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toForaging
Cover
Even the most barren of landscapes can offer up
Appendix A: Flora Tables
General Flora Table
Foraging Proficiency sidebar
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6
7
a bounty of useful flora to the adept.
Terrain-Specific Flora Tables 7
Arctic 7
Cave/Underground 7
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The DMs Guide to Foraging is a rules supplement containing foraging mechanics and an abundance of unique flora
to use in your games. Among these flora are real flowers, mushrooms, herbs, mosses, and other plants reimagined for
D&D 5th Edition and new, completely original fantasy plants. This supplement uses rules, spells, and concepts from
Wizards of the Coast’s D&D 5th Edition and are intended to supplement your campaigns.
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Tips for the DM
As with any supplement, The DMs Guide to Foraging
should be adapted to work for your group. If you don’t
like the way a mechanic works, please feel free to change
it. Adjust the descriptions, lore, details, and effects to suit
your games and your players. For example, if you want
to include foraging in your games but don’t like some of
the flora in the Appendix, replace them with other plants
appropriate to your world or setting! If you want to make
foraging a crunchier mechanical system, use these rules
as a foundation to create a new system of your own. Use
these rules however they can best be utilized at your
table and in your games. We hope you have as much fun
with these rules as we have!
Equipment
All that players require when setting out to forage is a
good eye, sturdy footwear, and an herbalism kit if they
so desire.
Herbalism Kits
Herbalism kits contain a variety of instruments such as
clippers, mortar and pestle, leather gloves, as well as a
selection of pouches and vials for collecting samples and
Magical Flora
While the majority of fo
raged flora
creating a variety of cures such as poultices and salves, pellent, and
are useful as food, bug re
4
and even food supplies. aracters
Variant Rule: Some DMs may find it unrealistic that
medicine, sometimes the ch
rare or
so many different plants can be identified and collected discover something truly
ts are a
in a specific biome. In magical. Such magical plan
e and it is fun
such cases, DMs may staple in the fantasy genr
mes! Several
dictate that players to include them in our ga
can only find, identify, luded in this
and collect the most
such magical flora are inc
y to forage,
simple of flora supplement for your part
up with
specific to that but you may wish to come
g up with
biome, leaving others. Rather than comin
ur campaign,
the magical all-new magic items for yo
items for greater of prep
storytelling
you can save a great deal
a useful or
opportunities. time by simply reskinning
ged flora.
Once players
interesting potion as fora
owfrost
have organized Perhaps the legendary gl
s of a potion
their herbalism flower has the propertie
eweed acts
kit (which can of cold resistance or chok
thing. These
be purchased like a potion of water brea
or the specific al of flavor
materials
reskins can add a great de
requiring
gathered for a to your game world while
total of 5 gp), very little prep time!
all they need to
do is venture
out and start
foraging!
6
(This grass makes an excellent meal for any herbivorous pack animal.)
A tree with long branches covered in groupings of long, thin leaves and clusters of thick
74-79 brown seed pods. Two Meals Tamarind Tree
(The pulp within the seed pod “fruit” is slightly bitter and makes for a good meal.)
Tall, conically shaped trees with dense, knobby branches and an abundance of evergreen
80-81 Four Firestarters Pine Needles
needles in place of leaves. (Needles can be used as a firestarter in the absence of tinder.)
These small, inconspicuous clusters of plants bear tiny red berries covered in seeds. Wild
82-84 One Meal
(The fruit makes a sweet meal). Strawberry
A large plant with broad leaves and purple, thistle-like flowers.
85-87 Four Meals Burdock
(This plant can be eaten raw or boiled, even the roots.)
A small plant with smooth plump leaves. (The plant has a sour taste until boiled, after
88-89 Two Meals Purslane
which it is almost sweet and very refreshing.)
Appearing as a variety of stinging nettle, this plant has little grains along the underside
90-92 Two Meals Good-King
of the leaves. (Once removed, the leaves make a fine salad.)
A thready, vibrant green and yellow moss that grows low on trees and beneath woody Sphagnum
93-96 One Application
bushes. (Can be used to dress wounds as an action, restoring 1d4 + 1 hit points.) Moss
A short, fat mushroom with a pale stalk, brilliant yellow cap, and iridescent gills. (If the Fraud’s
gills are ground into a paste and smeared onto a painter’s canvas, it moves itself to
97-98 One Application Thumb or
create a hypnotic and eerily beautiful portrait that can be sold for 1000 gp to the right
seller.) Canvashead
A short, scrubby brush that creeps around on two legs of knarled roots, planting
itself wherever it likes. (It is slow and can easily be captured. The roots can be dried
Preacher Root
99 and steeped in hot water to create a refreshing tea. Anyone who drinks this tea must One Dose
or Liarsbane
succeed on a DC 15 Charisma saving throw or be affected as if by the zone of truth
spell.)
This tree is riddled with twisted knots like hollow eyes and its long branches sweep
the ground. Leaves in a miraculous array of color sweep and dance in the air around
100 Six Leaves Flyleaf
it, unattached to its bare limbs. (These leaves can be chewed as an action, having the
effect of the astral projection spell [self only] on the chewer).
Terrain-Specific Foraging Tables
Arctic
d100 Description One Harvest Yields... Name
A slow-growing moss that covers rocks and is hard to distinguish from snow.
(If gathered and made into a paste when combined with water, can be applied to the
1-25 Four Applications Snow Lichen
bottom of any footwear in 1 minute, allowing one to ignore difficult terrain imposed by
snow and ice for one day.)
A slightly fuzzy pale fruit that grows on low scrubby bushes in the lee of windswept
26-50 rocks. (Eating the fruit provides enough sustenance for a person for 2 days, but causes Six Meals Bearberry
mild lethargy: each creature who eats bearberries gains 2 levels of exhaustion.)
This plant has groupings of tightly clustered flower heads atop long, reddish stalks.
51-75 (The entire plant is edible if care is taken to remove the tough outer layer during Two Meals Curled Dock
boiling.)
A small tree with white bark and crimson leaves that pushes up from the earth in
One Pair of Dwarf Arctic
76-100 snowy hills. (The bark can be stripped to make snowshoes (taking 1 hour) which allows
Snowshoes Willow
the wearer to ignore difficult terrain imposed by snow and ice.)
Cave/Underground
d100
1-25
Description
This squat black mushroom grows in sporadic clumps in the darkest caves.
(If the spores are separated from the rest of the plant, they can be brewed into tea that
One Harvest Yields... Name
Pulse of the Land
You may use your action to
ca st th e Lo ca te An im als or Plants spell, which gr
de while
ants
Desert
d100 Description One Harvest Yields... Name
Growing from dehydrated earth, these round plants are covered with spines and grow Two Days of
in bulb-like protrusions. The large arms of the plant bear beautiful red-and-yellow
1-25 Drinking Water and Cactus
flowers and hard purple fruits. (The cactus pears can be eaten and water can be
harvested from within the cactus itself.) Two Meals
This dark, scraggly, low-growing shrub contains a sap that burns for hours with a
magical fire. (A fire started with this plant will burn all night long without needing Blazemoan
26-50 One Fire
replenishment. In addition, the burning material lets out a low moan if any creature Bush
who was not present when the fire was lit comes within 60 feet of the fire.)
Stiff, long-stemmed plants with bristle-like purple flowers. (If cut at the base, these One Day of
51-75 Sage
flowers can be sucked on for drinking water). Drinking Water
A prickly cactus that grows in a bulbous formation with small bright yellow flowers, a
careful hand can cut open the plant and gather the sweet liquid from within.
(A successful DC 15 Dexterity (Sleight of Hand) check avoids the needles, otherwise Pilgrim’s
76-100 One Dose
the forager suffers 1d6 piercing damage. If imbibed, the nectar from the plant allows Prickles
one to confirm their direction of travel with total accuracy for 24 hours, with no
chance of getting lost during that period.)
Grassland
d100 Description One Harvest Yields... Name
This long grass bears stripes in the color of a pink sunset.
1-25 (The grass can be woven into bracelets that increase their wearer’s speed by 20 feet. Four Bracelets Gazelle Grass
The bracelets dry up and lose their magical properties after 8 hours.)
Purple
These tall, rustling grass bear tufts of lavender seed pods at their tips.
10
26-50 Four Meals Needlegrass or
(The seed pods can be fed to pack animals.) Tussockgrass
These short, shrubby bushes blend into the rocky hills on which they grow. (The
51-75 Four Meals Prairie Turnip
tuberous root is edible either raw or boiled. It can also be dried and made into flour.)
This small bush with broad bright purple leaves tends to flourish in the shade of any
rocky outcropping in open plains. (Hidden underneath the leaves is a small purple fruit
with green stripes. Although edible, the tasteless flesh of the fruit provides little to no Meadow
76-100 Two Doses
nutrition. The seeds can be ground up into a powder, mixed with water, and made into Melon
a healing poultice. Applied to any wound as an action, this poultice restores 2d4 + 2
hit points and cures the poisoned condition.)
Hills/Mountains
d100 Description One Harvest Yields... Name
These tall plants have thick stems and bear large yellow flowers with a conspicuous
1-25 Two Meals Sunflower
black center. (The seeds of the flower can be gathered and eaten raw or dried.)
A small plant with bright red and purple flowers and covered in thorns.
(Drawing blood from the tongue with one of the thorns confers advantage on Wisdom
Merrick’s
26-50 (Perception) checks that rely on smell for 1 hour. During that time, the affected also One Thistle
Thistle
produces a musk-like scent that grants disadvantage on all Charisma checks) and gains
advantage on all Wisdom (Survival) checks related to tracking.)
This sprawling white-green fungus spreads over the ground in a large area, producing a Traveler’s
low, pleasant humming sound. Room for up to Four
Respite or
51-75 (This mat of mushrooms creates a safe and comforting place to rest. During a short Medium Creatures
Cushion
rest here, a creature regains twice the number of hit points rolled on hit dice. During a to Rest
long rest here, a creature removes two levels of exhaustion instead of one.) Shroom