uncommon
petals, are only found rarely in the wild, as their scent causes
lingering problems. Their tangled vines are covered in sharp The long stems of the rose are oddly free of thorns that
red thorns, and the smooth green leaves are tinged in orange. grace other similar flowers, while the rose itself is abundantly
Those that smell the mesmerizing fragrance of the roses must large and red. The rose tends to grow in clumps with others of
make a DC 15 Wisdom saving throw or forget the past 2d4 the same species. Smelling the rose has a curious effect, as
minutes. Failing the saving throw by 5 or more causes the the pleasing aroma causes people to blush. Extended
victim to forget the past 1d6 hours, and a spellcaster to forget exposure to the aroma causes exhaustion and light-
1d6 spells occupying the highest spell slots first. Those that headedness. Those that spend more than a few moments
fail the saving throw by 10 or more forget the past 1d6 days, within 10 feet of a blushrose must make a DC 15 Constitution
and spellcasters forget 2d6 spells occupying the highest spell saving throw or suffer Disadvantage on Constitution and
slots first. Rolling a 1 on the saving throw causes the inhaler Wisdom saving throws for as long as they remain within
to suffer from complete amnesia, and can only be cured by a proximity and 2d6 minutes afterward. Some romantics
Wish, Heal, or Greater Restoration spell to restore their declare that the blushrose brings the euphoric and
forgotten identity. lightheaded feelings of being in love to the forefront.
Rosecork
Forest
Rarity: Common
A short tree that sprouts many diverging thick branches, the
leaves are rather small and plentiful. 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 being exposed to hot flames before
enough of the moisture has burned away before it catches fire.
It is for this reason that it is occasionally used in construction
in areas surrounding volcanoes or in the construction of
boats.
Rouddan
Arctic
Rarity: Rare

58
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Rue Rarity: Common
The plant has a tuberous root, and large purplish flowers
Plain with yellow-red centers. The pistils of the flower must be
Rarity: Very Common pounded into a paste which is left to dry for a week. The
resulting powder is taken as snuff. This herb raises all
Rue is a small rounded bush which grows to about three attribute scores by one for one hour. After consumption the
feet in height. It has yellow, scoop-like flowers. The leaves are first time, the user must make a DC 18 Constitution Save or
shaped like spades, and are blue-grey in color. It has seedpods become addicted. After the initial hour of stat raises, stats will
which resemble a small lime. The seedpods should be lower from the base value by 1 every day until the next
consumed as an antidote to ingested poisons. Provided it is consumption.
taken within 10 minutes, of the poison being ingested, and the
poison has not already had its effect, it will neutralize the Salamander Orchids
poison in 1d4 minutes, on a successful nature check.
Arctic, City
Sabito Rarity: Rare
Coastal Orchid that's constantly on fire, propagated by a talented
Rarity: Uncommon spellcaster from the City of Brass. Allows any non-trained
craftsman to turn a weapon into a flaming weapon with the
This plant has leaves which are bluish in tinge, and is found appropriate nature check. Handling the orchid without proper
growing in the sands of coastal dunes. The root is dark blue in tools deals 1d6 points of damage per minute.
color and small, pill-like growths sprout from these roots.
Consuming one of these pills will allow the recipient to Sand Vine
breathe underwater for 10 minutes, by allowing them to
absorb the oxygen in the water directly into their skin through Coastal, Ocean
osmosis. Their skin has a translucent appearance for these Rarity: Uncommon
ten minutes.
Relatively rare rope-like seaweed found along temperate or
Sable Fir warmer coasts. Grows both above and below water,
commonly rooted to a small rock. Can be dried and used as
Forest rope. With alchemy, its juices can be made into Vine Oil,
Rarity: Common which is a topical aesthetic that allows a creature to fight until
-5 hit points. Lasts for 1 hour, has the side-effect that within
A hardy tree that spreads runners from one original 24 hours of use, a creature cannot stabilize on its own (so
“mother” tree, sometimes creating entire forests from one even with successful death saves, the creature or person must
tree. The Sable Fir allegedly makes for excellent arrow-shafts be assisted). Regular use gives a signature salt and slight
and turns a deep lustrous black if lumbered mid-winter and rotten fish smell.
rubbed with hot oils.
Sandberry Bush
Saddilia Desert
Jungle
Rarity: Very Common
Rarity: Very Rare Small bushes with waxy green leaves, the plant grows in
This rare tree can grow up to 20-m tall, and can become the remote Battle of Bones. The bush has small yellow berries
quite old. It has dark red wood, and equally dark blue leaves. that have a bitter taste, but can be brewed to make a soothing
The flowers, which grow in small bunches, are startling white, tea. The few nomadic tribes that pass through the Battle of
almost radiant. Its nuts have a very special property; each nut Bones pick the berries as a remedy for insomnia. Acts as a
raises the Intelligence or Wisdom (determine randomly) of the sleeping helper, so if the consumer is willing, induces a 6-hour
eater by 0.1 point (20 max). The effect lasts for a whole week, sleep cycle with no negative side-effects.
after which it fades again, although there is a 1% chance the
effect is permanent. Around the tree there are often animals
(squirrels, salmon) who eat the nuts on a regular basis, and
are therefore quite intelligent, often possessing speech or
even (DM’s discretion) spellcasting abilities. The number of
nuts available varies greatly, depending on the age of the tree,
the number of creatures aware of its existence, etc., and
mainly of course on the DM’s wishes. Basically, the DM
should determine how many of the players you wish to profit
from it, multiply by ten, and make up an explanation as to why
there are no more nuts.
Saffron
Plain

59
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Sanicle Scented mayweed grows to a height of about 2 feet. It has
erect and branching stems. It has small leaves, white flowers
Plain with a yellow center. The flowers must be crushed, emitting a
pungent odor and should then be applied to the eyes in order
Rarity: Common to heal damage to them caused by acid or poison. If used
Sanicle leaves should be crushed and left in white wine, the within a day of the injury, they can prevent blindness.
strained through a cloth and drunk. It has the effect of binding
wounds so that they are not reopened by action. It is a small Scholar's Dream
plant with glossy green leaves, with long leaf stalks which are City, Plain
divided into three or five lobes. It has small white or pink
flowers which sit at the top of a slender stalk. (+4 to rolls Rarity: Rare
made with hit dice expended during a short rest.) Ivy that grows on the graves of sages and wise-men. If used
Saracen's Compound as a component for abjuration domain spells it doubles range
and duration.
Plain
Serapia's Turbith
Rarity: Very Common
Mountain
This herb cures fevers within 1d4-1 hours.
Rarity: Legendary
Sarasar This herb will place the recipient into a deep sleep for one
Mountain day. The recipient CANNOT be woken. At the end of the day,
all wounds will be healed. It does not, of course, resurrect a
Rarity: Uncommon dead person, but the plant’s magically induced coma will
A short, woody bush with very few leaves, commonly found regenerate lost limbs.
near gullies and ravines, so the plants can collect as much
water as possible. When the wood is burnt, it creates a long- Serpent Sweat
lasting thick fog that will stay for about as long as it is burning Underdark
after that it will vaporize in one hour. The smoke fills a cubic
volume of 10 ft. by 10 ft. by 10 ft. Rarity: Very Rare
Sasami Tree The fungus appears to be a cluster of small yellow beads,
often growing on decomposing matter. Small black stems
City, Jungle hold them aloft, and their surface is shiny enough to reflect
torchlight. While the fungus may appear like berries, they are
Rarity: Very Rare quite poisonous. Underdark denizens will often collect the
This dwarf tree is favored among nobility of the southern fungus wearing leather gloves to prevent touching it with their
provinces, as it is easy to cultivate and grows quickly. The skin. When the fungi are touched with bare hands must make
sparse leaves it produces are diamond shaped and light green a DC 17 Constitution saving throw or be Paralyzed for 1d4
with a tinge of pink on the edges. The exercise in restraint is hours and begin to sweat profusely. Those that fail the saving
one lesson that the Sasami Tree teaches children of the throw by 5 or more suffer 32 (8d6) poison damage.
wealthy patience and restraint. Cutting off too many branches
causes the tree to sicken and perish, while allowing the tree to Serren Wood
grow wild often causes the tree to turn into an unruly mess. Jungle
The leaves are often exchanged as a decorative gift between
servants and distant relatives. Rarity: Very Rare
Scarlet Heart Mushrooms Tall, hardy trees transplanted from Arborea's top layer
Arvandor, and a vessel for nature spirits. Bow, Arrow, or
Forest, Swamp Crossbow bolt made from this wood adds 1d4+1 radiant
damage to any successful attack.
Rarity: Uncommon
Large black mushrooms covered in heart-shaped red spots,
those trekking through swamps have a potential of
encountering the dangerous fungus. Sensing the heat of a
living creature, when they come near the red spots burst,
creating a cloud of spores within a 5-ft radius. Anyone within
the affected area must make a DC 13 Constitution saving
throw or be blinded for 2d4 hours.
Scented Mayweed
Arctic
Rarity: Common

60
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Sessali Swamp, Underdark
Coastal Rarity: Rare
A small, button mushroom that can be milked or squeezed
Rarity: Uncommon out to harvest a shiny black liquid. This liquid, if consumed or
A rugged thorny plant found by the sea. The leaves must be absorbed through the skin, will cause the recipient to mope
boiled for two hours in salt water, and the resultant mix about vocally, and loudly question their choices in life.
sweetened with honey. This mixture will act as a cure for Affected creatures just want to lean against the wall and cry. A
certain types of long-term, typically incurable ingested poisons save is allowed for every instance they are slapped by another
(DM’s discretion, as to which ones). The recipient must be person, DC 16 Wisdom Save, with a cumulative +1 bonus per
made to drink one dose immediately the mixture is ready, and slap.
then some furthers dose every twelve hours for three days (7
doses in all). If the number of successful applications is four or Shepherd's Purse
more, the patient will recover. Mountain
Sezarad Rarity: Uncommon
Plain This herb rarely grows to a height of more than one and a
half feet. It has small greyish green leaves, growing smaller
Rarity: Uncommon towards the summit of the plant. It has small four petalled
Broad vivid flower with a short brittle root, which when dirty-white flowers at its peak. If applied as a compress within
chewed functions as a drug. The initial and secondary effects 4 turns of taking poison damage, it will undo up to 3d4 of that
are 1d8 temporary hit points that overlap with each other that damage.
last for 10 minutes after initial ingestion. -1 to Wisdom checks
for 20 minutes after ingestion. Silver Hibiscus
Shadbush Jungle, Underdark
Forest, Jungle Rarity: Legendary
This silver-grey plant looks as though it represents madness
Rarity: Very Common itself. It often has random patterns and unplanned shapes, but
A red, waxy-leafed bush that produces small, burgundy always has a black web-like pattern on it. If touched bare-
colored berries that can be eaten in small amounts to ward off handed, the target must make a DC 14 Wisdom Save or take
scurvy and nutrition-related illness. 2d6 Psychic damage. When prepared correctly, the leaf can
take on the special qualities of the elements and grant a
Shadowrose talentaed herbalist 3 uses of an elemental breath weapon,
Underdark randomly chosen from Lightning, Poison, Fire, or Acid.
Rarity: Rare Silverleaf
A perfectly black rose bush, with black roots, stems, leaves, Mountain, Plain
and buds, that grows only in deep caves and wilts in the Rarity: Rare
presence of any light, magic or non-magic, brighter than a
candle. When the petals of this rose are consumed, it will Only blooming by the light of a full moon, the plant appears
grant a regeneration rate of 3 hit points per round for 2d10 to be largely nondescript until seen at night in full bloom. The
rounds. After that, the recipient will be unable to perform any entire plant is basked in a silvery glow, and the flower is large
action, including movement, for 2 rounds. and luminescent white. At the end of the night the flower falls
off of the plant and quickly wilts in the morning sun. However,
Shadowtop before the flower wilts, it can be ground into a fine powder,
Forest the mere smell of which repels lycanthropes, who take a -8
penalty to initiative when in the presence of the fresh flower.
Rarity: Very Common
A rather tall and quickly growing tree that can be found
throughout Faerun. The leaves only grow at the very top of the
tree, and appear dark green 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.
Shaggy Ink Mushrooms

61
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Silverthorn White stemless flower native to high altitudes that can be
found floating lazily through the air between 4 and 15 feet off
Mountain the ground. Provides 1 day of nutrition if eaten, but contain
trace amounts of arsenic that can affect creatures that eat a
Rarity: Very Rare lot of them (DC 5 Constitution save that increases by 1 on
Silverthorn is a small thorny plant, white in color with red each consecutive flower eaten, 1d8 poison damage on a failed
berries and silver thorns. This herb can function either as a save). If oil is collected from 10 sky lotuses, it produces a
poison or as an antidote to itself. It is found only by one lake natural potion of levitation that is also a full dose of poison
located high in the mountains. For use as a poison the thorns (DC 15 Constitution save,1d12 poison damage on a failed
must be crushed and boiled in oil over the course of a night, at save).
which point, the resultant mixture may be smeared on the end
of a weapon. When the weapon pierces its target, the poison Sleeping Ivy
will take effect killing the victim within 2d6 hours. There is no Coastal, Plain
save and no cure, except for the antidote outlined below. Not
even the most powerful magic can cure this poison. The only Rarity: Common
cure for this poison, is also made from the Silverthorn plant. This woody, vine with golden, spade shaped leaves growing
The berries must be boiled in absolutely pure water, contained in fan shaped clusters of three or five is a true climber, often
in a pure silver vessel, and the resultant mixture stored in a reaching 30' to 40'. The blooms of Sleeping Ivy are blue-violet
vial of absolutely pure glass until use. The liquid must be colored tufts, or puffballs, which become covered in an
placed on the dying victims lips, where within 1d20 minutes, extremely fine yellowish powder. A rash of tiny, fluid filled
they will recover from the poisoning. blisters will form on any skin 1-4 hours after contact. Despite
Silverwood its "angry" appearance, the inflamed area is not painful and
does not itch, but instead will tingle numbly. After becoming
Forest exposed to Sleeping Ivy a victim will become more lethargic
and harder to wake from sleep. At first the lethargy brought
Rarity: Uncommon on by exposure may be so slight as to be unnoticeable, but it
A type of tree nurtured by sylvan elves to grow into unique will increase in intensity each day it goes untreated. On the
forms, be free of disease and produce delicious sap that is seventh day of untreated exposure the victim will fall asleep
made into famous elven mead. The sap is clear and slightly (quite peacefully) and never wake again. To treat Sleeping Ivy,
sticky, and provides a +2 bonus on Constitution saves VS the inflamed area must be bathed in alcohol. The higher the
poison for 1 hour. proof, the more rapid the recovery.
Sinquoi Sleepweed
Desert Plain
Rarity: Very Rare Rarity: Uncommon
The red leaves of this unusually twisted tree should be This plant appears similar to milkweed, and its pods contain
burned and the smoke inhaled. This will have the effect of sleep-inducing spores. If pods can be thrown as a ranged
`dilating' time (making it appear to pass slower.) For every attack (range 5-ft), a struck target must make a DC 15
minute experienced outside the influence of the herb, only Constitution save or fall asleep for 1 minute.
thirty seconds will pass. A single dose is effective for 1d6
hours. Normally used by torturers to prolong agony, the leaves Slimmerane
may also be used by people who must think quickly. It does Jungle, Mountain, Plain
not increase the speed at which a person moves but you may
be able to see an opponent telegraph their movements more Rarity: Rare
easily. (DC 20 Dexterity Save when a melee attack is targeted A tropical, creeping ground vine that has small serrated
toward you, on a successful save, your AC increases by 2 for leaves resembling the leaves of blackberry bushes. Instead of
the period of that attack.) However, Sinquoi also causes side- producing blackberries, however, this vine produces small
effects in the form of halved movement speed for 1d6 hours pink berries that can be mashed into a pulp and consumed.
after the initial dosage wears off. Although exceedingly sour, this mixture will grant advantage
Sky Lotus on the saving throw for the next spell that is cast upon you.
Lasts until this spell is cast or 24 hours if no such spell is cast.
Mountain
Rarity: Very Rare

62
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Slumberweed A pale tree that grows in the north, and has a slightly bluish
cast to the mottled bark. The trunks of the trees are often thin
Plain and dense, with spindly limbs and dark green leaves. The
mottled coloration of the bark often forms into shapes that
Rarity: Uncommon vaguely resemble faces, and a few tribes hold a belief that the
Dried and powdered leaves of this plant, if inhaled or trees hold the spirits of ancestors that watch over them. The
ingested, can cause a "sleeplike state resembling death" for 8 trees are quite remarkable as they can survive in some of the
hours (Constitution Save DC 13 negates). Can be delivered via coldest climates, and have even been seen as far north as the
blowgun (no Constitution save required to place the victim High Ice and the Reghed Glacier. The roots of the tree often
into sleep if delivered this way). stretch deep, anchoring the tree in places where other
vegetation would find difficult purchase.
Snakespike
Soarwood
Plain
Jungle
Rarity: Very Common
A thin stalk covered with yellow-green flowers. The leaves Rarity: Uncommon
can be steeped in water to make a tea that, when imbibed 3 Rare wood native to Aerenal that possesses magical
times a day, reduces inflammation and restores strength; buoyancy. Water-vessels made from Soarwood cost quadruple
when made into an ointment, snakespike soothes and price to construct and move at double speed. Soarwood is
promotes rapid healing. (Tea gives 1d4 hp/day; ointment 75% lighter than regular wood. It is a necessary component
restores 1 hit point immediately per application but can only for the construction of Eberron-style airships, and when
be administered to the same character once a day.) worked into an airship, it becomes naturally lighter than air.
Snapping Grass Sparish Nut
Plain Jungle
Rarity: Uncommon Rarity: Common
Snapping Grass grows as a clump, or tuft of dark green, This herb is a powerful aphrodisiac. If successfully
dagger shaped leaves, 4" to 6" tall. Six to twelve stalks, each administered I would suggest that the DM or player roleplays
8" to 10" high grow from the center of this cluster. A pair of the recipient accordingly. However, if a method of using dice
hinged, shovel shaped, bright fuchsia leaves, rimmed in spikes to simulate its effect is wanted, anyone who attempts to
sit at the top of each stalk. These stalks sway constantly, as if seduce the recipient should have a bonus of +5 to their
moved by a gentle breeze. It is unclear how exactly Snapping Persuasion checks for a period of 2d10 minutes.
Grass hunts, but the moving stalks are able to bend, lunge and
snap up small creatures with exceptional accuracy. While this Sparkleberry
plant subsists almost entirely on a diet of small vermin and Forest, Jungle, Plain
birds, some adventurers have reported that some clumps of
Snapping Grass will lunge and shiny or sparkling objects like Rarity: Common
rings and gems. A single stalk bearing a number of curled leaves, the sweet
Snowflake Lichen berries of the plant are known throughout Faerun, and they
sparkle radiantly in direct sunlight. Villagers often know of
Arctic nearby patches of wild sparkle berries, and pick them in mid-
summer. The berries have a variety of methods by which they
Rarity: Common are eaten. Fresh berries are often served with cheese, and
Magical plant that looks like snow and grows on rocks in many are processed into jams and jellies to be preserved for
cold climates. It leeches heat, DC 12 Constitution save, on a later. Consumption of the raw berries grants resistance to
failed save deals 1d6 cold damage to creatures within 10 ft. Radiant damage for 10 minutes while consumption of the jam
Touching causes 1d12 cold damage on a failed Constitution or jelly grants resistance for 5 minutes.
save of 15.
Snowwood
Arctic
Rarity: Common

63
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Spectreflower This herb will cure spider poison if applied within 2 rounds.
The successful application will negate the poisoned effect and
Forest heal the amount of poison damage dealt. However, long-term
effects, including death, remain. This plant may be found
Rarity: Rare anywhere in temperate regions where there is chalky soil.
This highly unusual plant grows in the deepest parts of dark
forests, far from the eyes of civilization. The stalk is a blue- Spirit Moss
green color, and several pale leaves grow along the length. Swamp
During nights of the full moon the plant buds a flower, which
appears wispy and translucent. Attemping to touch the flower Rarity: Very Rare
reveals that it is incorporeal, and has the substance of smoke. A pale white moss that often grows on dead trees in marsh
Come morning the flower disperses on the wind, sending the environments. Those familiar with the moss know to avoid it,
seeds of the flower on their path. The roots of the flower can as it attacks the living. Those that approach within 10 feet
be used to make an oil that allows blades to strike incorporeal cause the moss to violently thrash about, forcing those within
creatures, called Ghostbane Oil. Using the roots of the the area to make Dexterity saving throws, DC 13, or be
Specterflower, alchemists are capable of distilling an oil, that grappled by the moss. Escaping the grasp of the moss
when applied to weapons, allows the weapon to inflict full requires a Strength saving throw, DC 11. The moss then
damage upon incorporeal creatures as if they were physical implants spores that burrow into the skin of the trapped
creatures. The benefit lasts only for a few swings, up to the creature, inflicting 1d6+1 damage per round. After the
DM’s discretion. creature is implanted, they suffer Disadvantage to all attribute
Spellbane and skill checks, as a terrible malaise washes over them. Once
the creature dies, the body sprouts a new mass of spirit moss.
Mountain The implanted spores can be destroyed by the application of
heat to the affected area on the round after implantation, or
Rarity: Legendary with a Lesser Restoration or similar magic after that point.
A small but tenacious plant that grows in shadowed areas,
clinging to rocks. The wide ragged leaves of the plant are Spotty Dragonfire
filled with vibrant blue veins, and at night in the spring it Forest, Jungle, Plain
produces small delicate blue flowers which crumble with the
slightest touch. Surprisingly, the plant has an interesting effect Rarity: Common
upon magic users and magical creatures. Those that ingest Wildflower with red, yellow, and orange petals that grows to
parts of the plant lose the ability to cast spells and gain an 1-ft high and stretches 6 inches in diameter. The flower only
increased resistance to magic for 3d4 days. blooms at night. It can be found in tropical to temperate
Spiderbush regions and grows in single plants, except near red dragon
lairs, where it glows plentifully. It can be made into
Jungle Dragongrew, which grants a +1 bonus to all Constitution
saves for 1 hour.
Rarity: Rare
Spiderbush is a small shrub, rarely growing larger than 2'
in diameter, with waxy, light green leaves and an exposed
woody root system. Tiny blue and white flowers develop on
the tips of its branches, blooming year-round. If a Spiderbush
does not receive sunlight for a 24-hour period it will use its
root system to waddle, or shuffle, across the ground in search
of light. Having stubby, makeshift legs when combined with
frequently uneven jungle ground, Spiderbushes tend to lose
their balance and tumble through the jungle. Due to their
ambulatory nature and need for direct sunlight, Spiderbushes
naturally cluster together in clearings or along the tree line
near the shore of an island. Periods of extended rainfall have
been known to trigger sizable migrations of hundreds, even
thousands of Spiderbushes shuffling and tumbling through
the jungle in search of the sun.
Spiderwort
Forest, Plain
Rarity: Common

64
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Spring Adonis Given the name by gnomes, stonestream is a small lichen
that produces a clear syrupy liquid that then drizzles down the
Forest, Mountain sides of rocks that the lichen lives on. Collecting this syrup
and heating into a tea for consumption will turn the user into
Rarity: Common stone for 2d4 hours. During this time, any poison or toxins,
This plant has small green leaves, and wide round yellow and most diseases, will be purged from the system into the
flowers. These flowers may be dried, and then eaten. They will stone surroundings. While turned to stone, the user takes one
then reduce the chance of a heart attack by half each day they hit point of damage per hour.
are eaten. They may (at the DM’s discretion) also help to
strengthen the heart of a person, who through age, injury, or Stonewort
other cause, has a weak heart. Eaten ten or more of these Plain
flowers at a time will temporarily raise the Constitution and
Strength scores of a person by 1 for 2d12 hours, while Rarity: Very Rare
reducing their Dexterity by 2 for the same period. In addition A leafy plant with small pink flowers that grows in bunches
to this reduction, the recipient also has a chance of suffering a in open fields. The plant is rather unremarkable, except for its
fatal heart attack 3d12 hours after taking such a massive dose tenacity and resilience. Farmers will often complain that it
(DC 14 Constitution Save). Certain tribes of barbarians in the chokes out other crops, unless it is pulled up by the root and
mountain regions where this herb is found use the herb in no remnants of the plant remains, and livestock often refuse
order to help them go berserk in battle. These tribes, due to to eat it. The true worth of the plant is when it is ground into a
constant dosing from birth have only a small chance of powder and turned into a paste. Spreading it on exposed flesh
suffering the heart attack (DC 8 Cons. Save). According to causes the skin to become hardened and stiff, resilient enough
legend, the Greek goddess Aphrodite changed her beloved to resist slashes and stabs. Grants a +1 bonus to Armor Class
Adonis, the son of King Cinyras, into this flower, just before he for 2d6 minutes. However, more than a single application per
died after being wounded by a wild boar. day of the paste inflicts a -1 penalty on Dexterity based skill
Stirge Traps and saving throw rolls when applied, as the skin begins to
stiffen and become numb.
Plain, Swamp
Strawberry
Rarity: Very Common
City, Forest, Mountain, Plain
These short plants grow several wide leaves covered in fine
hairs, and a single large bell-shaped flower. The flower exudes Rarity: Very Common
a sicky sap that is deep red in hue, nearly the color of fresh These small red berries grow on very small bushes with
blood, which also has a coppery aroma. The smell and pale green rounded leaves. Five berries should be bound into
coloration of the sap is intended to attract predators that prey a bandage, which should then be applied to a lepers sores. If
on blood, such as stirge and mosquitos. While smaller insects the application is successful, that sore will deteriorate no
are trapped by the sicky sap, the leaves are also covered in further. They’re also just really tasty.
fine hairs, and when they are touched they curl up, trapping
larger prey. Some farmers plant the flowers around the edges Stygian Pumpkin
of their livestock pens, to keep stirge predation to a minimum,
and in more urban areas pots of the sap are left out to trap Forest, Plain
mosquitos and other airborne pests. The plants are too small
to effect people in the same manner. Rarity: Common
A sulfur-scented, dead-looking variety of pumpkin that can
Stoneshroom grow in any temperate region and is cultivated by goblins as
Underdark food. It grows rapidly over large areas, rendering the soil
poisonous to other plants. It can be made into Devil's Soap,
Rarity: Rare which is a stinking black paste that grants resistance to fire
Chalky, rock-looking fungus native to the Underdark that is damage for 1 hour.
both edible (1 stoneshroom =1 meal) and produces spores in
the form of breathable air. Also, for 24 hours after eating a
stoneshroom, a creature can hold its breath twice as long as
normal. Stoneshroom subsists on minerals in the rock and
remains edible for 1 day after picking. With the proper nature
check, smaller stoneshroom can be inserted into the nostrils
to sustain breathing underwater or through poisonous gas.
Stonestream
Arctic
Rarity: Very Rare

65
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Suaeysit Rarity: Very Rare
Forest A rare, magical, magic-dependent tree with long gnarled
branches and banyan-like aerial roots found in the largest
Rarity: Legendary Underdark caverns. Grows to 60 ft of height, has very few
leaves, and absorbs magic, creating massive (1d20 x 100 ft.)
A dark black mushroom with greyish markings along the anti-magic fields.
undersides, this fungus grows in shadowed forests in cool to
cold climes. Suaeysit mushrooms can be eaten directly or Suth
dried and ground into tinctures or otherwise prepared. The
mushrooms give the imbiber a rush of energy, clearing the Forest, Jungle, Plain
mind and raising the spirits. However, they are highly Rarity: Very Rare
addictive, and care must be taken when preparing and
prescribing dosages. Often used to counteract shock in A tree with dark grey bark, and branches which sprout
emergency situations. (Temporarily adds +1 to all stats – no almost horizontally from the trunk for some distance before
top limit to natural statistics, but it does not add to magically abruptly changing angles. The branches of multiple trees
enhanced statistics – and saving throws, and relieves effects growing close together often grow together, becoming a
of fatigue. This effect lasts for 1d4 hours, after which the user tangled mass, and sometimes creating natural walls. The
operates at -1 to all statistics and saving throws, and feels olive-green leaves were long and fluffy, but sporting a spike at
even more fatigued for 2d6 hours. The negative effects of the end which often made attempting to push through the
"coming down" can, of course, be counteracted by taking more interlaced branches a painful task. The wood of the tree is
the drug, with resultant addictive effects of gut-wrenching pain renowned for being hard and durable, making cutting them
and 5 poison damage per day.) down very difficult. Thus, in some areas where lumbering has
cleared away large swaths of trees, there are large copses of
Sunberry Bush tangled Suth trees left untouched. When the trees have been
Plain cut down, however, it was found that they work wonderfully as
shield-wood, especially since soaking it in water before battle
Rarity: Very Common keeps it from catching fire.
A large bush with light green oval leaves, the branches are Swampwalker
studded with small thorns. During the spring months the bush
is covered with small golden flowers. The golden berries of Jungle, Swamp
the bush grow with small protrusions, giving them the Rarity: Uncommon
appearance of a small flaming sun. While the freshly cut
berries are sour, leaving them to sit in the sun for a day or two A curious plant that has caused more than a few strange
after being picked turns them remarkably sweet. The berries tales from the rural villagers, the Swampwalker seems to
are often picked for Sunberry Wine. This wine is remarkably stand out of the water, supported by a mass of tendrils, and
popular with Rangers, increasing the effective range of their sprouting a clump of pink flowers that attract various insects.
weapons by 10 feet and granting them immunity to Each tendril is the thickness of a finger, and due to slow
environmental cold, as well as flushed cheeks. currents in the swamp, the tendrils often clump together or
break off entirely, causing the plant to look like a looming
Sunflower of Pelor figure standing on the surface of the brackish water. One
Plain, Underdark legend has it that the plants come alive during the darkest of
nights. They stalk nearby villages hoping to catch the unwary
Rarity: Common and drag them back to watery graves. Whether this is true or
not is completely unknown.
Large sunflower commonly found where undead were
destroyed by a cleric’s Destroy Undead. If petals are treated
with various oils and solvents, the petals can be consumed to
bolstering spells relating to the creation of light, doubling spell
area.
Surane
Coastal
Rarity: Uncommon
A tall, hardy reed capable of growing up to 10’ tall, found
mostly along salt 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.
Sussur
Underdark
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Sweet Arcane The ground and powdered root of this small, almost flat
plant will, if eaten, increase the efficiency of all a person’s five
River, Swamp senses by 5 times for a period of 2d6 hours. They will be able
to see five times as far, and things five times as small, track by
Rarity: Very Rare scent alone, hear the smallest sounds, and even taste many
A short river grass found alongside rivers and other bodies poisons on their tongues. A side effect is that they are also five
of water in humid, tropical environments. When this grass is times as susceptible to pain. (For each hit point of damage,
ground into a cud with honey, the resulting decoction is a the person must roll under their constitution minus damage
syrupy sweet treat that will allow spellcasters to memorize taken. For example, if someone with a Constitution of 15 was
and prepare one extra spell per day. The level of the spell is hit for 6 points of damage, they would have to roll under 9 on
determined by the number of grass used (12 stalks per level), a d20. If the person ever takes more damage than their
and can only be of a level for which the caster has slots. Last Constitution score while under the influence of this herb, they
1d4 days. have a 80% chance of instant death, just from the pain.)
Sweet Trefoile Takara Bulb
River Forest, Mountain
Rarity: Rare Rarity: Very Common
This feathery, slightly invasive waterplant will halve falling A large bulbous mass that grows a half-dozen shoots that
damage for 1d6 minutes after consumption. each end in a single leaf. The bulb is dark brown or even red
in coloration, while the leaves are a light green with red veins.
Swordstalks During the spring a single large red flower forms at the center
of the bulb. The bulb can be harvested and eaten raw,
Desert, Jungle although it often tastes better after having been cooked. Many
Rarity: Very Rare small mountain villages cultivate the bulb, as the plant grows
well in rocky soil. (Heals for 1d4-1 hit points if eaten raw or
A succulent plant with a cluster of three broad and thick 1d6+1 hit points if cooked).
leaves that grow from the ground, and sprouting a single small
blue flower on the tips of each leaf each spring. The Tamarind
swordstalk often grows in tropical places, and often in the Jungle
sandy soil near beaches and deserts. The broad and heavy
leaves of the plant are often severed and dried, and the result Rarity: Very Common
is a fairly resilient weapon with a jagged edge on either side,
capable of cutting through flesh almost as easily as a steel This low-hanging tree fruit will quench the thirst. However,
sword. The resulting weapon functions as either a short sword it does not replace the water in their system. A person can still
or a longsword, perfect for the discerning druid. However, on die of thirst, they just won't feel thirsty. Because of this fact, its
any critical fail on a roll to hit with the swordstalk, that the use can be dangerous.
weapon is broken and rendered useless.
Tamariske
Tahtoalethi Jungle
Mountain Rarity: Uncommon
Rarity: Legendary This herb will cleanse the body through the wounds,
Mystical plant that grants a wish every 1d100 years on the removing all disease in the form of black ooze that will drip
night of the winter solstice. Seed sells for 25000 gp, devilishly from an open wound. If no wounds are open at the time, it will
hard to cultivate. ooze from the tear ducts, giving the Tamariske its nickname. It
does not cure lost hit points.
Tai-Gi
Tangara Kelp
Plain
Ocean
Rarity: Very Rare
Rarity: Common
Growing out of the seabed, this dark green ropy kelp grows
in shallow waters, and is both a blessing and a bane to sailors.
The kelp often tangles oars, fishing nets, crab traps, and
rudders. However, more than a few sailors stuck in the
doldrums near a desolate island have survived off of little
more than the purified water contained within the kelp’s stalks
and barrel-like fruit, as well as the schools of fish that dwell
among the fronds.

67
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Tangled Waybread Rarity: Uncommon
A bushy climbing vine with tubular yellow flowers, the
Plain leaves and flowers of tempin can be boiled and made into a
Rarity: Very Common poultice that will draw out poisons from bites and stings and
allow the wound to heal cleanly and without complications.
A soft, flowing, amber grain on a flexible stalk that grows in (When poultice is applied promptly, gives an additional +2 to
large patches in the middle of open fields. The grain often Cons. Saves vs. poison, once on any particular poison attack.
blows violently even in a low breeze, and will tangle up in Also gives back 1 extra hit point for every short rest for the
itself , creating giant mats of grain that then slowly dies due to first 2 days after poultice is applied.)
cramping and underwatering. The grain can be ground and
turned into a meal that can be mixed with water and dried to Tephrosia
form a simple but filling bread.
Forest
Taran'ka Rarity: Uncommon
Desert Tephrosia consists of a small woody stem, with fern like
Rarity: Common leaves along its length, and the plant is topped by several
small flowers (or in summer, seedpods). Either the flowers or
A small desert plant that mostly grows underground in the the seeds may be boiled in water and then drunk to calm the
form of a tuber. A singular leaf sticks out from the sand and recipient. This is very useful when a person is delirious, or
typically resembles a dead plant. However, if the tuber is otherwise insane. It also has a mild pain relieving effect and
harvested and cut into pieces, a single coin sized piece will may be given to the wounded or injured. The seedpods are
cure any non-magical disease in 1d8 hours. more effective than the flowers and may also be dried. This
herb is mildly addictive and should be used with care (DC 11
Tateesha Cons. Save, addiction causes mild insomnia, turning long
Desert rests into short rests).
Rarity: Rare Terbas
The tateen bush is a low-lying shrub with long thin leaves Plain
and small brown nuts. These nuts may be chewed to provide a
short-lived feeling of euphoria, and are mildly addictive. They Rarity: Very Common
have the side effect of staining the teeth, making it easy to find The leaf of this plant must be applied to the site of nerve
a tateesha addict. The flowers, called silks, bloom only in damage or consumed to fix brain damage. If successful, the
spring, and if gathered and dried for one week form a rate of healing for such damage will be doubled on each day of
powerful narcotic which may be smoked. For 2d10 minutes use.
after smoking the persons insight is increased by +2, but for
1d4 hours after this, a state of distortion ensues, and the Tereeka Root
recipient’s Intelligence and Wisdom drop by -2 from their
normal levels. Prolonged use causes the user to collapse into Coastal, River
an almost dreamlike trance. The drug is highly addictive, and Rarity: Rare
after only two uses, the user must make a DC 16 Cons. Save
or become addicted. Addicts lapse into the dreamlike trance Slimy white tuber with a bitter taste, native to shaded, sandy
stated above until their next exposure to the drug or until ground in temperate climates. After chewing it for one minute
cured of addiction. a creature to can fight until they reach -5 hit points and can
then only regain health while resting as if under the care of a
Tekkil healer for the next 12 hours.
Swamp
Rarity: Very Rare
A succulent swamp plant with fat red leaves, which when
chewed, function as an analgesic drug. Initially no effect, but
after a few minutes, the user becomes almost entirely fearless,
gaining +5 to Wisdom and Intelligence Saves against fear, and
becoming immune to the Frightened effect for the next
1d20+10 minutes. Drug also grants a -5 penalty to all Dexerity
saves for the next 1d4 hours. Overdose occurs with second
dose during the original duration and causes halved
movement speed for 2d4 hours as well as the negative
Dexterity side-effect.
Tempin
Forest

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Thalsen Weed A spiky, medium-length grass that grows in patches in areas
of direct sunlight. As summer turns into fall, the tips of the
Arctic grass begin to swell and turn into white, thimble shaped
flowers. These flowers are a common cure for fevers and
Rarity: Very Common involved in a remedy that allows for a delay in the onset of
A tough yellowish stalk that grows stiff triangle shaped illness or its symptoms.
leaves, the weed is despised throughout the Dalelands and
Cormyr. Some believe the weed to have been magically Thir
created, as it grows from seed to mature adult in a matter of Arctic
days, often seeming to appear instantaneously. Once the weed
reaches maturity, it produces a small cluster of white flowers. Rarity: Very Common
The petals of the flowers are coated with a dusty powder that A grey-white lichen that grows off-shoots that resemble a
causes a slight rash if it comes into contact with the skin. short, spiky grass. The grass can be used in a compress or
These petals are sometimes picked to create Itching Powder bandage to heal up to 4 damage if applied within 5 rounds of
(When coming into contact with bare flesh, the victim must taking damage.
make a Constitution saving throw, DC 13, or begin itching for
the next 2d4 hours, or until the powder is washed off.). The Thistledown
rapidly growing weed is said to overcome crops nearly
overnight, choking out carefully planted fields, and destroying Arctic, Plain
months of work. Most livestock also refuse to eat the weed,
with the exception of goats. Thus, many farmers that live in Rarity: Very Rare
areas where Thalsen Weed thrives also keep a small number A very tall strain of thistle, growing often to 8 feet tall or
of goats that they let wander in the outer edges of their lands. more, can be harvested for the fibers within the central stalk.
These fibers can be turned into a silken fabric by elves that
Thanalayla can be worked into armor to make it easier to move in,
Jungle increasing AC by 1 and increasing movement speed by 5 feet.
Crafting with thistledown requires master leveling training
Rarity: Uncommon from an elven craftsperson or a nature check of 25+.
A long stalk covered in small thorns and ending in a thick Thornapple
bulb, the plant hangs down from the branches of other trees.
The thanalalya is a predatory plant, the stalks have their roots Mountain
embedded in branches of trees, yet they cause no harm to
their host tree. The plant instead secretes a sicky resin that Rarity: Common
smells musky and attracts insects and small birds. Smaller This is a small ground hugging plant. Its seeds are about a
insects are trapped in the resin, while the stalk curls around quarter of an inch in diameter, and are covered in small
birds that would be capable of breaking free of the resin, thorns. A single seed is very effective as a minor pain reliever.
gripping and impaling them with the thorns. The resin slowly It will ease small pains, such as headaches or minor muscular
dissolves the prey, providing nutrients to the thanalalya. The pains for 3d4 hours. The pain relief is almost instantaneous.
thanalayla, according to wives’ tales, also wards off lesser fey.
This may be the case because pixies are rumored to hate Throw-Waxe
thanalayla because they can also get caught in its sticky resin. Plain
Thelmallow Flower Rarity: Very Common
Swamp This herb will heal any scars in as little as a month if
Rarity: Very Rare applied on a weekly basis.
A floating plant that inhabits marshes and swamps, the
plant produces wide, waxy leaves that arc minutely out of the
water, which are often the haven for mosquitos. The plant also
buds large pale flowers with ragged petals that attract swamp
flies. Grinding up the flower creates a paste which is used to
create Spellslayer wine. Although the wine is quite refreshing,
tasty, and light, it also reduces the magical ability of
spellcasters, causing a permanent decrease to the amount of
spell slots available at a given level (at the DM’s discretion).
Thimbleweed
Forest, Plain
Rarity: Very Common

69
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Thurl Large blue mushrooms found in swamps all over Faerun,
most people are careful not to step on the toadstools. Some
Desert, Mountain villagers go out to harvest the mushrooms in order to make a
particularly earthy tasting ale. Those that step on the
Rarity: Very Common toadstool causes it to rupture and release a cloud of spores
The clove of Thurl must be brewed for one whole day. When within a 5-ft radius. Those that inhale the spores must make a
the mixture is drunk it will restore 1 hit point and grant the DC 11 Constitution saving throw or become incapacitated
user 5 points of free damage from fire and cold damage. while vomiting for the next minute.
Thyme Trathua
City, Plain Underdark
Rarity: Very Common Rarity: Common
Thyme can grow up to a foot in height. It has tiny dark A thick black vine that grows along the floors of caves and
green leaves, and is an evergreen. In spring it has many sweet caverns and subsists on the nutrients leftover from the meals
scented mauve flowers. The smell is so strong that the herb is of Giant Spiders. Cutting open a Tarthua Vine and drinking
often smelt before it is seen. These flowers must be dried and the liquid inside will make the character impervious to spider
then mixed with fresh, clear water to produce an antiseptic venoms for 2d6 hours. However, the liquid inside the vines
lotion. This lotion can then be applied to infected wounds. clings to the mouth like cobwebs.
Tickleweed Troll Poppy
Jungle Forest, Plain
Rarity: Rare Rarity: Common
Although Tickleweed grows as a thick, grass-like carpet of A bright blue poppy flower commonly used to bribe trolls
cylindrical dark green leaf-blades, 3"-4" in length, unlike for safe passage through a monster-filled area. Trolls go wild
normal grasses, Tickleweed prefers to grow on nearly vertical for these flowers and will eat them as soon as they lay eyes on
surfaces and will even thrive in dark places, assuming there is them. Usually found in large patches in open fields, 2d8
ample moisture. The cylindrical leaf-blades are highly flowers can be harvested per 5 foot by 5 foot area. In addition
sensitive to even the subtlest shifts in ambient temperature, so to their use with trolls, the petals of troll poppies can be dried,
they move and shift continually. Tickleweed stretches towards crumbled, and smoked. When smoked, user will not be able to
increases in temperature and away from decreases. Each leaf rest or sleep for the next 6d4 hours. During this time, the user
moves independently causing the plants to appear to ripple can never lose consciousness unless dead, not from
and shiver with waves. Even the simple act of walking past a exhaustion, magical sleep, or poisons.
patch of Tickleweed will trigger a flurry of movement.
Tickleweed bloom very rarely with circular flowers of red or Trueroot
white with a central black "eye". The flowers are prized by Forest
alchemists as they amplify concoctions related to detection,
reaction, and rapid, fluid movement (up to DM’s discretion). Rarity: Legendary
Torchstalk A legendary sapling that is said to have been accidentally
created during a series of experiments involving the repeated
Forest, Underdark grafting of various magically enhanced roots onto treants,
from which seeds were planted to create saplings that were
Rarity: Uncommon then grafted with each other and so on. The trueroot saplings
Non-magical mushroom that can serve as a torch. Takes are said to have pulled magical energy from an unknown
1d4-1 minutes to ignite, but burns for 24 hours shedding place, and this magical energy could be channeled into other
bright illumination in 10 ft radius. Has a sub-species that plants to accelerate their growth to be 10 times faster, or be
explodes into chocking spores after 30 seconds of burning, channeled by spellcasters to give perfect health and “almost
requiring anyone within 20 ft to make a DC 15 Constitution limitless spellcasting”. The trueroot died after small cutting
save to negate 1d10 poison damage. DC 18 Nature allows were taken to propagate it and there have been no known
differentiation between the two types. successes in recreating it.
Torment Toadstool
Swamp
Rarity: Common

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Twilight Birch Umozokai Flower
Forest Coastal, Desert, Mountain
Rarity: Very Rare Rarity: Very Common
The bark of this tree is a pale white, and quite smooth. The This hardy plant grows on the seaward side of many cliffs,
leaves of the tree are small, waxy and dark, and spend the day looking out over the ocean. The vine clings to the rocks, and
curled tightly, only to open at night. During colder months the the broad fluffy leaves gather moisture from the wind. During
tree sprouts small purple flowers that blossom at night. the warmer months, the plant lowers, producing long, sharp
Legend says that the trees first erupted from the ground yellow petals tinged with crimson on the edges. Tea made
during a fight between an avatar of Shar, and an avatar of from the flower petals is highly sought after, as it includes a
Selune. During the fight the avatar of Shar was wounded, and wide variety of medicinal uses. Some nobles believe that
where her drops of her blood fell upon several saplings, they drinking a single cup of Umozokai Tea a day ensures longevity.
were forever changed. It has been noted that the trees were
once found more commonly in places where the Shadow Ur
Weave was most prominent. The wood is soft and flexible Plain
when first cut, but hardens over the course of several days,
allowing craftsmen to work easily on freshly cut wood to Rarity: Very Common
easily create ornate pieces. Once hardened, the wood retains The leafy, verdant Ur can be used as a substitute for one
the shape it was crafted into. The wood is often used to create day’s food. It cannot be used for more than three days or a
furniture such as elaborately carved chairs, tables, and desks. character will begin to suffer -2 to all statistics. When any
Additionally, the wood is used to crat intricately detailed statistic is less than 3 the character become comatose, when
scepters, wands, and staves, and a wooden weapon made of any statistic reaches 0 they die. A character will regain 1
Twilight Birch is said to do extra damage to celestials (+3 statistic point per day with food and medical care, but will
force damage to successful against celestials). In addition, remain incapacitated until all statistics reach normal levels.
when a magical item is crafted using Twilight Birch, and used
to cast a Death or Trickery Domain spell (even if used by non- Valerian
Clerics), it allows the spell to be cast one level higher without
using a higher-level spell slot. This ability can be used once Plain
per long rest, and only at night.
Rarity: Very Common
Twilight Green Valerian grows to a height of about 3 feet, and has one
Jungle hollow furrowed stem. It has large, pale green, serrated leaves
along the length of this stalk which slits into flowers stems
Rarity: Rare with small pink flowers at its top. The root is the useful part of
Distant belladonna relative, DC 16 Cons. Save to negate this plant and should be grated into boiling water and the
2d8 poison damage if ingested. If used by a spellcaster during resulting infusion drunk in order to ease the spasms of
a spell that causes life drain, it increases damage by 1 point somebody who is subject to fits. A successful application will
per spell level. stop all fits for 1d12 hours. The scent of the bruised or cut
root also can be used to attract rats. According to some
versions of the legend, the Pied Piper of Hamlin used this
Tyrant's Sword herb to lead the rats from the town.
Plain
Rarity: Common
Coarse grass with broad sharp leaves with silver edges that
grows to 2-ft in height. Sporadically found in tundra and
temperate plains, it grows slowly and doesn't compete well
against other grasses. It can be made into Frost Lotion,
Medicine Check of 12+, to heal 2d4 points of cold damage.
Umanhunan
Jungle
Rarity: Common
A tall tree that grows branches high off of the ground, the
bushy leaves are dark green on the underside, and a very pale
shade on top. The bark of the tree is rough and mottled
between dark red and light brown. Locals often burn boughs
of the tree to Azul, in hopes of bringing rainfall. Breathing in
the fumes of burning Umanhunan leaves causes mild
hallucinations and euphoria.

71
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Varenia Lurking on the surface of stagnant pools of water deep in
the marshes, this slime is deadly to those that are caught
Forest unaware. Noticing the shimmer of violet indicating the slime
lingering on the surface requires a DC 15 Wisdom
Rarity: Legendary (Perception) skill check. While entering the pool the slime
A tall, woody-stemmed flower that grows during spring and remains inert, but once the victim emerges from the pool, the
summer months. The blooms are almost a foot across and a slime clings to them. The slime becomes highly corrosive
bright crimson red. The inside is filled with a large quantity of when removed from the pool and inflicts 2d6 acid damage per
nectar, making the flower very popular among a large variety round until it is washed off with water or exposed to bright
of birds. During the fall, as the plant starts to die in cooler light or fire. The corrosion only damages organic material,
temperatures, the nectar begins to spoil and take in bits and thus ignoring metal armor.
pieces of disintegrating plant matter which turns the nectar
into a thicker, foul-smelling salve that can be applied to Vipervine
regenerate a lost limb or body part. The regeneration cycle Jungle, Swamp
takes 3 full days. There is a 10% chance the limb will be
mutated. Rarity: Common
Vaundyr Vine A hanging, invasive vine that grows through the upper
canopies of swamps and tropical jungles that sprout thing,
Jungle, Swamp curly leaves, slightly resembling a hanging snake. Commonly
used as a smoked herb, Viper Weed is slightly poisonous and
Rarity: Very Rare causes auditory hallucinations if too much is smoked, and will
A thorny, thin vine that grows in wetter areas such as also cause a person to get sick, identical illness to food
swamps and jungles. The waxy leaves are ground to create poisoning. Some have said that the hallucinations tell secrets
Alarvaun, a component for Spellslayer wine along with about the company you keep, but others have thrown that
Thelmallow Flower. Although the wine is quite refreshing, away as untrue.
tasty, and light, it also reduces the magical ability of
spellcasters, causing a permanent decrease to the amount of Visma
spell slots available at a given level (at the DM’s discretion). Jungle
Verdant Goeleth Rarity: Common
City, Plain Tropical bush with dark broad leaves, which when made
into a paste can soothe burns, i.e. heal 1d4 points of damage
Rarity: Very Rare sustained from fire or burns. It also grants a +2 bonus on the
A large, pink vine fruit about the size of a small watermelon. next save of any stat made against fire.
Commonly pressed and fermented to create a dwarvish wine
called Woebegetter Wine. This wine has the strange side- Vodare
effect of allowing the drinker to hear the thoughts of anyone in City, Plain
a 5-mile radius of themselves that has been drinking
Woebegetter Wine in the past 6 hours. This can be really Rarity: Rare
useful if you're trying to coordinate a silent attack, and it can Powder drug made from a tiny purple flower that grows on
be dreadful if the people you're attacking are also drinking graves of Rallaster worshippers, Initial +2 bonus to Intimidate
Woebegetter Wine, but keeping their thoughts mute so that and Cons. Saves against fear for 1d4 hours. Secondary effect
you don't know that they know what you're doing. The effects of -4 penalty to Persuasion and Deception for 2d4 hours.
last for 1d20 minutes per cup. Overdose if additional dose within 4 hours of the first
Vinuk ingestion DC 15 Constitution Save or Petrified.
Forest, Plain
Rarity: Uncommon
If this herb is given to an unconscious person, it will
immediately awaken the person. It will only wake up a person
who is unconscious due to alcohol or fainting etc., not that
caused by physical damage. And just because the person is
conscious does not mean that they are coherent.
Violet Slime
Swamp
Rarity: Rare

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Vortax Waxtrees have large, fuzzy, almost white leaves that grow in
bunches at the ends of twisted, dark brown, woody branches
Other that are 1-3 inches thick. While most commonly growing to a
height of 2-3 feet, some Wax Trees have been known to grow
Rarity: Legendary as large as 8 feet tall. A shallow and spreading root system
A secret guarded closely by ancient sects of druids around robs nearby plants of food and moisture causing these trees to
the realm, vortax is a green powder made from a plant of the be found with few neighbors, even in areas of otherwise dense
same name. This powder must be held in the hand of a druid vegetation. The branches, if broken, ooze a translucent purple,
and burned, causing 3d8 fire damage to the druid, making viscous fluid that smells vaguely of citrus. The wax burns
druids that constantly use vortax easy to pick out. After the cleanly and evenly making it a good alternative to beeswax,
vortax is burned away, the druid’s hands will start to glow a and alchemists often seek it out as a foundation for magical
faint green. The druid can, as an action, conjure up a powerful glues and thickeners. Exceptionally skilled alchemists are able
thunderstorm within a mile radius area, and command any to use this wax to create a putty that can permanently change
target to be struck by 5d20 lightning damage with no saving the shape and structure of facial features. The would-be
throws. This effect lasts for 1d4 minutes. master of disguise should be cautious however as minor, even
accidental, tweaks to this formula will create a putty that
Waredan causes organic matter (like faces) to dissolve and melt away in
a matter of seconds.
Forest
Rarity: Very Rare Waxworm
A surprisingly hardy dwarf tree that grows about 5’ or Forest
slightly less. The hard, waxy leaves of this tree can be Rarity: Very Common
combined sugar water in a boiling process to yield a
concoction that, when injected into the bloodstream of a A strange and small plant that is often found growing on
lycanthrope, will cause the lycanthrope to be unable to change rotting logs and animal droppings, the plant lacks much of a
form for 12 hours, even in the presence of magic that would root system. The leaves are small and curled around the
cause this change instantaneously, like the spell Moonbeam. flowering part of the plant. Once the plant reaches maturity,
the leaves fall away to reveal tightly curled pale flowers that
Watercress appear to be large maggots to the untrained eye. Birds often
eat the lowers, thus spreading the seeds far and wide.
River Grinding the flowers into paste and boiling them produces a
Rarity: Very Common waxy substance which woodworkers can use to seal their
work from moisture. Painters also seek out the substance, as
A very small, leafy green that is commonly eaten in salads it causes the colors to resist fading over the years.
or as an added green in many meals. Eating this green in
combination with a day’s rations will replenish one hit die if Weeping Tree
consumed separately from a long rest. Forest
Waterorb Rarity: Very Common
Coastal A species of deciduous tree that closely resembles oak, the
Rarity: Common weeping trees are often left alone while other nearby trees are
cut down to use as timber, as strong superstitions surround
Bulbous aquatic fungus that grows in boulder-like patches the tree. One tale speaks of a nature demigoddess long since
in some seaside areas and tidal pools. Can be used a source of forgotten being banished to inhabit the trees after losing a
fresh drinking water near the ocean. battle with Mielikki. Another speaks of a powerful druid
sacrificing herself to save the forest, and her ghost lives on
Waxtree within the branches of the weeping trees. During autumn the
Forest trees begin losing their leaves and dropping their seeds, which
is what creates the sound the trees are known for. Each seed
Rarity: Very Rare has a small petal, which is shaped in such a way that when it
falls it creates a sound similar to a person softly crying. As the
trees often grow in clusters and they drop several thousand
seeds each, over the course of a few weeks in autumn it
sounds as if the trees are constantly weeping.

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Weirwood Wild Fireclover
Forest Plain
Rarity: Uncommon Rarity: Rare
Rare oak-like tree with leaves that are a silver-sheen brown Brilliant orange-red summer-flower found in temperate
on top and velvet black on the underside, often protected by plains and farmland. Crushed petals give of a lovely smell for 1
Dryads and Treants. Can grow huge and many-branched, will week. The stem can be made into a substance called Mindfire,
not burn from non-magical fire, and imparts a warm clear which when added to an ingested poison, imposes a -2 penalty
tone to musical instruments made from it. It can replace oak to Cons. Saves to those who fail a save against the poison, and
or holly in any spell, and living Weirwood has quadruple fire forces casters to make concentration checks (DC 15 + spell
resistance (no means to preserve this quality after harvesting level) to cast spells.
is known). Weirwood within the illumination radius of a
magical light source emits light as a candle for 1d4+1 rounds Wildwood
after leaving the area. Jungle
Werasa Rarity: Very Rare
City, Plain A flexible wood that can be worked into armor (counts as
masterwork, +1 AC, Dex +1, negates stealth disadvantage on
Rarity: Common heavy armor styles). Wildwood heals a point of damage over
A short, leafy bush that produces small lilac flowers on the 24 hours if exposed to sunlight for at least 1 hour, or, heals 5
spring solstice. 2d8 flowers can be harvested from a single points if also left to soak in water for 8 hours. Cost is double
bush, and the petals of these flowers can be crushed and that of ordinary masterwork equivalent, but crating time is
sprinkled over food to preserve the food for 1 week. There will unaffected, and crafting requires craft (woodworking).
be a faint trace of generic flower in the taste.
Willow-Herb
Whistling Cactus Plain, Swamp
Desert Rarity: Very Common
Rarity: Uncommon The plant grows to about three feet in height. It has long
Growing on the edges of the desert are these pale green hairy leaves and large purplish-pink flowers. The smoke of
cacti with long yellow spines. The cactus grows as a single this herb will keep away snakes and other minor vermin. One
cylindrical body, and when moisture is abundant the cactus dose burns for about five minutes.
will sprout several purple flowers near the top. After the
flowers wither and fall off, they leave deep holes in the surface Winclamit
of the cactus. When the desert winds pass over these holes, Jungle
they resonate at an unusual frequency that creates an eerie
sound that can be heard for over a mile. Many nomadic tribes Rarity: Legendary
will avoid areas near the cactus, believing the plants to hold Each Winclamit tree bears but one fruit per year. When this
the souls of the damned that howl for eternity. fruit is eaten it will restore 1d100 hit points to the recipient.
The fruit can be stored for up to 2 months in a dry sealed
White Byrony container.
Forest
Rarity: Common
This climbing vine has greenish white star shaped flowers,
each bearing five petals, and has green berries which turn red
when ripe. It has a root, something like a huge turnip, and this
root should be ground up and boiled in water and drunk as a
cure for pneumonia.
Whitecandle
Plain
Rarity: Very Common
A tall, flowered plant with silvery-green leaves. When the
flowers are mixed with water or wine and applied directly to a
wound, they act as a painkiller. (Restores 1d4 immediately, but
these points are lost as the effect wears off in 2 hours Further
applications before the previous one has worn off are
ineffective.)

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Windwhip Tree Rarity: Common
A plant whose leaves and stalks can be refined into a paste,
Plain which is then rolled into a smoke-stick of sorts that creates 10
Rarity: Common ft cube of light smoke (no concealment) that forces casters to
make a concentration check as if casting defensively or lose
Growing in small clumps in vast open plains, the tree grows the spell. The smoke is effective for 30 seconds.
straight up until it splits into thousands of willowy branches.
Each of these branches are thin and whip-like, and are Wittlewort
covered in small clumps of light green leaves and small red
thorns. The bark of the tree is dark brown with lighter brown Forest, Jungle
spots around the base of the tree. When the wind blows Rarity: Very Common
across the plains, the flexible branches and trunk bend far
over. When the wind suddenly abates, the trunk abruptly Herb with green gossamer-like fronds which, due to its
snaps back into place, and the flexible branches make a rapid growth cycle, is found only in the spring in temperate,
popping noise not unlike the crack of a whip. This also causes subtropical or tropical areas. Deters slugs and other pests. If
the tree to fling their seeds far and wide. While the powdered, it can be made into Wittlewort brew, which grants
springiness of the wood makes it unacceptable to use for most those under Charm effects another saving throw (if the effect
construction, it has been known to be used in ballistae. allowed one).
Wispstalks Wizard Hats
Forest, Jungle, Underdark Underdark
Rarity: Very Rare Rarity: Very Common
This incredibly rare fungi has become something of a fable A small conical mushroom that grows in the Underdark.
among herbalists. It is reported to have a large, translucent- The stem of the mushroom is pale white, and the cap is
blue bulbous cap growing atop a thin stem, and to normally generally light orange to dark ochre in color, and sometimes
form in small clusters deep within damp cave environments covered in spots. Drow often collect the mushroom, as even
and forests. When consumed, the recipient first takes 1d6 though it is bitter while it is still fresh, cooking the fungus over
poison damage and must make a DC 15. Cons. Save to keep it an open flame causes it to shrink and take on a surprisingly
down. On a successful save, the recipient will gain the meaty flavor. Some dark elf matrons send out foraging parties
secondary effect of the wispstalk, becoming invisible for 1d8 to harvest the mushroom so that it can be prepared for feasts.
minutes; on a failed save, nothing happens.
Wolfsbane
Witchweave Palm Plain
Jungle Rarity: Rare
Rarity: Uncommon This small (15-cm) plant has black green leaves, sawed
A single Witchweave Palm Tree is comprised of three to five deeply several times, and three flower stalks with tiny white
trunks, 10" to 12" in diameter, that grow in tight clusters and flowers and brown seed pods. The flowers can be crushed
can reach 25' to 50' in height. The fronds of a mature into dust and carried in the pocket to have the effect of
Witchweave are approximately 3' long before splitting into 7 granting a +2 on a Constitution saving throw vs poison to
to 10 pale green leaves with drooping, fibrous tips that grow avoid lycanthropy. The protection lasts for 2d4 x 10 minutes
for another 2' to 3'. It is the numerous white fibers, and makes tracking from lycanthropes harder. In addition, the
resembling hair, appearing in the splits of the leaf tips that seeds can be consumed (DC 20 Cons. Save) to fully avoid the
give the Witchweave its name. These leaves are prized by the repercussions of lycanthropy.
Lizardfolk natives of the Swordfish Islands who harvest, dry
and process them into rope and rough cloth. The Witchweave
blooms with small yellow flowers that give way to oblong,
reddish fruit about the size of a human thumb. If the fruits are
dried, wrapped in fresh green Witchweave leaves and burned,
a thick, deep blue smoke with a sweet, musky odor is
produced. This smoke acts as a potent anesthetic to exposed
flesh, and the Lizardfolk are known to fill tents and lodges
with it for both medical and spiritual reasons. It is rumored
that some of the Lizardfolk's powerful shaman are able to
refine the fruit of the Witchweave even further to create potent
healing salves and unguents, but if true, these secrets are
highly guarded.
Witchweed
Jungle, Plain

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Wolfweed A twisted bramble of branches, growing small clusters of
stiff pale leaves, and covered in sharp thorns, the bush grows
Mountain deep within jungles and forests. The roots of the bush are
often exposed to the air, and are a favored nesting place for
Rarity: Very Common snakes and small vermin. Legend has it that the goddess Wail
Similar in appearance to Wolfsbane, this plant can be made was once walking through the forest, draped in a fine robe
into a substance called Journeyman Serum, which provides a made of dreams and sewn with threads of silver. Passing
+2 bonus on constitution checks to avoid damage from a along, the robe was caught by a particular bush, tearing the
forces march robe and causing it to spill dreams into the wind. Becoming
angered by the action, and the loss of dreams, Wail cursed the
Wood Sorrel bush, causing it to transform into a twisted mockery of what it
once was, and to be covered in thorns. However, the dream-
Forest, Plain related magic surrounding the plant remains. Consumption of
Rarity: Common the leaves in a pale tea leads to vivid and guiding dreams for
1d4 days afterward.
This is a small plant with leaves in three parts, like a
shamrock. The flowers are bell shaped and are white with a Yagdav Bush
dash of blue. The leaves must be crushed and dried for two Forest, Plain
weeks before use. This herb keeps people cool. It is obviously
invaluable in desert regions. It doubles the person’s ability to Rarity: Very Common
endure heat effects, but does not counteract dehydration, etc.
A rather robust bush covered with waxy stiff leaves, the
Woodrose Yagdav is prominent in the north, and sometimes used as
topiary decoration. During the warmer months the bush
Forest, Jungle, Plain grows small yellow flowers. The flower petals are often dried
Rarity: Rare and ground to make a tea that promotes fertility to couples
that are having difficulty conceiving. The female is instructed
If drunk in wine, this herb cause people to become very to drink the tea every morning upon first awakening.
merry. Anyone who wishes to resist its effect can do so, if they
make a DC 19 Cons. Save vs poison. Yaran
Wormwood Forest, Plain
Forest, Jungle Rarity: Rare
Rarity: Rare The pollen of this flower must be inhaled. A successful roll
means that a person’s sense of smell and of taste are doubled
The effects of this herb last for two hours. During this time for one hour (advantage on perception checks for this period
the character can function at -10 hit points, or beyond the of time). The herb must still be growing or have been cut in
point of exhaustion. Wormwood normally grows to about four the last 10 minutes.
feet in height. It has a stiff and angular stem, reddish brown in
color. It has deeply incised smooth leaves which are silvery Yarpick
white with a slight tinge of green. It has small, yellow-green Forest, Jungle
flowers arranged in long spikes at the top of the stem. The
herb is also a rather effective insect repellent and is often left Rarity: Common
with clothing to keep fleas away. It also makes a very effective
antiseptic when mixed with rue (Intelligence check to remove A type of tree that grows small fruit whose seeds are
all infection from a wound within 5d6 hours, healing an nourishing both whole and as ground meal. The fruit are
additional 2d6 during the next short rest to whoever the protected by long, thin, razor-sharp thorns approximately 3
antiseptic is applied to). In addition to its above effects inches long. These thorns have use as sewing needles, blow-
wormwood is also a prime ingredient in a very dangerous, darts, and as tiny daggers.
very addictive drink called Absinthe which is milky green in
color.
Xitluchi
Forest, Jungle
Rarity: Uncommon

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Yarrow Rarity: Very Common
Young lad's love is a 3 to 5-foot-tall shrub with many
Plain branches that resemble small trees. It has small yellow-white
Rarity: Very Common flowers, and green feathery leaves, which smell of lemon.
These leaves turn a rich orange-brown in late autumn. The
The small white flowers of this herb, which cluster at the flowers should be crushed and placed into a poultice, to be
top of its one to two feet tall straight stem, should be crushed used. A successful application will cure one small area of
and applied to wounds. If successfully used it will stop minor frostbite, such as a foot or hand, in 2d4 hours.
bleeding, and reduce major bleeding to the minor level. A
second application can then be used to stop the minor Zalanthar
bleeding. According to legend Achilles used yarrow to treat
wounded Greek troops during the Trojan War. The successful Forest
application of Yarrow grants an additional +4 to hit points Rarity: Rare
regained during a short rest.
Also called blackwood or darkwood in the North, the bark of
Yavethalion the tree ranges from the color of pitch to a dark ash. The tree
itself actually is comprised of an extensive root system, from
Mountain, Plain which a number of trunks sprout to the heavens. While the
Rarity: Common trunk and branches are extremely dark, the leaves of the tree
are pale grey and white, often giving the branches an
A small, groundcover shrub that sprouts tiny yellow flowers appearance of glowing in the moonlight. The trees are often
in spring which then turn to tiny yellow berries during harvested for their precious darkwood, which has the
summer months. 2d20 berries can be harvested from one sturdiness of other hard woods, but is favored because it only
plant. When the fruit is eaten, it will restore 1d4-1 hit points to weighs half as much. Darkwood weapons and shields are
the recipient. Yavethalion keeps for only two weeks. often very light and worked only by the most skilled of
craftsmen, both properties that cause such goods to be quite
Yazur expensive. Wizards of the South favor darkwood when
Jungle constructing rods, wands, and staves (shields made of
darkwood grant +2 AC and +1 to stealth checks made while
Rarity: Legendary holding the shield). Since zalanthar requires masterwork, it
Resembling a wild grape in tropical climates, yazur is a requires training or high knowledge of nature in order to work
small purple berry that can be eaten outright, by anyone but a with.
spellcaster, and tastes like sour apples. If a spellcaster eats Zulsendra
yazur berries, the caster will lose a slot of the highest level
spell they have until the next long rest. Yazur can also be Arctic, Mountain
mashed into a paste with sugar. Applying this paste to any
magic object will drain any magic abilities from it, and Rarity: Very Rare
reverting the object to a normal, non-magical item in the When this mushroom is eaten, it doubles a person’s rate of
process. If the paste is then eaten after absorbing this magic, movement, and rate of attack for three rounds, imposing
it will heal the character to full hit points. In addition, the advantage on rolls to hit. At the end of that time the person
yazur plant can also be used against spellcasters in a tactical must make a DC 16 Cons. Save versus poison or collapse in
attack. When a spellcaster is directly injected with juice from exhaustion for 1d6 turns.
the berries, all spells that the caster has memorized and
prepared for the day will be obliterated from their memory. Zur
Ylam Tree Underdark
Desert Rarity: Rare
Rarity: Very Rare This fungus must be brewed for six hours. A successful roll
means that a person’s senses of smell and of hearing are
Found in many deserts, the Ylam Tree is a short, stout doubled for one hour. (Advantage on perception rolls based on
evergreen that survives on very little amounts of water and smell or hearing.)
maintains its internal moisture using a thick red sap. Imbibing
a sufficient quantity of this so-called 'Ylam blood' or ‘blood of
glory’ 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.
Young Lad's Love
Forest, Plain

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Zurkhwood
Underdark
Rarity: Common
Giant 30-40 ft high mushroom. Has large spores that can be
eaten as bread if baked properly, and its hardy stalks serve as
an Underdark substitute for wood.

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# Appendix A: Plants By Terrain
- ### Arctic - [8Allathorne (C)](#p8) - (continued) - [49Megillos (C)](#p49) - [17Calacaza Bush (U)](#p17) -
[10Arctic Creeper (C)](#p10) - [10Ardulan [50Mokodo Bush (VR)](#p50) - [51Navew [18Caravara (R)](#p18) - [20Cline Cactus
(U)](#p10) - [12Avataer (VR)](#p12) - (U)](#p51) - [53Peony (C)](#p53) - (U)](#p20) - [23Dathlil (VC)](#p23) -
[13Basilisk Breath (VR)](#p13) - [13Bija [53Periwinkle (VC)](#p53) - [55Purple [25Djin Blossom (U)](#p25) -
Tree (R)](#p13) - [14Birthnot (VC)](#p14) - Pipeweed (U)](#p55) - [57Redroot (U)] [25Dragonspine (U)](#p25) -
[14Bishop's Weed (U)](#p14) - (#p57) - [59Salamander Orchids (R)] [25Dragontears (C)](#p25) - [28Entriste
[14Bittermourn (L)](#p14) - [16Blueleaf (#p59) - [60Sasami Tree (VR)](#p60) - (U)](#p28) - [28Ephedra (R)](#p28) -
(VC)](#p16) - [16Brelidar (U)](#p16) - [60Scholar's Dream (R)](#p60) - [32Gariig (L)](#p32) - [33Golden Coin
[19Ceran (VC)](#p19) - [20Coldwood (C)] [65Strawberry (VC)](#p65) - [70Thyme Cactus (VC)](#p33) - [34Golden Desert
(#p20) - [21Covadish (VR)](#p21) - (VC)](#p70) - [72Verdant Goeleth (VR)] Tree (R)](#p34) - [36Hara'dan (U)](#p36) -
[23Darkwood (VR)](#p23) - [25Dragon's (#p72) - [72Vodare (R)](#p72) - [74Werasa [37Hara'den (U)](#p37) - [40Inari (VC)]
Breath (C)](#p25) - [27Eldaas (VC)](#p27) (C)](#p74) - ### Coastal - [9Aloe (VC)] (#p40) - [41Juzam (VR)](#p41) -
- [29Fennel Silk (C)](#p29) - [31Footleaf (#p9) - [10Anserke (C)](#p10) - [42Karcatta Brambles (U)](#p42) -
(C)](#p31) - [32Gefnul (L)](#p32) - [10Archangelica (C)](#p10) - [12Atramen [42Kelventari (VR)](#p42) - [47Maracan
[34Goldencup (R)](#p34) - [34Grendar (C)](#p12) - [18Calamus (C)](#p18) - (VR)](#p47) - [51Nordra (VC)](#p51) -
(VC)](#p34) - [36Halcyon Crocus (L)] [18Cat's Tail (VC)](#p18) - [19Chromus [53Oruighen (U)](#p53) - [54Powdered
(#p36) - [37Hare's Ear (VC)](#p37) - Slime (VR)](#p19) - [22Culkas (VC)] Desert Milk (U)](#p54) - [58Rose
[39Hoggle Beans (VC)](#p39) - [40Ice (#p22) - [25Draaf (VC)](#p25) - [27Ecru Campion (VR)](#p58) - [59Sandberry
Lotus (R)](#p40) - [40Iceflower (U)](#p40) (R)](#p27) - [28Ember Root (C)](#p28) - Bush (VC)](#p59) - [62Sinquoi (VR)]
- [41Jojopojo (U)](#p41) - [42Kanishta (U)] [29Felmather (R)](#p29) - [30Firethorn (#p62) - [67Swordstalks (VR)](#p67) -
(#p42) - [42Kathkusa (VR)](#p42) - (R)](#p30) - [32Gariig (L)](#p32) - [68Taran'ka (C)](#p68) - [68Tateesha (R)]
[43Klagul (L)](#p43) - [51Obaddis Leaf [37Harfy (VC)](#p37) - [37Harlequin's (#p68) - [70Thurl (VC)](#p70) -
(R)](#p51) - [56Quivar (R)](#p56) - Harp (VC)](#p37) - [39Hydrathistle (U)] [71Umozokai Flower (VC)](#p71) -
[58Rouddan (R)](#p58) - [59Salamander (#p39) - [42Karat (VC)](#p42) - [74Whistling Cactus (U)](#p74) - [77Ylam
Orchids (R)](#p59) - [60Scented Mayweed [44Lakeleaf (U)](#p44) - [46Locust Tree (VR)](#p77) - ### Forest - [7Aldaka
(C)](#p60) - [63Snowflake Lichen (C)] Needle (VC)](#p46) - [50Mountain Garlic (U)](#p7) - [8Alether (C)](#p8) - [9All-
(#p63) - [63Snowwood (C)](#p63) - (C)](#p50) - [56Quickweed (C)](#p56) - Heale (VC)](#p9) - [9Angakara Tree (VR)]
[65Stonestream (VR)](#p65) - [69Thalsen [59Sabito (U)](#p59) - [59Sand Vine (U)] (#p9) - [9Angel's Stammerwort (VC)](#p9)
Weed (VC)](#p69) - [69Thir (VC)](#p69) - (#p59) - [61Sessali (U)](#p61) - - [10Arcasa (U)](#p10) - [10Ardulan (U)]
[69Thistledown (VR)](#p69) - [62Sleeping Ivy (C)](#p62) - [66Surane (#p10) - [11Asarabacca (U)](#p11) -
[77Zulsendra (VR)](#p77) - ### City - (U)](#p66) - [68Tereeka Root (R)](#p68) - [11Ash (C)](#p11) - [11Ashline (U)](#p11)
[9Aloe (VC)](#p9) - [13Basil (VC)](#p13) - [71Umozokai Flower (VC)](#p71) - - [11Ashvein (C)](#p11) - [11Astir (C)]
[26Dwarf Hops (VC)](#p26) - [73Waterorb (C)](#p73) - ### Desert - (#p11) - [12Azure Leaves (R)](#p12) -
[32Gardenflax (VR)](#p32) - [33Ginyak [8Alil (VR)](#p8) - [9Aloe (VC)](#p9) - [12Barberry (VC)](#p12) - [13Barisc (U)]
Weed (C)](#p33) - [35Grim Flowers (C)] [9Angel's Cactus (U)](#p9) - [10Arkasu (#p13) - [13Basil (VC)](#p13) - [13Bija
(#p35) - [35Haella (U)](#p35) - (C)](#p10) - [11Arrowroot (R)](#p11) - Tree (R)](#p13) - [14Bilberry (VR)](#p14) -
[37Harlequin's Harp (VC)](#p37) - [12Balon's Plant (U)](#p12) - [14Bison-Gourd (C)](#p14) - [14Black
[38Healwell (VC)](#p38) - [41Juniper [13Barrelstalk (U)](#p13) - [13Bastit (C)] Rose (C)](#p14) - [14Blackberry (VC)]
(VC)](#p41) - [45Lizard Eaters (VC)] (#p13) - [13Belan (VC)](#p13) - ### (#p14) - [15Bloodgrass (C)](#p15) -
(#p45) - [46Lumina Cap (R)](#p46) - Desert (continued) - [15Bloodspine (C)] [16Blueleaf (VC)](#p16)
[48Marjoram (VC)](#p48) - ### City (#p15) - [15Bloodstaunch (C)](#p15) -

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- ### Forest (continued) - [16Borneas (R)] (continued) - [43Kylathar (L)](#p43) - [75Wispstalks (VR)](#p75) -
(#p16) - [17Bronzewood (C)](#p17) - [43Laishaberries (C)](#p43) - [75Wittlewort (VC)](#p75) - ### Forest
[17Butterspice Weed (U)](#p17) - [44Larnurma (VC)](#p44) - [44Laspar (continued) - [76Wood Sorrel (C)](#p76) -
[18Cassil (VC)](#p18) - [19Chervil (C)] (VC)](#p44) - [45Leopard's Bane (VC)] [76Woodrose (R)](#p76) - [76Wormwood
(#p19) - [19Cinquefort (U)](#p19) - (#p45) - [45Lish (U)](#p45) - [45Livewood (R)](#p76) - [76Xitluchi (U)](#p76) -
[20Coldwood (C)](#p20) - [20Constrictor (VR)](#p45) - [46Locust Needle (VC)] [76Yagdav Bush (VC)](#p76) - [76Yaran
Vine (U)](#p20) - [21Cotsbalm (R)](#p21) - (#p46) - [46Lordinberry (VR)](#p46) - (R)](#p76) - [76Yarpick (C)](#p76) -
[21Cow-Wheat (VC)](#p21) - [22Crimson [46Luhix (U)](#p46) - [47Maiden's Hair [77Young Lad's Love (VC)](#p77) -
Ladies (R)](#p22) - [22Dainaberry (C)] (VR)](#p47) - [47Mar'kerlan (R)](#p47) - [77Zalanthar (R)](#p77) - ### Jungle -
(#p22) - [22Darkberry (R)](#p22) - [47Marigold (VC)](#p47) - [49Maruera [8Alether (C)](#p8) - [10Arcasa (U)](#p10)
[23Darmanzar Stalk (U)](#p23) - (R)](#p49) - [49Mirenna (R)](#p49) - - [11Ash Willow (VR)](#p11) - [11Ashvein
[23Darnell (C)](#p23) - [23Deadroot (VR)] [51Myrthis (C)](#p51) - [52Orticusp (VR)] (C)](#p11) - [11Athelas (L)](#p11) -
(#p23) - [24Delrean (C)](#p24) - [24Deva's (#p52) - [53Osira (C)](#p53) - [53Pallast [15Bloodgrass (C)](#p15) - [15Bloodkeep
Tears (C)](#p24) - [25Dittany (VC)](#p25) - (VC)](#p53) - [53Pennyroyal (R)](#p53) - (C)](#p15) - [15Bloodroot (R)](#p15) -
[25Dog Rose (VC)](#p25) - [25Dragons- [54Phandar (VR)](#p54) - [54Pixie Table [16Bocraugh (L)](#p16) - [16Borneas (R)]
Eye Oak (U)](#p25) - [26Duskwood (C)] (R)](#p54) - [55Quare (VC)](#p55) - (#p16) - [17Bronzewood (C)](#p17) -
(#p26) - [26Dwarf Hops (VC)](#p26) - [56Rampalt (C)](#p56) - [57Ripplebark [17Butterspice Weed (U)](#p17) -
[27Dwarven Oak (R)](#p27) - [28Elven (C)](#p57) - [58Rose of Forgetfulness (L)] [17Caffar (C)](#p17) - [17Calacaza Bush
Willow (VC)](#p28) - [28Elvish Galingale (#p58) - [58Rosecork (C)](#p58) - [58Ruby (U)](#p17) - [18Calamus (C)](#p18) -
(VC)](#p28) - [28Ember Root (C)](#p28) - Apple (VR)](#p58) - [58Ruby Blushrose [18Callin (VC)](#p18) - [18Cassil (VC)]
[29Falsifal (C)](#p29) - [29Febfendu (VR)] (U)](#p58) - [59Sable Fir (C)](#p59) - (#p18) - [19Chervil (C)](#p19) -
(#p29) - [29Felsul (R)](#p29) - [30Fey [60Scarlet Heart Mushrooms (U)](#p60) - [19Choking Cinder Fungus (U)](#p19) -
Cherry (VR)](#p30) - [32Fumitore (U)] [61Shadbush (VC)](#p61) - [21Cosmos Glond (VR)](#p21) -
(#p32) - [32Gallowbrush (U)](#p32) - [61Shadowtop (VC)](#p61) - [21Cotsbalm (R)](#p21) - [22Crimson
[32Gardenflax (VR)](#p32) - [33Goat's [62Silverwood (U)](#p62) - Ladies (R)](#p22) - [22Darkberry (R)]
Rue (VC)](#p33) - [33Goblin Rogue (VC)] [63Sparkleberry (C)](#p63) - (#p22) - [23Deadly Nightshade (U)](#p23)
(#p33) - [33Golden Crown (VC)](#p33) - [64Spectreflower (R)](#p64) - - [23Deadroot (VR)](#p23) - [24Degiik (L)]
[34Golden Lungwort (U)](#p34) - [64Spiderwort (C)](#p64) - [64Spotty (#p24) - [24Delrean (C)](#p24) -
[34Goldenweb (U)](#p34) - [35Gulthias Dragonfire (C)](#p64) - [65Spring Adonis [24Densewood (U)](#p24) -
Tree (L)](#p35) - [36Halfling Thistle (R)] (C)](#p65) - [65Strawberry (VC)](#p65) - [24Devarencia (VR)](#p24) - [25Dog Rose
(#p36) - [36Hands of Laretha (R)](#p36) - [65Stygian Pumpkin (C)](#p65) - (VC)](#p25) - [25Dragons-Eye Oak (U)]
[36Hangman Tree (R)](#p36) - [37Harpy [66Suaeysit (L)](#p66) - [66Suth (VR)] (#p25) - [26Dramas (R)](#p26) -
Nest (C)](#p37) - [37Hart's Crown (R)] (#p66) - [67Takara Bulb (VC)](#p67) - [26Dripping Tree (R)](#p26) - [27Eldritch
(#p37) - [37Hate Gartlet (C)](#p37) - [68Tempin (U)](#p68) - [68Tephrosia (U)] Whorlwood (VR)](#p27) - [28Ember Root
[38Hawkweed (U)](#p38) - [38Healing (#p68) - [69Thimbleweed (VC)](#p69) - (C)](#p28) - [29Faranir (R)](#p29) -
Apple Tree (C)](#p38) - [38Hidden [70Torchstalk (U)](#p70) - [70Troll Poppy [29Felsul (R)](#p29) - [30Fiend's Ivy (C)]
Hibiscus (VR)](#p38) - [39Hiexel (C)] (C)](#p70) - [70Trueroot (L)](#p70) - (#p30) - [30Fire Flower (L)](#p30) -
(#p39) - [39Hiljirat Pepper (U)](#p39) - [71Twilight Birch (VR)](#p71) - [31Fleshshiver (U)](#p31) - [31Floure-du-
[39Hyperia (VR)](#p39) - [40Iraster (VR)] [72Varenia (L)](#p72) - [72Vinuk (U)] luce (VC)](#p31) - [32Furyax (L)](#p32) -
(#p40) - [40Ironhard (R)](#p40) - (#p72) - [73Waredan (VR)](#p73) - [32Galda (VC)](#p32) - [32Gallowbrush
[40Jaffray (C)](#p40) - [41Juniper (VC)] [73Waxtree (VR)](#p73) - [73Waxworm (U)](#p32) - [32Gardenflax (VR)](#p32) -
(#p41) - [41Kae'la (R)](#p41) - [42Kieros (VC)](#p73) - [73Weeping Tree (VC)] [33Glaredak (R)](#p33) - [33Glowvine (R)]
(R)](#p42) - [42Kilmakur (R)](#p42) - (#p73) - [74Weirwood (U)](#p74) - (#p33) - [34Golden Lungwort (U)](#p34) -
[42Kingsfruit (VR)](#p42) - ### Forest [74White Byrony (C)](#p74) - [35Gulthias Tree (L)](#p35)

80
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
- ### Jungle (continued) - [36Hangman Green (R)](#p71) - [71Umanhunan (C)] (continued) - [27Ecru (R)](#p27) -
Tree (R)](#p36) - [37Harpy Nest (C)] (#p71) - [72Vaundyr Vine (VR)](#p72) - [27Elausa (C)](#p27) - [28Elecampane
(#p37) - [37Harrada Leaf (VR)](#p37) - [72Vipervine (C)](#p72) - ### Jungle (VC)](#p28) - [28Elvish Galingale (VC)]
[38Healing Apple Tree (C)](#p38) - (continued) - [72Visma (C)](#p72) - (#p28) - [28Fairy Bells (VC)](#p28) -
[38Hidden Hibiscus (VR)](#p38) - [74Wildwood (VR)](#p74) - [74Winclamit [29Falsifal (C)](#p29) - [29Fennel (VC)]
[39Hiljirat Pepper (U)](#p39) - [40Ipt (C)] (L)](#p74) - [75Wispstalks (VR)](#p75) - (#p29) - [29Fetherfew (U)](#p29) -
(#p40) - [40Jabberweed (U)](#p40) - [75Witchweave Palm (U)](#p75) - [30Fieldcress (VC)](#p30) - [30Firmanon
[40Jaffray (C)](#p40) - [41Jalap (VC)] [75Witchweed (C)](#p75) - [75Wittlewort (U)](#p30) - [31Flame Clove (VC)](#p31) -
(#p41) - [41Jelly Moss (C)](#p41) - (VC)](#p75) - [76Woodrose (R)](#p76) - [31Flame Petal (VC)](#p31) -
[41Jinab (R)](#p41) - [42Karat (VC)] [76Wormwood (R)](#p76) - [76Xitluchi [31Fleshwort (C)](#p31) - [32Garadar (R)]
(#p42) - [42Kilmakur (R)](#p42) - (U)](#p76) - [76Yarpick (C)](#p76) - (#p32) - [32Gardenflax (VR)](#p32) -
[43Kinuka Tree (VC)](#p43) - [43Krakaem [77Yazur (L)](#p77) - ### Plain - [7Adder's [32Giant Grass (VR)](#p32) - [33Ginyak
Pods (C)](#p43) - [44Land Caltrops (VC)] Tongue (VC)](#p7) - [7Adgana (C)](#p7) - Weed (C)](#p33) - [33Goat's Rue (VC)]
(#p44) - [45Leopard's Bane (VC)](#p45) - [7Agrimony (VC)](#p7) - [8Alfengrape (R)] (#p33) - [33Goblin Rogue (VC)](#p33) -
[46Luurden (U)](#p46) - [47Mandrake (#p8) - [8Alkanet (C)](#p8) - [9Amrans (U)] [35Grim Flowers (C)](#p35) - [35Gyumin
(R)](#p47) - [47Maraga Flowers (R)] (#p9) - [9Angel's Stammerwort (VC)](#p9) Beans (VC)](#p35) - [35Haella (U)](#p35) -
(#p47) - [49Masthin (C)](#p49) - - [9Anise (VC)](#p9) - [10Arkas Grass (U)] [36Halfling Thistle (R)](#p36) - [36Hands
[49Melander (R)](#p49) - [50Mordayn (R)] (#p10) - [10Arlan (C)](#p10) - of Laretha (R)](#p36) - [37Hate Gartlet
(#p50) - [52Olvar (VR)](#p52) - [52Ortona [10Arnuminas (VC)](#p10) - [11Astir (C)] (C)](#p37) - [38Hawkweed (U)](#p38) -
(R)](#p52) - [53Pallast (VC)](#p53) - (#p11) - [11Athas (R)](#p11) - [12Atigax [38Healwell (VC)](#p38) - [38Henbane
[54Poison Apple (U)](#p54) - (U)](#p12) - [12Balm (C)](#p12) - (U)](#p38) - [39Hiljirat Pepper (U)](#p39)
[54Pondstone Tree (U)](#p54) - [12Barberry (VC)](#p12) - [13Barisc (U)] - [39Horehound (VC)](#p39) -
[55Poznan's Chain (R)](#p55) - [55Prickly (#p13) - [13Basil (VC)](#p13) - [39Horseweed (VC)](#p39) - [39Hyperia
Tea (C)](#p55) - [55Pygmy King Flower [14Birthnot (VC)](#p14) - [14Bison-Gourd (VR)](#p39) - [39Iazutl (VC)](#p39) -
(R)](#p55) - [56Rainbowpetal (VC)](#p56) (C)](#p14) - [14Bittergar Bush (VC)] [40Jaffray (C)](#p40) - [41Jelly Moss (C)]
- [56Ratavasa Flowers (VC)](#p56) - (#p14) - [14Black Rose (C)](#p14) - (#p41) - [41Juniper (VC)](#p41) - [41Juxi
[56Rattlestalks (U)](#p56) - [57Reath (R)] [14Blackberry (VC)](#p14) - Root (VC)](#p41) - [41Kae'la (R)](#p41) -
(#p57) - [57Ribwort Plantain (VC)](#p57) - [15Bloodgrass (C)](#p15) - [16Borage [42Kaitlin's Weed (C)](#p42) - [43Kiss of
[58Ripplewood (U)](#p58) - [58Rose of (VC)](#p16) - [16Borneas (R)](#p16) - Discord (R)](#p43) - [43Laishaberries (C)]
Forgetfulness (L)](#p58) - [58Ruby [17Burdock (VC)](#p17) - [17Bursthelas (#p43) - [44Latimer Orchid (VR)](#p44) -
Blushrose (U)](#p58) - [59Saddilia (VR)] (C)](#p17) - [17Cachuga Pepper (U)] [44Lavender Ragweed (VC)](#p44) -
(#p59) - [60Sasami Tree (VR)](#p60) - (#p17) - [18Cassil (VC)](#p18) - [19Ceran [45Lichbriar (R)](#p45) - [45Lizard Eaters
[60Serren Wood (VR)](#p60) - (VC)](#p19) - [19Chamomile (VC)](#p19) - (VC)](#p45) - [47Makebate (VC)](#p47) -
[61Shadbush (VC)](#p61) - [61Silver [20Coltsfoot (VC)](#p20) - [20Comfrey [47Mallow (U)](#p47) - [47Maraga
Hibiscus (L)](#p61) - [62Slimmerane (R)] (VC)](#p20) - [20Common Coneflower Flowers (R)](#p47) - [47Marigold (VC)]
(#p62) - [63Soarwood (U)](#p63) - (VC)](#p20) - [20Constrictor Vine (U)] (#p47) - [48Marisia (L)](#p48) -
[63Sparish Nut (C)](#p63) - (#p20) - [21Cow Parsnip (C)](#p21) - [48Marjoram (VC)](#p48) -
[63Sparkleberry (C)](#p63) - [21Cow-Wheat (VC)](#p21) - [49Masterwort (C)](#p49) - [49Meadow
[64Spiderbush (R)](#p64) - [64Spotty [22Dagmather (VC)](#p22) - [23Darsurion Giant (U)](#p49) - [49Megillos (C)](#p49) -
Dragonfire (C)](#p64) - [66Suth (VR)] (VC)](#p23) - [23Dathlil (VC)](#p23) - [49Milkworte (VC)](#p49) - [50Mokodo
(#p66) - [66Swampwalker (U)](#p66) - [24Deva's Tears (C)](#p24) - [25Devilweed Bush (VR)](#p50) - [50Mugwort (L)]
[67Swordstalks (VR)](#p67) - (C)](#p25) - [25Dittany (VC)](#p25) - (#p50) - [50Mule Pollen (R)](#p50) -
[67Tamarind (VC)](#p67) - [67Tamariske [26Dramas (R)](#p26) - [26Dwarf Hops [51Myrthis (C)](#p51) - [51Napweed (VC)]
(U)](#p67) - [69Thanalayla (U)](#p69) - (VC)](#p26) - [27Dwarf Mallow (U)](#p27) (#p51) - [51Nararoot (VC)](#p51) -
[70Tickleweed (R)](#p70) - [71Twilight - [27Ebur (C)](#p27) - ### Plain [51Navew (U)](#p51)

81
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
- ### Plain (continued) - [52Old Man's (#p74) - [74Whitecandle (VC)](#p74) - Centaury (C)](#p45) - [49Mimetry Sprigs
Friend (R)](#p52) - [52Orach (VC)](#p52) - [74Wild Fireclover (R)](#p74) - ### Plain (VR)](#p49) - ### Mountain (continued) -
[52Orevine (R)](#p52) - [53Palma Eldath (continued) - [74Willow-Herb (VC)](#p74) [50Mountain Garlic (C)](#p50) -
(C)](#p53) - [53Pattran (C)](#p53) - - [75Windwhip Tree (C)](#p75) - [50Mountain Setwall (C)](#p50) - [51Oede
[53Peony (C)](#p53) - [53Periwinkle (VC)] [75Witchweed (C)](#p75) - [75Wolfsbane (L)](#p51) - [52Oliosse (L)](#p52) -
(#p53) - [54Petiveria (VC)](#p54) - (R)](#p75) - [76Wood Sorrel (C)](#p76) - [52Orevine (R)](#p52) - [55Poznan's
[54Pomow (C)](#p54) - [55Prince's [76Woodrose (R)](#p76) - [76Yagdav Bush Chain (R)](#p55) - [57Redgold's Feather
Feather (VC)](#p55) - [55Purple Pipeweed (VC)](#p76) - [76Yaran (R)](#p76) - (R)](#p57) - [57Redstar Flowers (U)]
(U)](#p55) - [55Queen's Ambrosia (VC)] [77Yarrow (VC)](#p77) - [77Yavethalion (#p57) - [60Sarasar (U)](#p60) -
(#p55) - [56Rampalt (C)](#p56) - (C)](#p77) - [77Young Lad's Love (VC)] [60Serapia's Turbith (L)](#p60) -
[56Rasira (C)](#p56) - [57Razorvine (U)] (#p77) - ### Mountain - [9Alligator Teeth [61Shepherd's Purse (U)](#p61) -
(#p57) - [57Redgold's Feather (R)](#p57) - (C)](#p9) - [9Angelica (VC)](#p9) - [61Silverleaf (R)](#p61) - [62Silverthorn
[57Redroot (U)](#p57) - [57Rewk (C)] [10Arctic Creeper (C)](#p10) - [10Ardulan (VR)](#p62) - [62Sky Lotus (VR)](#p62) -
(#p57) - [58Rose of Forgetfulness (L)] (U)](#p10) - [10Arnica (VC)](#p10) - [62Slimmerane (R)](#p62) - [64Spellbane
(#p58) - [58Ruby Blushrose (U)](#p58) - [13Barisc (U)](#p13) - [13Base Mullein (L)](#p64) - [65Spring Adonis (C)](#p65) -
[59Rue (VC)](#p59) - [59Saffron (C)] (VC)](#p13) - [13Basil (VC)](#p13) - [65Strawberry (VC)](#p65) -
(#p59) - [60Sanicle (C)](#p60) - [13Basilisk Breath (VR)](#p13) - [67Tahtoalethi (L)](#p67) - [67Takara
[60Saracen's Compound (VC)](#p60) - [14Bishop's Weed (U)](#p14) - [14Black Bulb (VC)](#p67) - [69Thornapple (C)]
[60Scholar's Dream (R)](#p60) - Rose (C)](#p14) - [14Blackberry (VC)] (#p69) - [70Thurl (VC)](#p70) -
[61Sezarad (U)](#p61) - [61Silverleaf (R)] (#p14) - [15Bloodkeep (C)](#p15) - [71Umozokai Flower (VC)](#p71) -
(#p61) - [62Sleeping Ivy (C)](#p62) - [15Bloodspine (C)](#p15) - [76Wolfweed (VC)](#p76) - [77Yavethalion
[62Sleepweed (U)](#p62) - [15Bloodstaunch (C)](#p15) - (C)](#p77) - [77Zulsendra (VR)](#p77) -
[62Slimmerane (R)](#p62) - [16Bocraugh (L)](#p16) - [16Brandac (U)] ### Ocean - [7Adamant Algae (R)](#p7) -
[63Slumberweed (U)](#p63) - (#p16) - [18Calithil (C)](#p18) - [19Ceran [28Entangle Weed (R)](#p28) - [35Gylvir
[63Snakespike (VC)](#p63) - [63Snapping (VC)](#p19) - [22Darkanda Bush (U)] (R)](#p35) - [59Sand Vine (U)](#p59) -
Grass (U)](#p63) - [63Sparkleberry (C)] (#p22) - [23Dathlil (VC)](#p23) - [67Tangara Kelp (C)](#p67) - ### River -
(#p63) - [64Spiderwort (C)](#p64) - [24Devarencia (VR)](#p24) - [24Devil's [7Air Plant (U)](#p7) - [10Arfandas (VC)]
[64Spotty Dragonfire (C)](#p64) - Crown (R)](#p24) - [25Dragon's Breath (#p10) - [10Arpusar (VC)](#p10) -
[65Stirge Traps (VC)](#p65) - (C)](#p25) - [25Dragonspine (U)](#p25) - [12Attanar (VC)](#p12) - [13Belramba
[65Stonewort (VR)](#p65) - [27Dwarf Mallow (U)](#p27) - (VC)](#p13) - [18Calamus (C)](#p18) -
[65Strawberry (VC)](#p65) - [65Stygian [27Dwarven Oak (R)](#p27) - [27Elandir [18Cat's Tail (VC)](#p18) - [20Colewort
Pumpkin (C)](#p65) - [66Sunberry Bush (VR)](#p27) - [28Ember Root (C)](#p28) - (C)](#p20) - [22Dahkra (C)](#p22) -
(VC)](#p66) - [66Sunflower of Pelor (C)] [28Entriste (U)](#p28) - [28Ephedra (R)] [23Darkroot (R)](#p23) - [26Dragonwort
(#p66) - [66Suth (VR)](#p66) - [67Tai-Gi (#p28) - [30Fire Flower (L)](#p30) - (C)](#p26) - [27Edram (U)](#p27) -
(VR)](#p67) - [68Tangled Waybread (VC)] [31Flintmoss (R)](#p31) - [31Footleaf (C)] [28Elven Willow (VC)](#p28) - [28Ember
(#p68) - [68Terbas (VC)](#p68) - (#p31) - [32Fumitore (U)](#p32) - Root (C)](#p28) - [28Entangle Weed (R)]
[69Thimbleweed (VC)](#p69) - [32Furyax (L)](#p32) - [32Gefnul (L)] (#p28) - [30Fjor'da (U)](#p30) -
[69Thistledown (VR)](#p69) - [69Throw- (#p32) - [33Goblinberry Bush (C)](#p33) - [31Flintmoss (R)](#p31) - [37Harfy (VC)]
Waxe (VC)](#p69) - [70Thyme (VC)](#p70) [33Golden Coin Cactus (VC)](#p33) - (#p37) - [39Horehound (VC)](#p39) -
- [70Troll Poppy (C)](#p70) - [71Tyrant's [34Green-Air Bramble (R)](#p34) - [44Lakeleaf (U)](#p44) - [44Lashar (C)]
Sword (C)](#p71) - [71Ur (VC)](#p71) - [35Guardseye (L)](#p35) - [36Halfling (#p44) - [46Lizuara (L)](#p46) -
[71Valerian (VC)](#p71) - [72Verdant Thistle (R)](#p36) - [38Helmthorne (VR)] [46Lungwort (VC)](#p46) -
Goeleth (VR)](#p72) - [72Vinuk (U)](#p72) (#p38) - [42Kathkusa (VR)](#p42) - [48Marshmallow (VC)](#p48) -
- [72Vodare (R)](#p72) - [74Werasa (C)] [44Laumspur (C)](#p44) - [45Lesser [49Maruera (R)](#p49)

82
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
- ### River (continued) - [49Melander (R)] (#p56) - [57Redflower (U)](#p57) - (#p26) - [27Elandir (VR)](#p27) - [28Elora
(#p49) - [51Nahre Lotus (VR)](#p51) - [60Scarlet Heart Mushrooms (U)](#p60) - (R)](#p28) - [29Fennel Silk (C)](#p29) -
[52Olus Veritis (VR)](#p52) - [52Orevine [61Shaggy Ink Mushrooms (R)](#p61) - [30Fire Lichen (C)](#p30) - [31Fleshwort
(R)](#p52) - [53Palma Eldath (C)](#p53) - [64Spirit Moss (VR)](#p64) - [65Stirge (C)](#p31) - [31Fordamna (L)](#p31) -
[53Panaeolo (U)](#p53) - [53Pennyroyal Traps (VC)](#p65) - [66Swampwalker (U)] [33Glowvine (R)](#p33) - [34Grammax
(R)](#p53) - [67Sweet Arcane (VR)](#p67) (#p66) - [67Sweet Arcane (VR)](#p67) - Creeper (C)](#p34) - [34Gravefist (U)]
- [67Sweet Trefoile (R)](#p67) - [68Tekkil (VR)](#p68) - [69Thelmallow (#p34) - [40Ironvine (U)](#p40) - [41Jelly
[68Tereeka Root (R)](#p68) - Flower (VR)](#p69) - [70Torment Moss (C)](#p41) - [43Korogg (U)](#p43) -
[73Watercress (VC)](#p73) - ### Swamp - Toadstool (C)](#p70) - [72Vaundyr Vine [45Light of Mystra (C)](#p45) - [46Luhix
[7Aadarna (R)](#p7) - [11Athelas (L)] (VR)](#p72) - [72Violet Slime (R)](#p72) - (U)](#p46) - [46Lumina Cap (R)](#p46) -
(#p11) - [14Blackcorn (C)](#p14) - [72Vipervine (C)](#p72) - [74Willow-Herb [47Maiden's Hair (VR)](#p47) -
[15Bloodpurge (U)](#p15) - (VC)](#p74) - ### Underdark - [7Abyssal [50Moonstern (R)](#p50) -
[16Boomshroom (U)](#p16) - [17Bull- Blackgrass (U)](#p7) - [9Amanita (U)] [50Mothflowers (U)](#p50) - [51Nightcall
Rush (R)](#p17) - [19Choke Mold (U)] (#p9) - [13Barrelstalk (U)](#p13) - (R)](#p51) - [52Orevine (R)](#p52) -
(#p19) - [19Choking Cinder Fungus (U)] [15Blackroot (C)](#p15) - [16Bluecap [55Quicksilver Lichen (U)](#p55) -
(#p19) - [19Chromus Slime (VR)](#p19) - (VC)](#p16) - [16Bone Fungus (R)](#p16) - [56Rare-Blue (VR)](#p56) -
[21Corpsebomb (U)](#p21) - [21Creeping [18Calcena Mushroom (R)](#p18) - [58Ripplewood (U)](#p58) - [60Serpent
Mangrove (VC)](#p21) - [23Darkshine (U)] [18Cave Moss (VC)](#p18) - [18Cave Star Sweat (VR)](#p60) - [61Shadowrose (R)]
(#p23) - [24Devil's Bloodflower (L)](#p24) (U)](#p18) - [19Cephalophage (VR)](#p19) (#p61) - [61Shaggy Ink Mushrooms (R)]
- [26Dripping Tree (R)](#p26) - [30Fjor'da - [19Choke Mold (U)](#p19) - [19Chromus (#p61) - [61Silver Hibiscus (L)](#p61) -
(U)](#p30) - [33Goblin-Trap (C)](#p33) - Slime (VR)](#p19) - [20Cornus (R)](#p20) [65Stoneshroom (R)](#p65) -
[35Guklulla (U)](#p35) - [38Hathlil (U)] - [21Corpsebomb (U)](#p21) - [21Cosmos [66Sunflower of Pelor (C)](#p66) -
(#p38) - [43Kinuka Tree (VC)](#p43) - Glond (VR)](#p21) - [22Darkberry (R)] [66Sussur (VR)](#p66) - [70Torchstalk
[43Krakaem Pods (C)](#p43) - [48Marsh (#p22) - [23Darkhorn (U)](#p23) - (U)](#p70) - [70Trathua (C)](#p70) -
Maw (U)](#p48) - [48Marshmallow (VC)] [23Darkshine (U)](#p23) - [23Darkwood [75Wispstalks (VR)](#p75) - [75Wizard
(#p48) - [50Musk Muddle (VC)](#p50) - (VR)](#p23) - [24Deep Imaskari Hats (VC)](#p75) - [77Zur (R)](#p77) -
[52Ordul (U)](#p52) - [53Pallast (VC)] Waterplant (C)](#p24) - [24Devil's [78Zurkhwood (C)](#p78) - ### Other -
(#p53) - [54Pondstone Tree (U)](#p54) - Bloodflower (L)](#p24) - [26Dragontongue [73Vortax (L)](#p73)
### Swamp (continued) - [55Pygmy King Mushrooms (U)](#p26) - ### Underdark
Flower (R)](#p55) - [56Rattlestalks (U)] (continued) - [26Dungeon Fungus (R)]

83
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
# Appendix B: Plants By Rarity
- ### Very Common - [7Adder's Tongue Beans (Pla.)](#p35) - [37Hare's Ear (Arc.)] - [70Thurl (Des., Mou.)](#p70) - [70Thyme
(Pla.)](#p7) - [7Agrimony (Pla.)](#p7) - (#p37) - [37Harfy (Coa., Riv.)](#p37) - (Cit., Pla.)](#p70) - [71Umozokai Flower
[9All-Heale (For.)](#p9) - [9Aloe (Cit., Coa., [37Harlequin's Harp (Cit., Coa.)](#p37) - (Coa., Des., Mou.)](#p71) - [71Ur (Pla.)]
Des.)](#p9) - [9Angel's Stammerwort (For., [38Healwell (Cit., Pla.)](#p38) - [39Hoggle (#p71) - [71Valerian (Pla.)](#p71) -
Pla.)](#p9) - [9Angelica (Mou.)](#p9) - Beans (Arc.)](#p39) - [39Horehound (Pla., [73Watercress (Riv.)](#p73) -
[9Anise (Pla.)](#p9) - [10Arfandas (Riv.)] Riv.)](#p39) - [39Horseweed (Pla.)](#p39) - [73Waxworm (For.)](#p73) - [73Weeping
(#p10) - [10Arnica (Mou.)](#p10) - [39Iazutl (Pla.)](#p39) - [40Inari (Des.)] Tree (For.)](#p73) - [74Whitecandle (Pla.)]
[10Arnuminas (Pla.)](#p10) - [10Arpusar (#p40) - [41Jalap (Jun.)](#p41) - [41Juniper (#p74) - [74Willow-Herb (Pla., Swa.)]
(Riv.)](#p10) - [12Attanar (Riv.)](#p12) - (Cit., For., Pla.)](#p41) - [41Juxi Root (#p74) - [75Wittlewort (For., Jun.)](#p75) -
[12Barberry (For., Pla.)](#p12) - [13Base (Pla.)](#p41) - [42Karat (Coa., Jun.)](#p42) [75Wizard Hats (Und.)](#p75) -
Mullein (Mou.)](#p13) - [13Basil (Cit., For., - [43Kinuka Tree (Jun., Swa.)](#p43) - [76Wolfweed (Mou.)](#p76) - [76Yagdav
Mou., Pla.)](#p13) - [13Belan (Des.)] [44Land Caltrops (Jun.)](#p44) - Bush (For., Pla.)](#p76) - [77Yarrow (Pla.)]
(#p13) - [13Belramba (Riv.)](#p13) - [44Larnurma (For.)](#p44) - [44Laspar (#p77) - [77Young Lad's Love (For., Pla.)]
[14Birthnot (Arc., Pla.)](#p14) - (For.)](#p44) - [44Lavender Ragweed (#p77) - ### Common - [7Adgana (Pla.)]
[14Bittergar Bush (Pla.)](#p14) - (Pla.)](#p44) - [45Leopard's Bane (For., (#p7) - [8Alether (For., Jun.)](#p8) -
[14Blackberry (For., Mou., Pla.)](#p14) - Jun.)](#p45) - [45Lizard Eaters (Cit., Pla.)] [8Alkanet (Pla.)](#p8) - [8Allathorne
[16Bluecap (Und.)](#p16) - [16Blueleaf (#p45) - [46Locust Needle (Coa., For.)] (Arc.)](#p8) - [9Alligator Teeth (Mou.)]
(Arc., For.)](#p16) - [16Borage (Pla.)] (#p46) - [46Lungwort (Riv.)](#p46) - (#p9) - [10Anserke (Coa.)](#p10) -
(#p16) - [17Burdock (Pla.)](#p17) - [47Makebate (Pla.)](#p47) - [47Marigold [10Archangelica (Coa.)](#p10) - [10Arctic
[18Callin (Jun.)](#p18) - [18Cassil (For., (For., Pla.)](#p47) - [48Marjoram (Cit., Creeper (Arc., Mou.)](#p10) - [10Arkasu
Jun., Pla.)](#p18) - [18Cat's Tail (Coa., Pla.)](#p48) - [48Marshmallow (Riv., (Des.)](#p10) - [10Arlan (Pla.)](#p10) -
Riv.)](#p18) - [18Cave Moss (Und.)](#p18) Swa.)](#p48) - [49Milkworte (Pla.)](#p49) [11Ash (For.)](#p11) - [11Ashvein (For.,
- [19Ceran (Arc., Mou., Pla.)](#p19) - - [50Musk Muddle (Swa.)](#p50) - Jun.)](#p11) - [11Astir (For., Pla.)](#p11) -
[19Chamomile (Pla.)](#p19) - [20Coltsfoot [51Napweed (Pla.)](#p51) - [51Nararoot [12Atramen (Coa.)](#p12) - [12Balm
(Pla.)](#p20) - [20Comfrey (Pla.)](#p20) - (Pla.)](#p51) - [51Nordra (Des.)](#p51) - (Pla.)](#p12) - [13Bastit (Des.)](#p13) -
[20Common Coneflower (Pla.)](#p20) - [52Orach (Pla.)](#p52) - [53Pallast (For., [14Bison-Gourd (For., Pla.)](#p14) -
[21Cow-Wheat (For., Pla.)](#p21) - Jun., Swa.)](#p53) - [53Periwinkle (Cit., [14Black Rose (For., Mou., Pla.)](#p14) -
[21Creeping Mangrove (Swa.)](#p21) - Pla.)](#p53) - [54Petiveria (Pla.)](#p54) - [14Blackcorn (Swa.)](#p14) -
[22Culkas (Coa.)](#p22) - [22Dagmather [55Prince's Feather (Pla.)](#p55) - [15Blackroot (Und.)](#p15) -
(Pla.)](#p22) - [23Darsurion (Pla.)](#p23) - [55Quare (For.)](#p55) - [55Queen's [15Bloodgrass (For., Jun., Pla.)](#p15) -
[23Dathlil (Des., Mou., Pla.)](#p23) - Ambrosia (Pla.)](#p55) - [56Rainbowpetal [15Bloodkeep (Jun., Mou.)](#p15) -
[25Dittany (For., Pla.)](#p25) - [25Dog (Jun.)](#p56) - [56Ratavasa Flowers [15Bloodspine (Des., Mou.)](#p15) -
Rose (For., Jun.)](#p25) - [25Draaf (Coa.)] (Jun.)](#p56) - [57Ribwort Plantain (Jun.)] [15Bloodstaunch (Des., Mou.)](#p15) -
(#p25) - [26Dwarf Hops (Cit., For., Pla.)] (#p57) - [59Rue (Pla.)](#p59) - [17Bronzewood (For., Jun.)](#p17) -
(#p26) - [27Eldaas (Arc.)](#p27) - [59Sandberry Bush (Des.)](#p59) - [17Bursthelas (Pla.)](#p17) - [17Caffar
[28Elecampane (Pla.)](#p28) - [28Elven [60Saracen's Compound (Pla.)](#p60) - (Jun.)](#p17) - [18Calamus (Coa., Jun.,
Willow (For., Riv.)](#p28) - [28Elvish [61Shadbush (For., Jun.)](#p61) - Riv.)](#p18) - [18Calithil (Mou.)](#p18) -
Galingale (For., Pla.)](#p28) - [28Fairy [61Shadowtop (For.)](#p61) - [19Chervil (For., Jun.)](#p19) -
Bells (Pla.)](#p28) - [29Fennel (Pla.)] [63Snakespike (Pla.)](#p63) - [65Stirge [20Coldwood (Arc., For.)](#p20) -
(#p29) - [30Fieldcress (Pla.)](#p30) - Traps (Pla., Swa.)](#p65) - [65Strawberry [20Colewort (Riv.)](#p20) - [21Cow
[31Flame Clove (Pla.)](#p31) - [31Flame (Cit., For., Mou., Pla.)](#p65) - Parsnip (Pla.)](#p21) - [22Dahkra (Riv.)]
Petal (Pla.)](#p31) - [31Floure-du-luce [66Sunberry Bush (Pla.)](#p66) - (#p22) - [22Dainaberry (For.)](#p22) -
(Jun.)](#p31) - [32Galda (Jun.)](#p32) - [67Takara Bulb (For., Mou.)](#p67) - [23Darnell (For.)](#p23) - [24Deep
[33Goat's Rue (For., Pla.)](#p33) - [67Tamarind (Jun.)](#p67) - [68Tangled Imaskari Waterplant (Und.)](#p24) -
[33Goblin Rogue (For., Pla.)](#p33) - Waybread (Pla.)](#p68) - [68Terbas (Pla.)] [24Delrean (For., Jun.)](#p24) - [24Deva's
[33Golden Coin Cactus (Des., Mou.)] (#p68) - [69Thalsen Weed (Arc.)](#p69) - Tears (For., Pla.)](#p24) - [25Devilweed
(#p33) - [33Golden Crown (For.)](#p33) - [69Thimbleweed (For., Pla.)](#p69) - (Pla.)](#p25)
### Very Common (continued) - [69Thir (Arc.)](#p69) - ### Very Common
[34Grendar (Arc.)](#p34) - [35Gyumin (continued) - [69Throw-Waxe (Pla.)](#p69)

84
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
- ### Common (continued) - [25Dragon's (#p64) - ### Common (continued) - Blossom (Des.)](#p25) - ### Uncommon
Breath (Arc., Mou.)](#p25) - [65Spring Adonis (For., Mou.)](#p65) - (continued) - [25Dragons-Eye Oak (For.,
[25Dragontears (Des.)](#p25) - [65Stygian Pumpkin (For., Pla.)](#p65) - Jun.)](#p25) - [25Dragonspine (Des.,
[26Dragonwort (Riv.)](#p26) - [66Sunflower of Pelor (Pla., Und.)](#p66) - Mou.)](#p25) - [26Dragontongue
[26Duskwood (For.)](#p26) - [27Ebur [67Tangara Kelp (Oce.)](#p67) - Mushrooms (Und.)](#p26) - [27Dwarf
(Pla.)](#p27) - [27Elausa (Pla.)](#p27) - [68Taran'ka (Des.)](#p68) - [69Thornapple Mallow (Mou., Pla.)](#p27) - [27Edram
[28Ember Root (Coa., For., Jun., Mou., (Mou.)](#p69) - [70Torment Toadstool (Riv.)](#p27) - [28Entriste (Des., Mou.)]
Riv.)](#p28) - [29Falsifal (For., Pla.)](#p29) (Swa.)](#p70) - [70Trathua (Und.)](#p70) - (#p28) - [29Fetherfew (Pla.)](#p29) -
- [29Fennel Silk (Arc., Und.)](#p29) - [70Troll Poppy (For., Pla.)](#p70) - [30Firmanon (Pla.)](#p30) - [30Fjor'da
[30Fiend's Ivy (Jun.)](#p30) - [30Fire [71Tyrant's Sword (Pla.)](#p71) - (Riv., Swa.)](#p30) - [31Fleshshiver (Jun.)]
Lichen (Und.)](#p30) - [31Fleshwort (Pla., [71Umanhunan (Jun.)](#p71) - (#p31) - [32Fumitore (For., Mou.)](#p32) -
Und.)](#p31) - [31Footleaf (Arc., Mou.)] [72Vipervine (Jun., Swa.)](#p72) - [32Gallowbrush (For., Jun.)](#p32) -
(#p31) - [33Ginyak Weed (Cit., Pla.)] [72Visma (Jun.)](#p72) - [73Waterorb [34Golden Lungwort (For., Jun.)](#p34) -
(#p33) - [33Goblinberry Bush (Mou.)] (Coa.)](#p73) - [74Werasa (Cit., Pla.)] [34Goldenweb (For.)](#p34) - [34Gravefist
(#p33) - [33Goblin-Trap (Swa.)](#p33) - (#p74) - [74White Byrony (For.)](#p74) - (Und.)](#p34) - [35Guklulla (Swa.)](#p35) -
[34Grammax Creeper (Und.)](#p34) - [75Windwhip Tree (Pla.)](#p75) - [35Haella (Cit., Pla.)](#p35) - [36Hara'dan
[35Grim Flowers (Cit., Pla.)](#p35) - [75Witchweed (Jun., Pla.)](#p75) - (Des.)](#p36) - [37Hara'den (Des.)](#p37) -
[37Harpy Nest (For., Jun.)](#p37) - [76Wood Sorrel (For., Pla.)](#p76) - [38Hathlil (Swa.)](#p38) - [38Hawkweed
[37Hate Gartlet (For., Pla.)](#p37) - [76Yarpick (For., Jun.)](#p76) - (For., Pla.)](#p38) - [38Henbane (Pla.)]
[38Healing Apple Tree (For., Jun.)](#p38) - [77Yavethalion (Mou., Pla.)](#p77) - (#p38) - [39Hiljirat Pepper (For., Jun.,
[39Hiexel (For.)](#p39) - [40Ipt (Jun.)] [78Zurkhwood (Und.)](#p78) - ### Pla.)](#p39) - [39Hydrathistle (Coa.)]
(#p40) - [40Jaffray (For., Jun., Pla.)](#p40) - Uncommon - [7Abyssal Blackgrass (Und.)] (#p39) - [40Iceflower (Arc.)](#p40) -
[41Jelly Moss (Jun., Pla., Und.)](#p41) - (#p7) - [7Air Plant (Riv.)](#p7) - [7Aldaka [40Ironvine (Und.)](#p40) -
[42Kaitlin's Weed (Pla.)](#p42) - (For.)](#p7) - [9Amanita (Und.)](#p9) - [40Jabberweed (Jun.)](#p40) - [41Jojopojo
[43Krakaem Pods (Jun., Swa.)](#p43) - [9Amrans (Pla.)](#p9) - [9Angel's Cactus (Arc.)](#p41) - [42Kanishta (Arc.)](#p42) -
[43Laishaberries (For., Pla.)](#p43) - (Des.)](#p9) - [10Arcasa (For., Jun.)](#p10) [42Karcatta Brambles (Des.)](#p42) -
[44Lashar (Riv.)](#p44) - [44Laumspur - [10Ardulan (Arc., For., Mou.)](#p10) - [43Korogg (Und.)](#p43) - [44Lakeleaf
(Mou.)](#p44) - [45Lesser Centaury [10Arkas Grass (Pla.)](#p10) - (Coa., Riv.)](#p44) - [45Lish (For.)](#p45) -
(Mou.)](#p45) - [45Light of Mystra (Und.)] [11Asarabacca (For.)](#p11) - [11Ashline [46Luhix (For., Und.)](#p46) - [46Luurden
(#p45) - [49Masterwort (Pla.)](#p49) - (For.)](#p11) - [12Atigax (Pla.)](#p12) - (Jun.)](#p46) - [47Mallow (Pla.)](#p47) -
[49Masthin (Jun.)](#p49) - [49Megillos [12Balon's Plant (Des.)](#p12) - [13Barisc [48Marsh Maw (Swa.)](#p48) -
(Cit., Pla.)](#p49) - [50Mountain Garlic (For., Mou., Pla.)](#p13) - [13Barrelstalk [49Meadow Giant (Pla.)](#p49) -
(Coa., Mou.)](#p50) - [50Mountain Setwall (Des., Und.)](#p13) - [14Bishop's Weed [50Mothflowers (Und.)](#p50) - [51Navew
(Mou.)](#p50) - [51Myrthis (For., Pla.)] (Arc., Mou.)](#p14) - [15Bloodpurge (Cit., Pla.)](#p51) - [52Ordul (Swa.)](#p52)
(#p51) - [53Osira (For.)](#p53) - [53Palma (Swa.)](#p15) - [16Boomshroom (Swa.)] - [53Oruighen (Des.)](#p53) - [53Panaeolo
Eldath (Pla., Riv.)](#p53) - [53Pattran (#p16) - [16Brandac (Mou.)](#p16) - (Riv.)](#p53) - [54Poison Apple (Jun.)]
(Pla.)](#p53) - [53Peony (Cit., Pla.)](#p53) [16Brelidar (Arc.)](#p16) - [17Butterspice (#p54) - [54Pondstone Tree (Jun., Swa.)]
- [54Pomow (Pla.)](#p54) - [55Prickly Tea Weed (For., Jun.)](#p17) - [17Cachuga (#p54) - [54Powdered Desert Milk (Des.)]
(Jun.)](#p55) - [56Quickweed (Coa.)] Pepper (Pla.)](#p17) - [17Calacaza Bush (#p54) - [55Purple Pipeweed (Cit., Pla.)]
(#p56) - [56Rampalt (For., Pla.)](#p56) - (Des., Jun.)](#p17) - [18Cave Star (Und.)] (#p55) - [55Quicksilver Lichen (Und.)]
[56Rasira (Pla.)](#p56) - [57Rewk (Pla.)] (#p18) - [19Choke Mold (Swa., Und.)] (#p55) - [56Rattlestalks (Jun., Swa.)]
(#p57) - [57Ripplebark (For.)](#p57) - (#p19) - [19Choking Cinder Fungus (Jun., (#p56) - [57Razorvine (Pla.)](#p57) -
[58Rosecork (For.)](#p58) - [59Sable Fir Swa.)](#p19) - [19Cinquefort (For.)](#p19) [57Redflower (Swa.)](#p57) - [57Redroot
(For.)](#p59) - [59Saffron (Pla.)](#p59) - - [20Cline Cactus (Des.)](#p20) - (Cit., Pla.)](#p57) - [57Redstar Flowers
[60Sanicle (Pla.)](#p60) - [60Scented [20Constrictor Vine (For., Pla.)](#p20) - (Mou.)](#p57) - [58Ripplewood (Jun.,
Mayweed (Arc.)](#p60) - [62Sleeping Ivy [21Corpsebomb (Swa., Und.)](#p21) - Und.)](#p58) - [58Ruby Blushrose (For.,
(Coa., Pla.)](#p62) - [63Snowflake Lichen [22Darkanda Bush (Mou.)](#p22) - Jun., Pla.)](#p58) - [59Sabito (Coa.)](#p59)
(Arc.)](#p63) - [63Snowwood (Arc.)](#p63) [23Darkhorn (Und.)](#p23) - - [59Sand Vine (Coa., Oce.)](#p59) -
- [63Sparish Nut (Jun.)](#p63) - [23Darkshine (Swa., Und.)](#p23) - [60Sarasar (Mou.)](#p60) - [60Scarlet
[63Sparkleberry (For., Jun., Pla.)](#p63) - [23Darmanzar Stalk (For.)](#p23) - Heart Mushrooms (For., Swa.)](#p60) -
[64Spiderwort (For., Pla.)](#p64) - [23Deadly Nightshade (Jun.)](#p23) - [61Sessali (Coa.)](#p61) - [61Sezarad
[64Spotty Dragonfire (For., Jun., Pla.)] [24Densewood (Jun.)](#p24) - [25Djin (Pla.)](#p61)

85
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
- ### Uncommon (continued) - Mou., Pla.)](#p36) - [36Hands of Laretha Willow (Jun.)](#p11) - [12Avataer (Arc.)]
[61Shepherd's Purse (Mou.)](#p61) - (For., Pla.)](#p36) - [36Hangman Tree (#p12) - [13Basilisk Breath (Arc., Mou.)]
[62Silverwood (For.)](#p62) - (For., Jun.)](#p36) - [37Hart's Crown (For.)] (#p13) - [14Bilberry (For.)](#p14) -
[62Sleepweed (Pla.)](#p62) - (#p37) - [40Ice Lotus (Arc.)](#p40) - [19Cephalophage (Und.)](#p19) -
[63Slumberweed (Pla.)](#p63) - [40Ironhard (For.)](#p40) - [41Jinab (Jun.)] [19Chromus Slime (Coa., Swa., Und.)]
[63Snapping Grass (Pla.)](#p63) - (#p41) - [41Kae'la (For., Pla.)](#p41) - (#p19) - [21Cosmos Glond (Jun., Und.)]
[63Soarwood (Jun.)](#p63) - [66Surane [42Kieros (For.)](#p42) - [42Kilmakur (#p21) - [21Covadish (Arc.)](#p21) -
(Coa.)](#p66) - [66Swampwalker (Jun., (For., Jun.)](#p42) - [43Kiss of Discord [23Darkwood (Arc., Und.)](#p23) -
Swa.)](#p66) - [67Tamariske (Jun.)](#p67) (Pla.)](#p43) - [45Lichbriar (Pla.)](#p45) - [23Deadroot (For., Jun.)](#p23) -
- [68Tempin (For.)](#p68) - [68Tephrosia [46Lumina Cap (Cit., Und.)](#p46) - [24Devarencia (Jun., Mou.)](#p24) -
(For.)](#p68) - [69Thanalayla (Jun.)](#p69) [47Mandrake (Jun.)](#p47) - [27Elandir (Mou., Und.)](#p27) -
- [70Torchstalk (For., Und.)](#p70) - [47Mar'kerlan (For.)](#p47) - [47Maraga [27Eldritch Whorlwood (Jun.)](#p27) -
[72Vinuk (For., Pla.)](#p72) - Flowers (Jun., Pla.)](#p47) - [49Maruera [29Febfendu (For.)](#p29) - [30Fey Cherry
[74Weirwood (For.)](#p74) - [74Whistling (For., Riv.)](#p49) - [49Melander (Jun., (For.)](#p30) - [32Gardenflax (Cit., For.,
Cactus (Des.)](#p74) - [75Witchweave Riv.)](#p49) - [49Mirenna (For.)](#p49) - Jun., Pla.)](#p32) - [32Giant Grass (Pla.)]
Palm (Jun.)](#p75) - [76Xitluchi (For., [50Moonstern (Und.)](#p50) - [50Mordayn (#p32) - [37Harrada Leaf (Jun.)](#p37) -
Jun.)](#p76) - ### Rare - [7Aadarna (Jun.)](#p50) - [50Mule Pollen (Pla.)] [38Helmthorne (Mou.)](#p38) - [38Hidden
(Swa.)](#p7) - [7Adamant Algae (Oce.)] (#p50) - [51Nightcall (Und.)](#p51) - Hibiscus (For., Jun.)](#p38) - [39Hyperia
(#p7) - [8Alfengrape (Pla.)](#p8) - [51Obaddis Leaf (Arc.)](#p51) - [52Old (For., Pla.)](#p39) - [40Iraster (For.)](#p40)
[11Arrowroot (Des.)](#p11) - [11Athas Man's Friend (Pla.)](#p52) - [52Orevine - [41Juzam (Des.)](#p41) - [42Kathkusa
(Pla.)](#p11) - [12Azure Leaves (For.)] (Mou., Pla., Riv., Und.)](#p52) - [52Ortona (Arc., Mou.)](#p42) - [42Kelventari (Des.)]
(#p12) - [13Bija Tree (Arc., For.)](#p13) - (Jun.)](#p52) - [53Pennyroyal (For., Riv.)] (#p42) - [42Kingsfruit (For.)](#p42) -
[15Bloodroot (Jun.)](#p15) - [16Bone (#p53) - [54Pixie Table (For.)](#p54) - [44Latimer Orchid (Pla.)](#p44) -
Fungus (Und.)](#p16) - [16Borneas (For., [55Poznan's Chain (Jun., Mou.)](#p55) - [45Livewood (For.)](#p45) -
Jun., Pla.)](#p16) - [17Bull-Rush (Swa.)] [55Pygmy King Flower (Jun., Swa.)] [46Lordinberry (For.)](#p46) - [47Maiden's
(#p17) - [18Calcena Mushroom (Und.)] (#p55) - [56Quivar (Arc.)](#p56) - Hair (For., Und.)](#p47) - [47Maracan
(#p18) - [18Caravara (Des.)](#p18) - [57Reath (Jun.)](#p57) - [57Redgold's (Des.)](#p47) - [49Mimetry Sprigs (Mou.)]
[20Cornus (Und.)](#p20) - [21Cotsbalm Feather (Mou., Pla.)](#p57) - [58Rouddan (#p49) - [50Mokodo Bush (Cit., Pla.)]
(For., Jun.)](#p21) - [22Crimson Ladies (Arc.)](#p58) - [59Salamander Orchids (#p50) - [51Nahre Lotus (Riv.)](#p51) -
(For., Jun.)](#p22) - [22Darkberry (For., (Arc., Cit.)](#p59) - [60Scholar's Dream [52Olus Veritis (Riv.)](#p52) - [52Olvar
Jun., Und.)](#p22) - [23Darkroot (Riv.)] (Cit., Pla.)](#p60) - [61Shadowrose (Und.)] (Jun.)](#p52) - [52Orticusp (For.)](#p52) -
(#p23) - [24Devil's Crown (Mou.)](#p24) - (#p61) - [61Shaggy Ink Mushrooms (Swa., [54Phandar (For.)](#p54) - [56Rare-Blue
[26Dramas (Jun., Pla.)](#p26) - Und.)](#p61) - [61Silverleaf (Mou., Pla.)] (Und.)](#p56) - [58Rose Campion (Des.)]
[26Dripping Tree (Jun., Swa.)](#p26) - (#p61) - [62Slimmerane (Jun., Mou., Pla.)] (#p58) - [58Ruby Apple (For.)](#p58) -
[26Dungeon Fungus (Und.)](#p26) - (#p62) - [64Spectreflower (For.)](#p64) - [59Saddilia (Jun.)](#p59) - [60Sasami
[27Dwarven Oak (For., Mou.)](#p27) - [64Spiderbush (Jun.)](#p64) - Tree (Cit., Jun.)](#p60) - [60Serpent Sweat
[27Ecru (Coa., Pla.)](#p27) - [28Elora [65Stoneshroom (Und.)](#p65) - [67Sweet (Und.)](#p60) - [60Serren Wood (Jun.)]
(Und.)](#p28) - [28Entangle Weed (Oce., Trefoile (Riv.)](#p67) - [68Tateesha (Des.)] (#p60) - [62Silverthorn (Mou.)](#p62) -
Riv.)](#p28) - [28Ephedra (Des., Mou.)] (#p68) - [68Tereeka Root (Coa., Riv.)] [62Sinquoi (Des.)](#p62) - [62Sky Lotus
(#p28) - [29Faranir (Jun.)](#p29) - (#p68) - [70Tickleweed (Jun.)](#p70) - (Mou.)](#p62) - [64Spirit Moss (Swa.)]
[29Felmather (Coa.)](#p29) - [29Felsul [71Twilight Green (Jun.)](#p71) - (#p64) - [65Stonestream (Arc.)](#p65) -
(For., Jun.)](#p29) - [30Firethorn (Coa.)] [72Violet Slime (Swa.)](#p72) - [72Vodare [65Stonewort (Pla.)](#p65) - [66Sussur
(#p30) - [31Flintmoss (Mou., Riv.)](#p31) - (Cit., Pla.)](#p72) - [74Wild Fireclover (Und.)](#p66) - [66Suth (For., Jun., Pla.)]
[32Garadar (Pla.)](#p32) - [33Glaredak (Pla.)](#p74) - [75Wolfsbane (Pla.)](#p75) - (#p66) - [67Sweet Arcane (Riv., Swa.)]
(Jun.)](#p33) - [33Glowvine (Jun., Und.)] [76Woodrose (For., Jun., Pla.)](#p76) - (#p67) - [67Swordstalks (Des., Jun.)]
(#p33) - [34Golden Desert Tree (Des.)] [76Wormwood (For., Jun.)](#p76) - (#p67) - [67Tai-Gi (Pla.)](#p67) - [68Tekkil
(#p34) - [34Goldencup (Arc.)](#p34) - [76Yaran (For., Pla.)](#p76) - [77Zalanthar (Swa.)](#p68) - [69Thelmallow Flower
[34Green-Air Bramble (Mou.)](#p34) - (For.)](#p77) - [77Zur (Und.)](#p77) - ### (Swa.)](#p69)
[35Gylvir (Oce.)](#p35) - ### Rare Very Rare - [8Alil (Des.)](#p8) -
(continued) - [36Halfling Thistle (For., [9Angakara Tree (For.)](#p9) - [11Ash

86
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
- ### Very Rare (continued) - [16Bocraugh (Jun., Mou.)](#p16) - (continued) - [48Marisia (Pla.)](#p48) -
[69Thistledown (Arc., Pla.)](#p69) - [24Degiik (Jun.)](#p24) - [24Devil's [50Mugwort (Pla.)](#p50) - [51Oede
[71Twilight Birch (For.)](#p71) - Bloodflower (Swa., Und.)](#p24) - [30Fire (Mou.)](#p51) - [52Oliosse (Mou.)](#p52) -
[72Vaundyr Vine (Jun., Swa.)](#p72) - Flower (Jun., Mou.)](#p30) - [31Fordamna [58Rose of Forgetfulness (For., Jun., Pla.)]
[72Verdant Goeleth (Cit., Pla.)](#p72) - (Und.)](#p31) - [32Furyax (Jun., Mou.)] (#p58) - [60Serapia's Turbith (Mou.)]
[73Waredan (For.)](#p73) - [73Waxtree (#p32) - [32Gariig (Coa., Des.)](#p32) - (#p60) - [61Silver Hibiscus (Jun., Und.)]
(For.)](#p73) - [74Wildwood (Jun.)](#p74) - [32Gefnul (Arc., Mou.)](#p32) - (#p61) - [64Spellbane (Mou.)](#p64) -
[75Wispstalks (For., Jun., Und.)](#p75) - [35Guardseye (Mou.)](#p35) - [35Gulthias [66Suaeysit (For.)](#p66) - [67Tahtoalethi
[77Ylam Tree (Des.)](#p77) - Tree (For., Jun.)](#p35) - [36Halcyon (Mou.)](#p67) - [70Trueroot (For.)](#p70) -
[77Zulsendra (Arc., Mou.)](#p77) - ### Crocus (Arc.)](#p36) - [43Klagul (Arc.)] [72Varenia (For.)](#p72) - [73Vortax
Legendary - [11Athelas (Jun., Swa.)] (#p43) - [43Kylathar (For.)](#p43) - (Oth.)](#p73) - [74Winclamit (Jun.)](#p74)
(#p11) - [14Bittermourn (Arc.)](#p14) - [46Lizuara (Riv.)](#p46) - ### Legendary - [77Yazur (Jun.)](#p77)

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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