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Koa's Horticulture Guide

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

By KoatheDM. Image credit: Wizards of the


Coast
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Introduction

I
n a world that is always bombarded with the
influence of the feywild, the shadowfell, chaotic Table Of Contents
magical experiments, necrotic rituals, and other Introduction
magical struggles it's often strange to see a wild
environment that is sometimes mundane in A...........................................3
comparison to the creatures that inhabit it. This B...........................................3
Horticulture Guide seeks to change that, by adding C...........................................4
67 magical plants, herbs, shrooms, and more in all terrains to
create a more fantastical yet grounded environment. These D...........................................5
magical plants can range in importance, to simple edible E...........................................6
vines when cooked, all the way to iridescent sunflowers that F...........................................7
can siphon and steal dreams. This guide is designed to create G..........................................7
a sense of depth and world-building within the wilds and H..........................................8
within nature with plants that can hinder or help adventurers!
I...........................................9
J...........................................9
Teas, Poisons, and K.........................................10
Poultices! L.........................................10
  Nearly every plant listed in this Horticulture Guide has M........................................12
some kind of use for the plant, through being dried, turned N.........................................13
into a tea, or even poisons! Whenever a character wants to O.........................................14
attempt to extract, improve, dry, treat, or otherwise refine one P..........................................14
of the plants, it must be done over the course of a Short rest
or an hour of uninterrupted work, where they make an R..........................................14
Herbalism Kit ability check with the DC dependent on the S..........................................14
plant that's listed in its description. The DM decides what T..........................................16
ability check is appropriate for its extraction, but a good rule V..........................................16
of thumb is that Wisdom dictates the majority of these
checks. Upon success, the refined product is created! Upon W.........................................16
failure, the materials used are lost. Y..........................................17
As a general rule of thumb, the refined version of a plant,
be it a tea, extract, etcetera, typically doubles the value of the Plants by Environment
raw plant or herb. Furthermore, if a plant is converted and Rollable Tables
refined into a drinkable state or a tea, this tea or drinkable
substance will only retain its potency and properties as long Cavern System.......................20
as it is heated. As soon as it loses its heat, whatever special Grassy Field..........................20
properties it would confer, are lost. (Nobody likes cold tea!) Arctic Cave...........................20
Coastline..............................21
It's your World! Desert...................................21
  Keep in mind, all of these rules, as well as all of these Forest...................................21
herbs, are an optional ruleset that you can choose to use, A Pond or Creek.....................22
edit, or ignore. This has been designed to add more flavor Jungle...................................22
and depth to the wild lands of your fantasy world, but it is up Mountainous.........................23
to you, the DM, on how much you wish to integrate this into
your world. If some plants or herbs you think are ridiculous Swamp....................................23
or too powerful, none of the ‘balance’ of the other plants will Graveyard..............................23
be affected if you simply choose to never implement it! Fey Touched............................24
Now I can hear you saying, ‘This is a lot of information, but Affected by Wild Magic............24
I don’t want to read through all of these to figure out which
ones I need for my next encounter!’ Well lucky you, at the Changelog
bottom of this document are various tables and lists that
include plants sorted by environments, plants sorted by
rarities, as well as tables you can roll on to fill up otherwise
mundane battlemaps and encounters with appropriate
herbs/plants.

By KoatheDM. Image credit: Wizards of the


Coast
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A Bloomshroom
Common, 15gp
Airpearls Bloomshrooms are a type of poisonous fungus with a deep
Common, 10gp purple bulb that holds poisonous gas from its stalk which is
Airpearls are a type of underwater creeper that produces a wrapped with dark violet webbed leaves that contain
thin, translucent membrane that holds compressed oxygen. hundreds of small bristles. Bloomshrooms are found in very
As such, they are referred to as Air Pearls, and the pearls damp areas, typically in Swamp, Jungle, and Underdark
themselves can vary in size, growing as small as grapes or as environments. If a creature comes within 5 feet of a
large as apples. Airpearls are most commonly found in Bloomshroom, the four leaves will register the movement
Coastal and Underwater environments, but they can also be unfurl, where the bulb will expel all of the poisonous gas
found at the tops of sunken graves or at the bottom of ponds, within it, directed at the creature. A creature who is sprayed
lakes, and banks. If an Airpearl is plucked and eaten, the by this gas must succeed on a Constitution saving throw of
creature must make a Constitution saving throw of 10 or take 14 or take 2d6 poison damage and become poisoned for 1
1d4 bludgeoning damage, as the Airpearl holds a large hour upon failure, only taking half damage upon success. A
amount of compressed air. If ruptured, an Airpearl will burst creature who is aware of the Bloomshroom and their effects
into a small pocket of air that lasts for one round before can use their reaction to make a Dexterity check of 14 to grab
dissipating, allowing for a creature to gain a single breath of and pull the bulb from the stalk before it releases. A creature
air. with proficiency in Herbalism Kits can add their proficiency
However with an Herbalism Kit check of 13, the Airpearl bonus to this check. Doing so kills the Bloomshroom, but
can be treated and par-boiled with mud to create a clay successfully harvests the bulb.
exterior that is semi-permeable, only letting air escape from it A bulb harvested in this way retains its potency for 8 hours
when a creature sucks the air out, allowing a creature to and can be shrunken and treated with an Herbalism Kit
breathe out of the Airpearl for 10 minutes before it loses its check of 16 to make a Bloomshroom Bomb. A Bloomshroom
potency. Bomb can be thrown up to 20 feet away as an action, where it
will explode into Bloomshroom Gas in a 5 foot radius. A
B creature who starts their turn in this Gas or enters it for the
Blackwillow
first time on a turn must succeed on a Constitution saving
throw of 14. Upon failure, they take 2d6 poison damage and
Uncommon, 100gp are poisoned for 1 minute, repeating the initial saving throw
Blackwillows are a type of spindly grey willow, with almost at the end of their turns and ending the effect on a success.
skeletal-like branches and a thick bough that produces a Upon success, the creature only takes half damage and is not
black, tar-like sap. Blackwillows are typically only found in poisoned.
areas that have been corrupted by the Shadowfell or areas
with extreme necrotic influences. Their origin is typically a Boilblossom
Treant or Awakened Tree that has died, where their body is Common, 25gp
corrupted by necrotic energies and transformed into a Boilblossoms are bright orange glowing bulbs that can
Blackwillow. The Blackwillow produces a black, tar-like sap grow up to 3 inches in diameter, connected to creeper-like
that draws Undead to its location. If a creature that is roots that grow around rocks and hydrothermal vents
Undead consumes this black sap, they have Advantage on all underwater, typically found deeper in the ocean.
saving throws and can’t be frightened for 1 hour. Any other Boilblossoms are deeply connected to the Elemental Plane of
creature that consumes this black sap must succeed on a Fire and are usually found near hydrothermal vents or areas
Constitution saving throw of 15 or become poisoned for 1 that are deeply tied with the Elemental Plane of Fire. As
hour, and while poisoned in this way, they are vulnerable to such, Boilblossoms can be found in any underwater
Necrotic damage. Environment, but are most common in deep underwater
Black sap can be distilled into a potent poison with an caves. If a creature or object touches a Boilblossom, it will
Herbalism kit check of 20, creating a Blackwillow Poison. A glow an even brighter orange, emitting 5 feet of dim light, and
creature who ingests or is injured by a weapon coated with it will channel energy from the Elemental Plane of Fire and
Blackwillow Poison must succeed on a Constitution saving begin to boil the water around it in a 10 foot cube. The
throw of 15 or become poisoned for 1 hour, and while Boilblossom continues to boil water around it for 1 minute or
poisoned in this way, they are vulnerable to Necrotic damage. until it is dealt any instance of cold damage. The area affected
An undead creature is immune to the effects of Blackwillow counts as difficult terrain, and a creature who enters the
Poison. Once a creature succeeds on their saving throw space for the first time on a turn or ends their turn within the
against Blackwillow Poison, they are immune to its effects for boiling water must succeed on a Constitution saving throw of
24 hours. 13 or take 3d6 fire damage, halved on success.
A Boilblossom bulb can be harvested with an Herbalism
Kit check of 14, where as long as it is kept in water, it will stay
alive in an inactive state, latently drawing power and life from
the Elemental Plane of Fire. A Boilblossom bulb can be
replanted with careful preparations and techniques,
represented by an Herbalism Kit check of 16.

By KoatheDM.
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C An intact and full Chokeshroom can be boiled and treated
with an Herbalism kit check of 16, to create a Chokeshroom
Chimney Mushroom Bomb. A Chokeshroom bomb can be thrown as an action up
Common, 30gp to 30 feet away where it will release an asphyxiant gas in a 5
Chimney mushrooms are small, black, slender mushrooms foot radius sphere centered on the point of impact. Creatures
that are usually found in large groups in damp, dank, and are considered suffocating while inside of the asphyxiant gas,
dark environments; typically in a Swamp, Underdark, Jungle, it heavily obscures the area, and a creature who starts their
or Cave system Environment. Chimney Mushrooms typically turn inside of the gas must succeed on a Constitution saving
grow in tight patches that number 2 to 3 dozen Chimney throw of 10 or become blinded for 1 minute, remaking the
Mushrooms, which typically cover a 5 foot cube. If a creature saving throw at the end of each of their turns and ending the
comes into contact with a patch of Chimney Mushrooms, effect upon success. This gas will linger for 1 minute, or until
they will release a cloud of spores in a 20 foot radius that will a moderate wind blows it away.
heavily obscure the area. Any creature who ends their turn Corpse Flower
within the spores must make a Constitution saving throw of
12 or become blinded for 1 minute. A creature blinded in this Common, 5gp
way can remake the initial saving throw at the end of each of Corpse Flowers are large red flowers with thick petals that
their turns, ending the effect upon success. The cloud of have small white bumps across their surface. The flower
spores lasts for 1 minute, or until a strong wind disperses it. itself is usually incredibly large and can grow anywhere from
Chimney Mushrooms can be collected without activating 3 feet to 8 feet in width. Corpse Flowers are found in Swamp
them with a successful Dexterity check of 14 or higher. A and Jungle environments, and smell strongly of rotted
creature proficiency with an Herbalism Kit can add their corpses.
proficiency bonus to this check. The petals of Corpse Flowers can be cut, ground, and
Once harvested, Chimney Mushrooms can be ground and boiled with an Herbalism Kit check of 10 to create a foul-
boiled into a compressed and volatile sphere of spores, tasting tea that nullifies all sense of smell for 1d4 hours.
typically called a Chimney Bomb, with an Herbalism Kit Crimsonvine
check of 14. A Chimney Bomb can be thrown as an action up Common, 10gp
to 30 feet away, where it will release a cloud of spores in a 20 Crimsonvines are dark, crimson colored vines that grow on
foot radius that will heavily obscure the area. Any creature branches of older trees and large boulders. Crimsonvines can
who ends their turn within the spores must make a be found in Forest, Jungle, Coastal, Swamp, and Grassland
Constitution saving throw of 12 or become blinded for 1 environments. A creature who ingests Crimsonvine must
minute. A creature blinded in this way can remake the initial succeed on a Constitution saving throw of 10, or become
saving throw at the end of each of their turns, ending the poisoned for 1 hour.
effect upon success. The cloud of spores lasts for 1 minute, A creature can treat and dry a Crimsonvine to make it’s
or until a strong wind disperses it. poison more potent with an Herbalism Kit check of 12.
Chokeshroom Potent Crimsonvine is usually a crushed up powder or a
Common, 20gp dried root that has a bitter flavor. A creature who ingests
Chokeshrooms are thick and wide mushrooms, with a potent Crimsonvine must succeed on a Constitution saving
swollen stem and a flat purple head mottled with black throw of 12 or become poisoned for 8 hours.
striations. Chokeshrooms are usually 3 to 6 inches in
diameter. Chokeshrooms are typically found in Underdark
and Jungle environments, but can be found in any place that
is sufficiently dark and damp. When a creature comes into
contact with a Chokeshroom or a Chokeshroom is jostled, it
will release an asphyxiant gas in a 5 foot radius sphere
centered on the Chokeshroom. Creatures are considered
suffocating while inside of the asphyxiant gas, it heavily
obscures the area, and a creature who starts their turn inside
of the gas must succeed on a Constitution saving throw of 10
or become blinded for 1 minute, remaking the saving throw
at the end of each of their turns and ending the effect upon
success. This gas will linger for 1 minute, or until a moderate
wind blows it away. Once a Chokeshroom has released this
gas, the stem will deflate and it will take 1d4 days before
enough spores can be produced to create this effect again. If
a Chokeshroom is dug up, it will last for 8 hours before it will
wilt and die, unless planted elsewhere where it can reroot its
mycelium. A full Chokeshroom can be dug up and harvested
with a successful Dexterity check of 15. If a creature fails this
check, the Chokeshroom will release its spores. A creature
that has proficiency with an Herbalism Kit can add their
proficiency bonus to this check.

By KoatheDM
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D Dreamleaves can be ground and treated with an Herbalism
Kit check of 13 to make an intense incense. A creature who
Deathshroom breathes in this incense must make a Constitution saving
Uncommon, 100gp throw of 14 or be pulled into a deep magical sleep for 1
Deathshrooms are small ½ to 1 inch violet mushrooms minute. Upon success, the creature can see vivid
with bright lime-green heads. Deathshrooms release a hallucinations of afterimages of the feywild in their current
fragrance that smells deliciously edible, and are usually found surroundings for 1d4 hours.
near places of death. Although Deathshrooms have an Dreamkiller
incredibly sweet taste, they are incredibly poisonous.
Deathshrooms can be found typically in Underdark and Very rare, 200gp
Jungle environments, as well as rarely at the stumps of dying A cousin to the Dreamleaf, the Dreamkiller looks similar to
trees. A creature who ingests a Deathshroom must succeed a Sunflower, but it’s stalk is much shorter, its petals are long
on a Constitution saving throw of 16 or take 3d12 poison and multicolored that wave back and forth methodically, and
damage and become poisoned for 1 hour. Upon success, the the center is a confluence of bright colors that sway, shimmer,
creature only takes half damage and is not poisoned. and contort. Dreamkillers are very rare and grow in intense
Deathshrooms cannot be refined, however they can be magical Forest environments or places that are very close to
reduced into a concentrated seed of spores with an entrances to the feywild. Any creature that can see a
Herbalism Kit check of 19. This is called a Deathshroom Dreamkiller and is within 15 feet of it must make a Wisdom
Seed, which when planted into a corpse who has died within Saving throw of 14 or become charmed by the Dreamkiller
24 hours, will grow 2d6 Deathshrooms from the corpse over for 1 minute. While charmed in this way, the creature must
the course of an hour. spend their turn moving up to the Dreamkiller and must
kneel before it, where the Dreamkiller will wrap its petals
Dreadweed around the face of the creature and begin siphoning their
Uncommon, 75gp dreams and thoughts. The siphoning process takes 1 minute,
Dreadweed is a sickly-purple weed that grows at the and after a portion of the creature’s dreams and thoughts
bottom of rotted plant matter and detritus, as well as near have been siphoned, the creature takes 2d10 psychic damage
graveyards and places where there have been many deaths. and is forced into a deep, magical slumber for 1 hour. A
As such, they can be found in nearly any Environment, but creature can be pulled away from the Dreamkiller as an
are more common in graveyards as well as in Jungle and Action while they are being siphoned, but this will only
Swamp environments where there is a higher concentration interrupt the process and as long as they are charmed, they
of flora and fauna. If ingested, a creature must make a will try to kneel in front of it to finish the siphoning process.
Constitution saving throw of 10 or become paralyzed for 1 For each victim the Dreamkiller siphons, it will grow a new
minute. Once a creature has become paralyzed by root.
Dreadweed or succeeds on their saving throw against it, they A creature can harvest a root of the Dreamkiller and with
are immune to the effects of Dreadweed for 24 hours. an Herbalism Kit check of 17 to create Dreaming Tea. A
Dreadweed can be treated and boiled with an Herbalism creature who ingests Dreaming Tea falls into a magical
Kit check of 19 to create Death’s Sweat. Death’s Sweat is a slumber for 1 hour, where they will experience the dreams
thick paste that can be applied to a weapon as an action, and thoughts of one of the victims of the Dreamkiller,
where it will dry after 10 minutes of application. A creature depending on the root. A specific root can be identified by
hit by a weapon coated in Death’s Sweat must succeed on a using the Speak with Plants spell, or by some other means of
Constitution saving throw of 10 or become paralyzed until Divination.
the end of their next turn. Once a creature has become Drowvine
paralyzed by Death’s Sweat, they are immune to its effects for
24 hours. Uncommon, 65gp
Drowvine is a dark russet vine with black streaks that
Dreamleaf grows deep underground in Underdark environments or
Uncommon, 50gp occasionally in deep Cavern environments. Drowvine is
Dreamleaves are a fern that glows a psychedelic purple and mostly commonly found near Drow, as it is grown and
emerald, which constantly pulses and shimmers. harvested by the Drow for their poison. If Drowvine is
Dreamleaves only grow in Forest environments touched by subjected to sunlight, it will wither and die. If a creature
magic, and are typically found near entrances to the feywild ingests Drowvine, they must succeed on a Constitution
or places that have strong ties to the feywild. If ingested, a saving throw of 10 or become poisoned for 1 hour. Drowvine
creature must make a constitution saving throw of 14 or be can be refined with an Herbalism Kit check of 14 to create a
pulled into a magical sleep for 1 hour. If the creature poison that can be applied to a weapon as an action, which
succeeds, the creature sees vivid hallucinations of will dry after 1 hour after being applied. Creatures subjected
afterimages of the feywild in their current surroundings for to the poison must succeed on a DC 13 Constitution saving
10 minutes. throw or be Poisoned for 1 hour. If the saving throw fails by 5
or more, the creature is also Unconscious while Poisoned in
this way. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.

By KoatheDM
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Drownweed E
Uncommon, 75gp
Drownweed looks like any normal seaweed with the Elderberries
exception of dark purplish black veins that run through its Uncommon, 35gp
leaves. Drownweed commonly grows on the walls or floors of These dull, cerulean colored berries grow on the underside
deep sea caverns, or Underwater environments, but can of boulders and rocks in patches hanging from dark green
occasionally be found along Coastal environments. Any creepers. Elderberries are roughly 2 inches in diameter and
creature who starts their turn or enters a space for the first produce a fleeting glowing light from the inside of the berry.
time on a turn within 10 feet of Drownweed must succeed on Elderberries only grow in areas that are dense with magical
a Dexterity saving throw of 13 or become grappled by the energies, and as such, they can be found in any Environment.
Drownweed as it attempts to constrict and strangle them. Because of their innately magical nature, they are fairly rare.
While a creature is grappled by Drownweed they are If a creature eats an Elderberry they will feel magic flow
considered Restrained and suffer 2d8 bludgeoning damage at through their body, and they will be nourished for 24 hours.
the start of each of their turns. A creature can attempt to An Elderberry can be boiled and refined into Elderberry
escape this grapple by using their action to attempt a Tea with an Herbalism Kit check of 16. Elderberry Tea, when
Strength (Athletics) check of 14, freeing themselves on drunk, restores an expended spell slot, up to 2nd level.
success, or by dealing 10 slashing damage to the
Drownweed. Elder Tears
It is possible to harvest the bud or heart of a Drownweed if Rare, 100gp
all of the leaves are taken care of, where the bud or heart can Elder Tears are a type of bell flower, usually found in
be planted elsewhere to produce more deadly Drownweed. groups of 4 to 5 in areas with powerful runes, great latent
Harvesting the heart of a Drownweed requires a Herbalism magical energy, or locations that have been subject to
Kit check of 16. If Drownweed is not submerged in saltwater significant magical phenomenon or occurrences. Elder Tears
once every hour, it will shrivel up and die. themselves are a deep cobalt that shimmer with a faint
magical light that pulses with the heartbeat of the Weave.
Druidvine Due to their growth only appearing in areas of significant
Rare, 175gp magical influence, Elder Tears can grow in any Environment
The Druidvine is a pulsating verdant heart of vines, deeply that meets one or more of these circumstances. When the
tied with fey magic, that only flourishes and grows when in a flower of an Elder Tear is ingested, the creature is met with
beneficial symbiosis with another living being. Druidvines an overflow of magical energy and suffers 2d6 force damage
only grow in places that are blooming with magical life, but regains an expended 1st level spell slot, if they are able to.
natural energies, or places tied with intense druidic power, Elder Tears can be ground, boiled, and treated with an
typically in Jungle, Forest, Swamp, or Grassland Herbalism Kit check of 20 to create Elder Tear Tea. A
environments. Druidvines are only found on other plants, and creature who ingests Elder Tear Tea regains an expended
while a Druidvine is attached to another plant, the plant spell slot, up to 3rd level, if they are able to.
grows twice as fast as it normally would, and bears twice as Elephant Cactus
much fruit or twice as many flowers as it normally would.
A humanoid can attempt to bond with a Druidvine by Rare, 150gp
coming into contact with the Druidvine as an Action. If the Elephant cactus is a massive cactus that typically grows to
creature knows Druidic, or has a Wisdom score of 18 or fit within a 5 foot cube, but some have been noted to be large
higher, the Druidvine will detach from the plant it is attached enough to fit within a 10 foot cube. Elephant Cacti have a
to, and attach to the creature if they are willing, where they twisting barrel shape that is typically 4 to 12 feet in width and
will simply wrap their vines around the spot they have chosen height with rough flesh that is covered with 1d12 + 5 thick
to stay, typically on a shoulder or arm. While a creature has a spines that are 1-3 feet long. Elephant Cacti grows primarily
Druidvine attached to them, they regain one hit point every in Desert Environments and rarely in Coastal Environments,
hour spent in direct sunlight. If a Druidvine is forcibly pulled and is technically a type of fungus that uses the nutrients of
off of a creature or plant, it will shrivel up and die instantly. corpses to spread and germinate. If a creature starts their
When a creature takes damage from a weapon attack while turn within 10 feet of an Elephant Cactus or enters a space
having a Druidvine attached, the Druidvine will expand and within for the first time on a turn within 10 feet of an
cover the creature in protective vines, granting the creature Elephant Cactus, one of the spines will shoot out at the
1d6 + 6 temporary hit points to protect against that instance creature with a +7 to hit, dealing 3d10 piercing damage on
of damage. If the creature still has these temporary hit points hit. If a creature is pierced by an Elephant Cactus spine they
from the Druidvine after this damage is dealt, the Druidvine must succeed on a Constitution saving throw of 11 or
will receed its vines and will not be able to protect its host for become poisoned for 1 hour. If a creature dies while poisoned
another hour. If the creature has lost these temporary hit from an Elephant Cactus, the spores from the Spine will
points from this instance of damage, the Druidvine will infuse with the dead body, creating a new Elephant Cactus
wither and die. A Druidvine must be watered daily to be kept from the corpse of the creature over the course of 1d4 days.
healthy while attached to a creature, or else it will wither
away and die.

By KoatheDM
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Removing spines from an Elephant Cactus is exceedingly G
difficult as it requires a method that does not involve any
creatures coming within 10 feet of the Elephant Cactus itself. Giant Spit
An Elephant Cactus spine can be carefully removed with a Common, 5gp
Dexterity check of 16. A creature with proficiency in Giant spit is a peculiar plant that consists of a tiny bright
Herbalism Kits can add their proficiency bonus to this check. verdant bulb, typically half an inch in diameter, that has
Once removed, an Elephant Cactus spine can be used as a creepers that adhere themselves to a rock or boulder, found
Shortsword, and the first time this special shortsword hits a usually at high elevations in Mountainous or Hilly
creature, the creature must succeed on a Constitution saving environments. Its name comes from the fact that Giant Spit
throw of 11 or become poisoned for 1 hour. If a creature dies secretes a clear, viscous liquid that has a similar consistency
while poisoned from this Elephant Cactus spine, the spores to mucus. A single bulb typically produces this slick material
from the Spine will infuse with the dead body, creating a new in a 5 foot cube centered around the bulb.
Elephant Cactus from the corpse of the creature over the A creature who moves within the area affected by Giant
course of 1d4 days. Spit must succeed on a Dexterity saving throw of 10 or slip
and fall prone. A creature aware of the Giant Spit can ignore
F this effect if they move at half speed through Giant Spit.
Firebloom Giant Spit, as its name suggests, is often mistaken for giant
saliva, but it can be treated and boiled with an Herbalism kit
Uncommon, 50gp check of 10 to create a basic adhesive.
Fireblooms are small bright red marigolds that have their
colors shine and dance when sunlight hits them, making Goat’s Horn
them look akin to a burning flame when the sun is shining Common, 5gp
upon them. Fireblooms are typically found in Desert Goat’s Horn is a lightish yellow celadon vine that grows
Environments but can be found in places with significant and twists in the shape of a horn, typically found in
volcanic activity in Mountainous Environments. If ingested, a Grassland, Jungles, Forest, Swamp, and Mountainous
creature must succeed on a Constitution saving throw of 12 Environments.
or take 2d4 fire damage upon failure. Upon failure or Goat’s Horn is edible, with a spongy consistency and an
success, the creature gains resistance to Fire damage for 1 earthy taste, but it also can be treated and mashed with an
minute. Herbalism kit check of 10 to create a paste that when applied
Fireblooms can be treated and boiled into Firebloom Tea to an open wound of a dying creature, stabilizes them.
with an Herbalism Kit check of 15. A creature who ingests
Firebloom Tea gains resistance to fire damage for 1d4 hours. Goat’s Throat
Common, 20gp
Flaming Seed Goat’s Throat is a small and dense collection of roots that
Uncommon, 25gp looks akin to a dark brown pebble that is attached to a root
Flaming Seeds are 2 to 3 inch long and ½ inch wide, dark system that stretches five times its size into soil underneath
maroon seeds buried underneath sand or dirt that sprout a it. Goat’s Throat is praised for curative and antivenom
sparse, dry shrub. Outwardly, a Flaming Seed looks like a properties, Goat’s Throat is found underground; typically in
dead bush or shrub, and requires a Nature check of 14 to Underdark Environments, but occasionally in caves of any
identify it as a Flaming Seed. Flaming Seeds typically grow in Environment. Harvesting Goat’s Throat successfully requires
Desert Environments, but they can also be found in for its heart to be pulled from its root system, which requires
Mountainous Environments where there is volcanic activity. a Strength check of 10 or higher to do so. A creature
Flaming Seeds are very volatile and if they are subjected to proficient with an Herbalism Kit can add their proficiency
any damage, they will explode, forcing every creature within 5 bonus to this check.
feet of the Flaming Seed to make a Dexterity saving throw of When a creature ingests Goat’s Throat, they must succeed
10 or take 1d8 fire damage, halved on success. on a Constitution saving throw of 10 or become incapacitated
With an Herbalism Kit check of 14, a creature can boil and until the start of their next turn as they retch uncontrollably,
treat a Flaming Seed to create a Potent Flaming Seed. A purging themselves of any nonmagical poisons. If Goat’s
Potent Flaming Seed will only detonate if thrown, and it can Throat is boiled and treated with an Herbalism Kit check of
be thrown up to 30 feet away as an action. Upon impact, the 12, the Goat’s Throat can then be ingested without any
Potent Flaming Seed will explode causing each creature negative side effects, simply curing the creature of any
within 5 feet of the point of impact to make a Dexterity saving nonmagical poisons.
throw of 11 or take 2d8 fire damage, halved on success.

By KoatheDM
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Changelog More!
Version 1.4   This homebrew was made by KoatheDM, and you can find
Significant overhaul to grammar and wording of more homebrew content on Patreon! I also have an
many of the herbs, including name changes and Instagram account, Reddit account where I post and tease
changes to price other homebrew content by the name of KoatheDM, and a
Added in rollable tables Twitter where I also tease upcoming content! This document
Version 1.3 was made through Homebrewery. Art by Wizards of the
Removed DC based on price and added individual Coast.
DC’s based on the herb
Version 1.2
Added several new herbs
Added optional rules for alchemy
Version 1.0
Initial Release

By KoatheDM
8

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