You are on page 1of 100

First published in 2022 by Crow & Crown

All rights reserved. No part of this publication


may be reproduced, stored in a retrieval system,
or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording
or otherwise, without written permission from
the publisher.
www.crowandcrown.store
Contents
INTRODUCTION CHAPTER 10: Armour, Weapons, & Apparel
Registry of Items........................................................58
Introduction.................................................................5

PART 1: FORAGING PART 3: THE PLAYERS

CHAPTER 11: Player Backgrounds


CHAPTER 1: Foraging Basics Alchemist...................................................................66
Organised and Categorised.........................................6 Forager.......................................................................66
Fresh as a Daisy............................................................6 Wise One...................................................................67
Knowing Roots from Leaves......................................7
Buying, Selling, and Trading......................................7
CHAPTER 12: Guilds
The Botanist’s Guild..................................................68
CHAPTER 2: Creating & Adapting Plants
Colour Me In...............................................................8
Shapes and Sizes..........................................................8
CHAPTER 13: Spells
Class Spell List...........................................................71
Spell Descriptions......................................................71
CHAPTER 3: The Seasons Corpse Crushed..........................................................71
Spring............................................................................8 Deathlight...................................................................71
Summer.........................................................................9 Hexenringe.................................................................71
Autumn.........................................................................9 Jordfast........................................................................72
Winter...........................................................................9 Last Words.................................................................72
Mother’s Blessing.......................................................72
CHAPTER 4: Climates & Biomes Offring.........................................................................72
Coast............................................................................10 Trollhare.....................................................................72
Farmland.....................................................................11 Watcher of the Roads...............................................73
Marshland..................................................................12
Mountain....................................................................12 CHAPTER 14: Subclasses
Scrubland....................................................................14 Bard: College of Arcanists.........................................74
Tropical Forest...........................................................14 Paladin: Oath of the Endling....................................76
Woodland...................................................................15 Rogue: Poisoner.........................................................78
Sorcerer: Deep Roots................................................79
CHAPTER 5: The Plants Warlock: The Flower Bride.....................................80
Quick Reference Tables............................................17 Warlock: The Crone.................................................82
Registry of Plants.......................................................21
PART 4: CREATURE STATISTICS
PART 2: CRAFTING & ITEMS
Feldgeister...................................................................85
Waldgeister Guard....................................................86
CHAPTER 6: A Primer on Crafting Waldgeister Captain..................................................86
Introduction...............................................................41 Honey Beast................................................................87
Potions and Poisons...................................................41 Samovila......................................................................88
Trial and Error...........................................................41 Samodiva.....................................................................88
Mazzeri........................................................................89
CHAPTER 7: Potions, Oils, & Ointments Numian Plant.............................................................90
Introduction...............................................................41 Patasola.......................................................................91
Registry of Items........................................................42 Alraune........................................................................92
Lieschi.........................................................................93
CHAPTER 8: Poisons Tikbalang....................................................................95
Introduction...............................................................44 Rusalka........................................................................96
Registry of Items........................................................45 Cinstita........................................................................97

CHAPTER 9: Magic Items PART 5: CREDITS


Registry of Items........................................................48
Credits.........................................................................99
4
Introduction
For wounds of sword and spear or arrow,
the plant to heal them all is yarrow.
Placed o’er the scars where cuts have been,
dock and sanicle keep all clean…
- Brian Jacques, The Taggerung

C
ontained within this book are wild and Encounter Seeds
varied stories of plants, folklore, and mythology. Throughout this book you will find boxes that look like this.
In the tales we tell at the table and in the These boxes contain Encounter Seeds – prompts and scenarios
to draw your players into the botanical and fantastical. They’re
campaigns that we play, our worlds can be so
a great way to introduce some of the more obscure plants of
infinitely grand and magical that the mundane becomes the world, or to have your players cross paths with some of this
easily overlooked. Yet beneath our feet is a whole world book’s more horrifying monsters. Some contain DM suggestions
of tiny, leafy lives, and with their slow and careful growth with extra mechanics that can be used throughout the encounter
comes generations of healing knowledge, poisonous to make it more challenging.
warnings, magical uses, nature deities, and wild monsters.
Within these pages, you will find an entirely new and
flexible foraging system that can be easily introduced into
any existing 5th Edition game (and easily adapted for other Stories of Stories
TTRPG systems besides) as well as support for introducing Boxes of this colour contain old folklore or legends pertaining
and designing custom plants that fit more neatly into your to the items or plants that they appear next to. Use the stories
contained therein to bulk out the lore of your world, introduce
game world. There are monsters based on real-life folkloric some flavour to a new location, create new NPCs, or inspire
creatures, such as the Filipino tikbalang and the Germanic stories of your own.
waldgeister. There are also new, nature-inspired subclasses
– such as the Deep Roots Sorcerous Origin, and Warlock
patrons based on old Celtic goddesses – in addition to an
assortment of player backgrounds for those who wish to
The Inspiration
All of the properties of the plants contained in this book,
brew poisons and create their own talismans. Craftable
along with the items, creatures, and pertaining legends, have
items, legendary fey weapons, botanical potions and
been drawn from early medicine, mythology, and folklore
poisons… There is much creativity hidden in the niches of
from all over the globe. The ‘magical’ properties of each
oral storytelling that this book has dragged out, wriggling
plant are inspired by real-world historical occult uses and
and biting, and rewritten it into 5e mechanics for you to use.
genuine medicinal or toxic value; each item is based on a
real historical trinket or inspired by existing mythological
Permission to Play tales. For the purposes of this supplement, specific deities
Everything in this book has been designed with narrative
and cultures have been re-flavoured to fit within the
gameplay in mind. Rules aren’t fun if they’re overly complex
Forgotten Realms.
and restrictive, and we encourage you to adapt and improvise
In the Credits chapter of this book is a section which
them however best fits your playstyle. Are you someone
names many of these stories and origins for those curious to
who couldn’t tell the difference between a bluebell and a
learn more. For the sake of brevity not all origins have been
foxglove, but want to offer more in-game options for the
included, but for those who are interested, all of these real-
green-fingered amongst your players? Consult the Creating
world inspirations can be found in folklorist Fez Inkwright’s
& Adapting Plants section for tips on how to simplify your
other publications: Botanical Curses & Poisons, and Folk
visuals for both you and your tablemates. Want the benefit
Magic & Healing. Prior to their publication these books were
of the items and consumables in this book without having
originally intended to be pocket guides for gamers who
to keep an eye out for the plants you need to make them?
wanted to incorporate plants into their games, and Herbarium
We’ve even supplied you with a handful of NPCs that you
is now the sum of those years of research, rewritten for the
can introduce to sell all of the crafting components that
TTRPG community. And honestly, it’s bigger and better
you’ll need.
for having had that time to grow, develop, and turn into
Ultimately, have fun. Be inspired. And most importantly…
something truly beautiful.
don’t eat mushrooms until you’ve identified them.

5
Part 1: Foraging At the beginning of the Plants section there are several
quick-reference roll tables for these categories, allowing for
on-the-fly identification of plants by use.
Chapter 1: Foraging Basics
Fresh as a Daisy

T
he majority of this supplement’s contents
require an interest in the natural world. As a Whereas some items can be crafted with dried or preserved
player, you’ll learn how to turn your surroundings components, some potions or poisons require fresh-cut
into resources for crafting items and potions to plants for true potency. Once gathered, plants will not retain
aid you in your adventures. As a DM, the plants in this book their freshness for long. As a rule of thumb, refer to the table
will help you to flesh out your game world, corral the seasons below for how long plants will remain fresh after cutting.
into a narrative tool, and introduce new and nature-themed
encounters. Plant Freshness Guide
As your players traverse your world, they will be able Plant Rarity Freshness Duration
to find plants growing along the roadside, or in the wilds
Common 10 days
beyond it. Common plants, which can be edible or provide
minor utility charms or buffs, can be found with ease while Uncommon 7 days
travelling and do not require extra effort or time to gather. Rare 5 days
Rarer plants either grow in hard-to-reach places or provide Legendary 3 days
their own unique gathering challenges, such as growing in
creature-infested territory or only appearing at a specific In order to preserve their properties, many plants can be
time of day or year. dried, pickled, or preserved in other forms during periods
To locate rarer plants, players can use Nature skill checks of downtime and rest. As these processes are often simple
to work out where they are most likely to be found. Player to perform, there is no rolling mechanic for this, though it
characters who have proficiency with the herbalism or is left up to the DM’s discretion whether they wish to add
poisoner’s kit will likely know these things beforehand and complications for rarer plants. Dried and preserved plants, so
can make this roll with advantage. Alternately, the location long as they are kept in a cool location away from sources of
of rarer plants can be found in books, world lore, or by moisture, will remain viable for up to one year.
asking NPCs who have proficiency in these skills. Two NPCs Some rarer or more powerful components may lose their
with this sort of information – members of the illustrious potency entirely once they are no longer fresh; this adds an
Botanist’s Guild – can be found in the Guilds section. element of time pressure for any intrepid foragers looking to
Once your players are on the trail, the Climates & Biomes use their components for a specific spell or item. Either they
section will help you to plan and describe the landscapes will have to make careful plans, or they may use spells such
around them, and in the Plants section, each entry lists the as gentle repose or seek out items such as Liffson’s ice box to
applicable biomes for each plant. You’ll even find quick- extend the duration of the plant’s freshness.
reference roll tables in the Climates & Biomes section,
enabling you to quickly populate an area with interesting
surroundings and encounters. Death and Blight
Tales of blight emerge throughout history, rare but always a
potential threat. These plagues are caused by the touch of evil,
Organised and Categorised spreading from plant to plant and changing, or killing off, all that
Each plant in this book has been grouped into one of three they infect. During a blight, forests can be turned into thorny,
desolate landscapes, or wildflower meadows into carnivorous,
categories: healing, harming, and utility. Plants with healing poisonous fields: sometimes in the space of a single night.
properties can be used in crafting healing potions and items The first blight was instigated by the slaying of the vampire
with medicinal or buffing abilities, whereas harming plants Gulthias. The stake that was used in the slaying was infected by
do the opposite and are useful only in causing damage. Utility Gulthias’s raw power, and afterwards grew into a tree, the seeds
plants have properties that make them effective components of which were infused with such wickedness that they spread a
vile rot wherever they landed. Gulthias trees continue to appear
in functional spells, divination, and practical crafting. Some
in areas that have been marked by great evil.
of the plants have no category, but are instead story and DM suggestion: Typical blights cause the death and
world prompts, or serve as homes for creatures described in corruption of all plants in a given area. A subtle way to hint at
the Creature Statistics section of the book. the onset of a blight before it becomes obvious is to change
The plants are also labelled as ‘edible’ or ‘non-edible’. For the nature of the plants that are infected – for example, plants
those that fall into the edible category, the parts that can with healing properties might begin causing poison damage, or
might start to show the defensive properties (flammable auras,
be ingested are listed. Though this serves no mechanical
cannibalistic juices, etc.) of more aggressive plants. Build up a
purpose, this information can be used by DMs and players sense of things not being quite right as your players discover
alike as narrative flavouring for the natural resources that these changes and put the pieces together.
they encounter on their adventures.

6
Knowing Roots from Leaves
If your players have proficiency with the herbalism or
poisoner’s kit, they may gain the following boons whilst The Old Guardians
gathering plants. Rolling on or above the DC set by the DM Legends tell of five ancient guardian trees, which exist only in the
either increases the amount of the plant that can be gathered depths of the oldest woodlands of the world. Many thousands
of years ago, a stranger came to the court of Neverwinter and
or increases the plants’ potency. Plants of a higher quality or
offered to the Covenant a branch from which grew multiple
potency may provide extra bonuses when used in crafting fruits: an acorn, a yew berry, an apple, a hazelnut, and a
potions or items, or may require less time or a lower DC to sycamore seed.
craft. This latter can be applied at the DM’s discretion. Though he did not give his name, the stranger instructed that
If no players have these proficiencies, other skills – such the first four fruits be taken to the four corners of the earth, the
as Medicine – may be used to identify harming or healing fifth fruit to the centre, and all planted. The trees that grew from
these fruits, he said, would become sacred guardians of the land,
plants, and the Survival skill may be useful in identifying ensuring that tragedy would never befall it. The trees’ power
edible plants. would come from the size to which they would grow: their roots
would pierce downwards to the Shadowfell, and the branches
Buying, Selling, and Trading would reach outwards into the Feywild, drawing magic from
both places with which to protect the world from disaster. If any
If you’re too busy hunting goblins or rescuing owlbear cubs of the trees should be damaged or die, this ancient protection
from trees to go foraging, the plants you need can be found would collapse.
Each seed was taken by a wizard of the Covenant and carried
for sale or trade across the land. While you might find the
to the far ends of the world. These five wizards were never heard
more common components for sale at a regular market, you from again, thus ensuring that the location of the trees would
can also visit any of the Botanist’s Guild guildhouses to trade never be discovered – and though this knowledge has never
for uncommon and rare plants, sell any unneeded botanical yet come to light, the five guardian trees came to be known as
supplies, or discover the location of hard-to-find specimens. the following:
You can also pick up extra work or quests from the guild to The First
earn some additional coin. The First is the mighty oak that was planted deep in a woodland
at the centre of the world. The acorn from which it grew is
The costs for plants and plant components listed below are thought to have come from the World Tree itself. Unlike the
a guide to be used at the DM’s discretion. other four guardian trees, the First continues to grow all five
original fruits from its branches, just like the branch from which
Plant Cost Guide the seeds were originally obtained. Popular stories suppose it to
Plant Rarity Cost be somewhere in Gulthmere Forest.
Common 5 sp The Second
Planted in the far north, the Second is a great yew tree that is
Uncommon 1 gp rumoured to have grown so many trunks that it has practically
Rare 10–50 gp become its own woodland. Supposedly located in the Border
Forest, tales abound of men who have tried to cut it down to
Legendary 100 gp bring back its wood as a souvenir, only to discover that the wood
is so dense that even the sharpest axe cannot cut it.
The Third
The Third was planted in the east, beyond the Alambar Sea
and perhaps even further than Murghôm. Little is known about
it, save that it grew from the third fruit, the apple. As apples
bear more than one seed, rumours occasionally arise of other
trees that were grown from the same fruit, or optimistic fruit
merchants might try to sell their wares as having grown from
descendants of the original apple.
The Fourth
The hazelnut was sent to the south, and grew into the great
guardian tree known as the Fourth. There are so many rumoured
locations of this tree that it would take a man a lifetime to
confirm all of them as false – or perhaps even true.
The Fifth
The sycamore that became the Fifth was planted in the west;
perhaps in the Cloak Wood or the Wood of Sharp Teeth, or
maybe even further beyond the coast – on one of the many
islands that comprise the Moonshae Isles.

7
Chapter 2: Creating &
Adapting Plants

N
ot all players will come to the table with a
knowledge of plant identification, just as no DM
should be expected to memorise every plant in this
supplement. For that reason, all the plants described
in this book can be simplified in ways that forgo the need to
memorise complex descriptions, environments, and seasonal
changes, while still making the process of searching and
gathering an enjoyable challenge.
Rather than sticking fast to the supplied information,
a little creativity can be used to describe your plants in a
way that both hints at their mechanical uses and converts
them into fantastical, fictional species with which to fill out
your game world. Chapter 3: The Seasons

D
epending on the season, plants will be
Colour Me In either actively growing or dormant, and certain
The plants in this book are already divided into the parts of each plant can only be gathered at specific
categories of ‘healing’, ‘harming’, and ‘utility’ – but instead of times of year. Having your players take seasonal
expecting your players to know what they’re looking for by changes into account when foraging can add an extra layer
use alone, you can assign each of these categories a colour for of challenge to the task, make that rare item a little harder
easy memorisation. For example, ‘green’ plants could provide to acquire, or encourate them to plan ahead when it comes
buffing and healing properties; ‘red’ plants are harmful; and to preparing components. Some fruit may only grow in
‘blue’ plants can be used in practical magic such as spells and autumn, certain flowers may only be found in spring... but
divination. Using this system, a DM can introduce the plants with a little forward planning, these valuable items can be
in as many various appearances as they wish without even dried, preserved, and stored for use later in the year.
having to name them – they can simply describe the colour
of leaves or petals to guide the players to the plants that Spring
they’re looking for. Any further required information can be
Spring is typically the season when new growth starts to
gleaned with successful ability checks.
sprout from barren earth and fresh leaves begin to grow
on trees. This is the time to gather buds, green shoots, and
Shapes and Sizes young plants (such as the edible ‘fiddleheads’ on ferns) before
Another alternative is to use shape and form to indicate a they begin to toughen. This is also the time of year when
plant’s use. This technique adheres to a medical concept fruiting plants start to blossom, and early herbs are sweet and
originating in the 1500s, called the Doctrine of Signatures, tender. Early flowers such as bluebells and pimpernels are
which theorised that plants that resembled certain parts also in bloom.
of the body were effective in treating ailments of the For farmers, gardeners, and botanists, this is the period in
corresponding anatomical area. For example, the brain- which to lay seeds and propagate cuttings from adult plants.
like shape of the walnut indicated its efficacy in curing New bulbs can also be planted, though young shoots will
headaches, and sunflower seeds were considered helpful for need to be protected from marauding birds and other pests.
toothaches. The heart-shaped petals of violets made them Seasonal Complications
suitable for heart ailments, mushrooms were prescribed for Though it’s a relief to feel the sun again after a long winter,
earache… The Doctrine of Signatures was a pseudoscience spring isn’t always kind – or predictable. In this season,
that did more harm than good, but in your game setting, it’s it’s not uncommon to have to deal with late frosts, heavy
a great way to make the properties of plants immediately rains, and fierce gales. Strong winds are challenge enough
identifiable. to remain standing in, but if they pick up any loose items or
In a high-magic setting, this could be extended even debris, these can become dangerous, high-speed projectiles
further to include audible or visible magical effects created – hazards to the unwary. Any unsecured equipment is also
by the plants themselves which hint at their uses, such as likely to be ripped off and lost.
puffs of flame for plants with flammable properties, or scents The tides can be unpredictable, leading to upturned boats
of cooking for edible plants. For players who do not have or damage to coastal towns. High and violent tides may
proficiency with the herbalism kit, trying to determine a provide a challenge to travelling coastal roads, or the tide
plant’s properties based on the information they’ve been may recede entirely – an ominous warning of an incoming
given can be a fun challenge. tsunami. Unpredictable or changing tides may be the cause of

8
unrest amongst the occupants of fishing towns, leading them Failure to do so could result in giving offense to the fey who
to be less welcoming to your party. have tended their growth.

Seasonal Complications
With autumn comes seasonal rains. In countries where the
climate is hotter and more intense, these downpours come
in sudden and heavy, leading to flash floods, landslides, and
monsoons. These are particularly dangerous in mountainous
areas or low-lying regions such as the floors of valleys and
canyons. Water becomes contaminated, wild animals and
other dangerous creatures are displaced, and ground or
buildings that you might think is still sturdy is likely to be
unstable. Any rations your players may be carrying will spoil
if they get wet, leaving them without supplies.

Winter
With the growing months over, most plants are entering
dormancy and will be losing their leaves or dying off entirely,
retreating underground until they can start anew in the
Summer spring. Now is the perfect opportunity to gather and dry
Plants grow fastest during the longest days of the year, and seeds ready for planting in the new year and a great time to
summer flowers such as poppies, foxgloves, and wild roses gather the leftover seedpods for crafting, such as the spiny
are in full bloom, busy with the activity of bees and other combs of teasel heads.
pollinators. This is the ideal time for foragers to be gathering Bear in mind that this season is different for evergreen
leaves, bark, roots, and wood. Long, warm days mean that it’s plants. Evergreens continue to bear leaves throughout the
also perfect weather in which to dry herbs and components, winter: and as such, leaves, bark, and wood can continue to
ready to use throughout the rest of the year. be gathered from these plants.
Gardeners will do well to keep the ground free of weeds During the dark months, botanists would be wise to
during summer, and make sure that their plants are well protect their less-hardy plants, covering roots to protect
fertilised to make the most of the growing season. Plants that against frost and brittle branches against ice. Even in climates
will bear fruits or berries later in the year will be in particular where it does not snow, the unpredictable weather can spell
need of feeding to make sure that they can thrive. the end for many delicate cultivars.

Seasonal Complications Seasonal Complications


Summer is hot and harsh, making areas of exposed earth A ‘snow day’ is a fun distraction for a child, but when it gets
hard and cracked. Towards the latter months of the season, extreme, it’s dangerous. Those in colder areas frequently
fields and grass are often brown and dry… susceptible to find their homes completely buried under snow, making
even the slightest spark. Wildfires rage fast and unstoppable it hard to resupply or even find fresh air. Out in the
once they get going. Even those who manage to escape the blizzards, visibility is practically nothing: landmarks and
flames will suffer from the extreme heat and drought that roads are hidden by the weather, so navigation is a far
follows, and once the fires have passed, there’ll be much to greater challenge. Even walking in this environment is
rebuild. Though they are a great danger to any caught in tiring – there are only so many deep drifts you can wade
their path, wildfires do serve a purpose: the ground, once through, especially with ice packed underneath, and the wind
scorched, is more fertile for new life to take hold. relentlessly opposing you. With these sorts of conditions,
exhaustion won’t be far behind.
Autumn
Autumn is the season of harvests, and the ideal time to
gather fruits, berries, and vegetables. Some late flowers
are still growing at this time of year, such as yarrow and
verbena, but most plants are beginning to quieten down,
and their leaves and stems are past their best. With wetter
weather incoming, fungi abounds on patches of dead wood
and shelter.
Farmers and other growers will be busy gathering their
harvests during these months, making sure that their crops
are carefully collected and stored. It’s wise to leave the first,
and last, fruits of the harvest on the tree or stalk – a suitable
offering for the nature spirits that have helped them to grow.

9
Chapter 4: Climates & Biomes Coast
Coastal environments are areas that are exposed to saltwater,

N
ot every plant can survive in every changing tides, and harsh weather systems. Any plant that
environment, and you’re as likely to find an orchid grows here has to be adaptable enough to weather storms,
in the tundra as you are a crocus in the jungle. Every take root in difficult terrain, and survive the saline waters.
plant in this book is listed alongside the climates in Coastal vegetation is usually hardy, with deep roots and
which it can be found. These can be used to help you flesh stalks that bend to accommodate for high winds off the seas.
out the types of flora your players may encounter as they A coastal biome may consist of sandy dunes, rocky shores,
travel – but don’t be afraid to be flexible! For example, if mangrove woods, or high, chalky cliffs.
your players are searching for a datura shrub, but you know The Sea of Fallen Stars and the Sword Coast are
they won’t be entering a tropical jungle any time soon, why particularly notable coastal regions.
not invent a cultivar that’s evolved to grow in that swamp
they’ve been crossing? Perhaps it’s so unusual that one of the Coastline Plants Quick-Reference Table
representatives at the Botanist’s Guild has only ever heard Asphodel Henbane
rumours of it, or perhaps its presence has attracted rare Banyan Oak
monsters that are now causing trouble in nearby settlements. Black Bryony Ocotillo
You can even draw inspiration from some of the other plants
Boneset Seaweed
that are native to the area to make it fit in.
In this chapter, you’ll find descriptions of the biomes that
are listed in these pages. This list is by no means exhaustive, Coastline Roll Table
d6 Environment
and there are plenty more location-specific areas (such as
oases and cave systems) that we’ve not included – but it 1 This is an area of clean, golden coastline. The beach
should be enough to get you started. here is long and shallow, and at low tide, the sand can
stretch up to a mile wide. Above the tideline, sand
turns to tufty grasses and banks of asphodel, with
campion flowers hiding in sheltered nooks of the
dunes. Gulls wheel high above, circling something in
the distance…
2 The jungle ends abruptly at the coastline. The river
delta is so wide that it’s hard to tell where river ends
and sea begins. Where the ground has been eroded
backwards, trees that once stood on the muddy banks
now sit in the water itself, their arching roots exposed
to the hot, humid air. In their shadows, colourful fish
dart out of the way of predatory lizards and turtles,
and above them, the branches are heavy with mosses,
ferns, and squabbling birds. Beneath the muddy
waters, an ancient creature stirs…

FORAGING | CLIMATES & BIOMES


10
Coastline Roll Table (continued) Farmland Plants Quick-Reference Table
d6 Environment Bluebell Mugwort
3 This coastline is grey and rainy, dense with sea- Daisy Mulberry
smoothed pebbles that are slippery underfoot.
Tattered strips of seaweed mark the tideline, and Darnel Oak
bleached driftwood lies, storm-flung, amongst the Garlic Poppy
stones. High waves push new detritus onto the shore,
Giant Hogweed Rose
and drag it back out again. Clusters of larger rocks
hold onto the remnants of the last tide, and the saline Hawthorn Thyme
stink of brine is strong amongst the rockpools. Slimy Ivy Yew
seaweed and beached mussels edge these pools, and
in the crags of the rocks, tiny fish and the occasional Farmland Roll Table
octopus hide until the sea comes in once more. d4 Environment
4 Harsh winds have whipped this coastline into a 1 The sound – and smell – of cattle travels well through
bleak environment. Sand dunes emerge, steep and the rain. Though the doors of the main farmhouse
crumbling, between jagged rocks and optimistic are closed, the barn is open; inside is the warm glow
patches of sea holly. Black bryony and poppies grow of a lantern, and the comforting smell of fresh milk
amongst scrubby clusters of grass, hiding black-shelled and cream. A cat sits on the threshold, licking its paws,
crabs and old, bleached bones. before it darts away to take shelter under a rose bush,
5 This area of coastline is so hot and arid that it seems the flowers upturned to the rain. A cow calls out; the
startling to find so much water here. But the sea is so rest of the herd answering from a distant shed where
thick with salt that the ‘beach’ – if it can be called that they, too, take shelter from the elements.
– is white and crusty with it. Nothing grows so close to 2 Ten or twenty years ago, this must have been a thriving
the water, just the sea and the salt and the occasional, farm. But those who tended it are long gone, dead or
crystalline bones of a long-dead seabird. Further away moved on, and what is left of the barns, the sheds, and
from the water, the thick-grained sand is scattered the main building amount to little more than crumbling,
with ocotillo, henbane, and stunted cacti. jutting ruins. Orchard trees hang laden with unpicked
6 The sunny, blissful stretch of cliff is wide and peaceful, fruit, overripe and fermenting, alive with drunken
far above the distant crash of waves. Sheep-grazed wasps. A nearby field is overtaken with weeds, the
grass grows right up to the edges, and a curious (and occasional straggly remnant of what was once a proud
brave) peek over the edge will reveal hundreds of feet crop of wheat still growing optimistically through
of chalky rock and flint dropping steeply downwards. tangles of hogweed, ivy, darnel, and hawthorn. Wild
Amongst the grassy tussocks, colourful spots of clover, animals have made a nest in one of the collapsed barns,
daisies, and poppies appear. Bees and other pollinators their musky smell clear even from a distance. And in
drift lazily in the warm sun, oblivious to the huge, the ruins of the main house, something else has made
cavernous cave complex far underneath them. its home…
3 Though not yet ripe for harvest, this farmer’s fields
Farmland are lush with wheat and corn. Their heavy heads ripple
Any well-travelled adventurer would be hard pressed to go in the breeze, causing the fields to undulate like a
peaceful ocean. At the edges, bluebells and poppies
anywhere without encountering the distinctive patchwork
nod their lazy heads. It is a beautiful day – warm, still,
fields of agricultural land. Whether crop fields, paddy fields, peaceful. And yet, a sense of unease hangs over the
or land for grazing, farmland is vital for most settlements to scene, its origin undeterminable.
survive. Though these environments are carefully tended
4 This is a farm in harvest. Busy with gathering their
by their caretakers, they’re also prime growing areas for bounty, the workers have little time for outsiders;
wildflowers, hedgerow trees, and weeds. they rush to and fro, backs bent low beneath bushels
Thesk and the Great Dale are particularly renowned for of grain and fruit and vegetables. On the edges of
their agricultural land and farming practices, and diverse the fields, dogs weave here and there, watching out
farming communities exist across the entirety of the Realms. for wild animals. At the corners, small shrines stand
laden with a loaf of bread, a cup of cider – one of each
foodstuff produced here. They are offerings to the
harvest spirits: thanks for what has been grown, and a
prayer for a kind winter to come.

11
Marshland Mountain
Bogs, fens, swamps, and marshes may not sound like the Alpine climates are a tough sell for anyone looking to put
most likely places for diverse plant life, and yet they’re down roots, but the plants here have managed it anyway.
teeming with it. Where nutrient-poor soil abides, many Mountainous areas are often rocky, with steep inclines and
plants have turned predator and adapted to a more thin air, and most of the local flora tends to be small and
carnivorous diet, trapping their prey with sticky hairs durable, or otherwise tenacious enough to survive the cold
and deceptively sweet pitchers. Grey, wet, and full of the temperatures, harsh winds, and frequent snows.
drowned, this is the sort of land where any keen traveller The Spine of the World and the Galena Mountains are
should take care to watch their step. prime examples of how diverse this environment can be.
Prominent marshland areas in the Forgotten Realms
include the Farsea Marshes, the Mere of Dead Men, and the Mountain Plants Quick-Reference Table
Flooded Forest of Cormanthor. Azalea Mandrake
Camellia Mosses and Lichens
Marshland Plants Quick-Reference Table
Belladonna Giant Hogweed Dragon's Blood Tree Mulberry

Boneset Mosses and Lichens Elder Pimpernel

Butterwort Verbena Foxglove Rowan

Calla Lily Willow Fungi Snapdragon


Henbane Verbena
Marshland Roll Table Juniper Willow
d4 Environment
1 The fenlands stretch away either side, a vast marshland Mountain Roll Table
uninhabitable to any not willing to work for it. Houses d4 Environment
on stilts dot the surface of the soft ground, and men
1 The snowdrifts are deep on the mountainside, muffling
on shallow-bottomed rafts use poles to navigate about,
all sounds with their perfect chill. The day is a clear
checking on woven eel traps set into the waters the
one – the sky is blue, and visibility is good enough to
day before. A heron flies overhead, its latest catch
see some way back down the trail. Camellia and azalea
hanging from its beak; occasionally, a flash of cerulean
bushes, still in flower, are weighted down by a blanket
catches your eye as a kingfisher flits by. Beneath the
of snow – their flowers a rare splash of colour among
waters, eels and sharp-toothed pike haunt the mud,
all the white, the ground bare and dry beneath their
looking for a meal. And on the distant air, the sound of
thick branches.
a peewit, warning of a flood…
2 It is dusk, and yet the heat of the day remains, escaping
2 This huge stretch of freshwater smells anything but.
the rocks that have spent the brighter hours absorbing
Shallow waters and stinking mud make it impossible
the sun. From a distance, this mountain looks brown
to navigate by boat, but the ground isn’t solid enough
and dry – but up close it is lush with stubborn, scrubby
to walk on, either – unless you know the one path
willows, tiny pimpernels causing spots of colour to
through. A semi-permanent twilight seems to hang
bloom between the outcrops like stars. Scorpions soak
over this land, making the way dark and dangerous,
in the last of the warmth, scuttling away when they
and as you travel it, you have to wonder: was that a
are approached. Fireflies gather about the mandrakes
face you just saw under the water? A body, swollen and
that grow in the crevices, their lights glowing faintly
drowned, caught in the reeds?
in the dim evening gloom. In the centre of the valley,
3 The willow groves are thick and tangled. What used where the sun must fall hottest during the day, a large
to be a woven canvas of estuary riverbanks is now a dragon’s blood tree stands – alien in its appearance,
mat of branches and roots, the trees forming bridges with a bald, thick trunk and umbrella of tiny leaves.
by which to cross the waters that still run deep and Another once stood nearby, before it was felled by
fast beneath them. In their branches, crows call to woodsmen: part of its trunk has been left abandoned
each other from their nests, and the scent of saltwater on the ground, red sap dried like blood upon its
lingers on the air. There is a heavy atmosphere here broken end.
– the sensation of secrets, of old knowledge, of being
3 The eruption was last year, they say. And yet, the
watched…
ground is still hot – it still steams in places, deep
4 The mudflats are cold and bleak. Every day, the tide cracks opened in the black rock to reveal flashes of
carves new riverbanks, flooding what was dry and orange and red. Nature has already begun to reclaim
exposing what was once covered. Paths here are what it can, scrubby mosses growing in fissures
changing and perilous, trustworthy one day and gone and tiny daisies nodding at the edges of the old lava
the next. Watching over it all are the bleak cottages flow. It’s safe, supposedly, and your guides show you
of a nearby settlement – built just above the tideline, how to climb on it. Yet you swear you feel it rumble,
always wary of a storm. somewhere deep beneath the earth. And from the
open mouth of its peak, a curl of ominous smoke…

12
13
Mountain Roll Table (continued) Scrubland Roll Table (continued)
d4 Environment d4 Environment
4 The mountains stand in steep defiance of gravity, a 2 Heather and gorse flower bright and yellow amongst
difficult climb on one side and disappearing into a the brown grass, and in the sheltered lee of the rocks,
sheer drop on the other. Wind-whipped rocks are bare plants such as yarrow, boneset, and aconite grow
but for the stubborn, gnarled branches of elder and voraciously. Hardy wild horses graze across the land,
juniper trees, and the tenacious mosses and lichens warily eyeing those who use its paths, and high above,
daring to grow in the face of such bleakness. In the kites and kestrels float on the thermals, watching
lee of one mountain, protected from the elements, for movement below. Somewhere on this heath is
a verdant meadow grows in surprising dissent – rumoured to be the location of a spring that can heal
snapdragons and foxgloves clinging to the rocky bluffs. all ills. But exactly where it is, no one can say…
Small, arctic foxes hop nimbly through their leafy cover, 3 Once an old farmer’s field, it has been years since
hunting crickets and mice in preparation for the colder this ground has been tilled and planted. Any crop
months. plants have long been strangled out by wildflowers;
and the hedgerow – an old barrier of oak, rowan, and
Scrubland hawthorn – has started to spread to form a tight
thicket of trees. Wild roses grow through its branches,
Scrubland is characterised by an overabundance of short,
long past blooming but heavy with rosehips. At the
shrubby plants, dwarf-sized trees, grasses, and cactuses. It is heart of the thicket, a young deer bleats for its mother,
a dry area with very few rivers or lakes, leaving its flora and and a spider spins her web amongst a set of old bones…
fauna to develop new tactics to survive. With a distinctive
4 This town was once thriving, but for reasons unknown,
summer-winter seasonal pattern unbroken by any milder
it now lies abandoned. In the old square, which once
seasons in between, plants that grow here are often small and saw many markets, festivals, and celebrations, the
hardy, and adaptable animal species such as hares, goats, and paving now sits uneven and neglected. An old basket
jackals thrive. With such intense periods of dry weather, this lies faded and abandoned on the ground; not far away,
habitat is particularly vulnerable to wildfires. a broken wagon wheel is propped up against a wall.
Shaar, the Glaur Barrens, and the Stonelands of Cormyr Boneset, mandrake, and poppies grow through the
are examples of the scrubland biome. cracks, oddly colourful in such a bleak place, and a
raven drinks from the water that has puddled at the
Scrubland Plants Quick-Reference Table base of the old fountain.
Aconite Mandrake
Alder Mosses and Lichens
Aloe Mugwort Tropical Forest
Asphodel Oak Tropical forests are hot, wet ecosystems where the trees
Blackthorn Ocotillo
often grow so densely that daylight rarely reaches the ground
beneath. As a result, many plants here grow tall, learn to
Black Bryony Poppy climb, or even live their entire lives in the canopies of other,
Boneset Rose bigger trees. With high temperatures, high annual rainfall,
Coyotillo Rowan and predators eager to catch their next meal, these areas
are often largely undeveloped, left to nature and the few
Elder Saguaro
adventurers daring enough to visit.
Foxglove Snapdragon Areas of the Forgotten Realms that fit into this biome
Giant Hogweed Verbena include Zakhara and the Jungles of Chult.
Hawthorn Yarrow
Tropical Forest Plants Quick-Reference Table
Henbane Yew Banyan Ferns
Corpse Flower Rattan
Scrubland Roll Table
Datura Sandbox Tree
d4 Environment
Dragon's Blood Tree Upas Tree
1 The sand is packed hard and stony underfoot, a far cry
from the sort of sand found on soft, golden beaches.
This sand is grey in places, sharp and tainted with ash Tropical Forest Roll Table
and old dirt, and when the wind whips it up in the d4 Environment
baking heat, it’s like broken glass scouring your skin. 1 If there was ever a road here, it has long been lost
Ocotillo and saguaro cactuses break up the landscape, to time. The forest is thick and tangled, and only
the only plants well-adapted enough to grow tall in this the sharpest of blades – and the most determined
place, while aloes as wide as a man’s arm-span grow in of travellers – are likely to make it through the
their shade. undergrowth. Rattan grows tall and thin, rattling its
cautions not to go any further to passers-by. Banyan
trees have persisted long enough that their host trees

14
Tropical Forest Roll Table (continued) Woodland Plants Quick-Reference Table
d4 Environment Alder Garlic
have long since died away, leaving dark hollows inside Anemone Hawthorn
the net-like trunks of the vines. Deep inside the forest
comes a single sound – a loud, sharp thump. Perhaps it Belladonna Hellebore
is the tikbalang, ready to warn away intruders… Birch Ivy
2 Woodsmen have been here, and what was once lush Blackthorn Juniper
forest is now an area of open land, scattered with the
Black Bryony Lady's Mantle
trunks of felled trees and piles of greenery ripped from
the ground. Deep grooves indicate where timber has Bluebell Mistletoe
been hauled away, carving lines through the earth, and Daisy Mosses and Lichens
the world seems to have been stilled into silence – no
birds, no animals, only the distant sound of industry Elder Oak
as those trees are turned into furniture, wagons and Ferns Pimpernel
weaponry. The forest is still. And the forest is angry.
Foxglove Rowan
3 The river’s water is thick with silt, brown and slow and
Fraxinella Thyme
too opaque to see what beasts lurk just beneath its
surface. Along the banks, mangroves grow so closely Fungi Yarrow
together that their roots form a bridge that can be
walked across. White datura flowers bloom amongst Woodland Roll Table
them, half-submerged, occasionally swaying as d4 Environment
something in the water brushes by. There’s something 1 Spring has come in warm and sunlit, and the woods
down there – and it knows it’s not alone. have responded in kind. This woodland is full of young,
4 This is a jungle in the prime of its existence. Huge, thin-trunked trees – rowan, alder, and hawthorn
lush, green leaves open to catch the warm rain that covered in flowering blooms, letting through golden
falls, scenting the air with the pollen of a hundred sunlight that speckles the ground. Basking in that
fragrant flowers. Brightly coloured parrots shriek and sunlight is a blanket of bluebells, bright and clean
flit between the trees, dipping past the grasping hands and perfect, with small white anemones peering their
of wide-eyed monkeys and prowling cats. Vibrant frogs heads through where they can find space. Along the
blink and stretch beside pools of rainwater caught in borders, lady’s mantle grows small and sweet, filling
the trunks of trees, and in the darker recesses, bats the air with the fragrance of flowers.
sleep, awaiting the night-blooming trees and the 2 This woodland is so dark and foreboding that few
moths that will visit them. At the heart of the jungle wander this deeply. Due to a lack of light and an
stands a tree – the land for a mile around it bereft of overabundance of water, most of the trees here died
life, so potent is the poison that drips from its leaves. a long time ago, and where their trunks lie at odd
Men have tried to approach it, and men have died in angles, they have become overrun with moss, ivy
the process, their bones scattered across the barren and fungi. Spiders and snakes make their homes in
ground to warn the next set of plucky adventurers. the damp hollows of the trunks, hunting what small
animals remain. Ferns grow in deep pockets of shadow,
Woodland reaching up to what scant sunlight penetrates the
gloom. And further in, where the mushrooms and the
These ancient, territorial borders are deep and dense, moss are thickest, something emerges from its lair…
filled with swathes of bluebell meadows, veteran trees,
3 Old hedgerows once bordered this woodland but have
and trickling brooks. Made distinctive by their prominent
since begun to grow wild – trees interlinking until they
number of trees, their interlinked canopies form a form a copse so deep and thick that only the wiliest
continuous cover over the plant life that grows beneath; creatures can wriggle through. Oak, hawthorn, elder,
communities of plants and animals that can’t be found rowan, and birch all share their canopies, holding safe
anywhere else thrive here, alongside a wealth of unique in their arms nests of young birds and the dreys of the
mosses, lichen, and fungi. squirrels that leap through their branches. At night,
Notable woodlands in the Forgotten Realms include the moths and bats will use the hedgerows as pathways,
Neverwinter Wood, the northern Moonwoods, Cloak Wood flitting over the mice that dig their way through the
in the west, and its neighbouring Wood of Sharp Teeth yarrow and hellebore that bloom beneath the bushes.
(formerly called Glimmerwood). 4 The edge of this old woodland once bordered fields
that have long since been forgotten. The only thing
that separated the two was a steep ditch to keep cattle
from wandering. Now the ditch has filled with stale
water, a layer of algae floating on its surface. Beneath
the scum the water teems with gummy frog spawn,
half-grown and blind, waiting to grow legs to move
to fresher waters. Crickets call from the grass, and
a pigeon answers. A birch tree leans over the ditch,
yarrow and foxgloves blooming around its base.

15
16
Harming Plants
Chapter 5: The Plants Plant Name
Upas Tree
Page
38

I
n this section you will find each plant listed
alphabetically. alongside information about the Yew 39
biomes it might typically grow in, its rarity and Quick reference tables
category, and items in this supplement that it can be Utility Plants
used to craft. Each entry also includes a description to help Plant Name Page
players identify the plant in question, as well as encounter Alder 21
seeds – story hooks inspired by the real-life folklore of these Aloe 21
plants. Encounter seeds can be used as standalone prompts
Asphodel 22
or combat encounters to help a DM introduce new plants to
their players, as well as to make foraging for rarer or more Black Bryony 24
powerful types more challenging. Bluebell 24
The specific items, potions, and spells that can be crafted Boneset 25
from these plants can be found in later chapters.
Butterwort 25
Camellia 25
Healing Plants Daisy 26
Plant Name Page
Datura 26
Aloe 21
Dead Man's Skull 33
Bread Moss 33
Dragon's Blood Tree 27
Lion's Mane 29
Ferns 27
Mugwort 34
Foxglove 28
Ocotillo 35
Fly Agaric 29
Scarlet Fey Cup 30
Garlic 30
Shiitake 30
Goblin Gold 33
Sphagnum Moss 34
Golden Jelly 29
Thyme 37
Hellebore 31
Verbena 38
Henbane 31
Willow 38
Juniper 31
Yarrow 39
Lady's Mantle 32
Harming Plants Mandrake 32
Plant Name Page
Mistletoe 32
Aconite 21
Mountain Clubmoss 33
Anemone 21
Mulberry 34
Azalea 22
Oak 34
Belladonna 23
Ocotillo 35
Blackthorn 24
Pimpernel 35
Black Bryony 24
Poppy 35
Coyotillo 26
Rattan 35
Darnel 26
Roccella tinctoria 33
Elder 27
Rose 36
Fraxinella 28
Rowan 36
Giant Hogweed 30
Saguaro 36
Hellebore 31
Snapdragon 37
Inky Cap 29
Thyme 37
Ivy 31
Verbena 38
Mandrake 32
Willow 38
Poppy 35
Yarrow 39
Rubroboletus 30
Yellow Lichen 34
Sandbox Tree 37

17
Miscellaneous Plants
Plant Name Page
Banyan 23
Birch 23
Calla Lily 25
Corpse Flower 25
Common Plants
Hawthorn 30 Plant Name Page
Anemone 21
Edible Plants
Plant Name Page Banyan 23
Aloe 21 Birch 23
Asphodel 22 Blackthorn 24
Birch 23 Black Bryony 24
Blackthorn 24 Bluebell 24
Camellia 25 Bread Moss 33
Daisy 26 Daisy 26
Dead Man's Skull 33 Ferns 27
Elder 27 Foxglove 28
Ferns 27 Garlic 30
Garlic 30 Golden Jelly 29
Golden Jelly 29 Hawthorn 30
Hawthorn 30 Ivy 31
Juniper 31 Lion's Mane 29
Lion's Mane 29 Mistletoe 32
Mountain Clubmoss 33 Oak 34
Mugwort 34 Ocotillo 35
Mulberry 34 Pimpernel 35
Oak 34 Poppy 35
Ocotillo 35 Roccella tinctoria 33
Rose 36 Rose 36
Saguaro 36 Rowan 36
Scarlet Fey Cup 30 Saguaro 36
Seaweed 37 Scarlet Fey Cup 30
Shiitake 30 Seaweed 37
Snapdragon 37 Shiitake 30
Thyme 37 Sphagnum Moss 34
Verbena 38 Thyme 37
Yarrow 39 Willow 38
Yarrow 39
Yew 39

18
Uncommon Plants Rare Plants
Plant Name Page Plant Name Page
Alder 21 Aconite 21
Anemone 21 Aloe 21
Asphodel 22 Coyotillo 26
Azalea 22 Datura 26
Belladonna 23 Ferns 27
Boneset 25 Scarlet Fey Cup 30
Butterwort 25 Lady's Mantle 32
Calla Lily 25 Mandrake 32
Camellia 25 Dead Man's Skull 33
Darnel 26 Goblin Gold 33
Elder 27
Fly Agaric 29
Very Rare Plants
Plant Name Page
Fraxinella 28
Corpse Flower 25
Giant Hogweed 30
Dragon’s Blood Tree 27
Hellebore 31
Sandbox Tree 37
Henbane 31
Inky Cap 29 Legendary Plants
Juniper 31 Plant Name Page

Mountain Clubmoss 33 Fly Agaric 29

Mugwort 34 Upas Tree 38

Mulberry 34
Rattan 35
Rubroboletus 30
Snapdragon 37
Verbena 38
Yellow Lichen 34

Herbalist’s
Kit

19
20
Aconite
Registry of Plants
Encounter Seed: Alder
Aconite The lively fishing port of Dunstern has suffered the worst spate
Category: Harming of storms in living memory. Hundreds of fishing boats lie moored
Rarity: Rare at anchor, unable to sail, and the helpless townsfolk grow
desperate as their livelihoods vanish, forced to import goods
Biome: Scrubland
from inland. Rumours have begun to circulate that Dunstern’s
Edible: No Mayor Bradwell Ramsay is to blame. His husband was lost to the
Related items: Basic poison (page 45), flying ointment sea some two months past - now he spends his nights on the
(page 42), hunter’s boon (page 46) beach, playing strange tunes on a pipe made of alder wood, in
the hope his love will hear it and return.
This striking, purple plant contains a deadly poison When asked, Mayor Ramsay will explain that the pipe (a
commonly used in hunting. For those unlucky enough sylph’s whistle) was given to him by a dear friend and local
to ingest it, death comes within two to six hours, but not business magnate, Vaunaghan Vilspire. Unknown to Mayor
before the victim has suffered the sensation of ants crawling Ramsay, the pipe’s music is attracting air elementals to the bay
beneath the skin, numbness in the face, and weakness. to thrash up the waters: part of a plot by Vaunaghan to push his
new import business into Dunstern.
Despite aconite’s mortal properties, those who know it
DM suggestion: Vaunaghan will give up easily when
best also associate it with rebirth and transformation through confronted and teach the party a dispelling song that will send
magical means. The latter comes from another name for the the elementals away. Ramsay, horrified by his part in this, will
plant: wolfsbane. It is said to drive away wolves, and to halt offer to be the one to play the song. The party will have to
the transformation of werewolves. Yet, an old rumour also confront 1d4 air elementals out on the water; the song will cause
suggests that encountering it upon a full moon can inflict the elementals to attack whoever is playing the sylph’s whistle.
The dispelling song takes three turns to perform, and requires an
lycanthropy on anyone who touches it… action to do so; if the piper sustains damage and is interrupted,
they must start the performance over.

Encounter Seed: Aconite


A local apothecary, Florence Tangleberry, has suffered a series
of thefts from her poison garden. Every few weeks, someone Aloe
sneaks in after dark and helps themselves from the aconite Category: Utility
patch – a troubling choice of plant, given its uses, but she’s too Rarity: Rare
afraid to confront the culprit herself. More worrying still: Grigori Biome: Scrubland
Wandle, the town carpenter, has been looking distinctly unwell
Edible: Yes (leaves)
for some time now, and his wife Emma seems oddly evasive on
the subject… Could it be she’s the cause of his sickness? Related items: Healing potion (page 43), oil of
Talking to Florence about the timing of the thefts will reveal Thay (page 53)
that they occur regularly every month, a few nights before the Aloe is a distinctive-looking succulent with long, pointed
full moon. Setting an ambush or intimating Emma will reveal
that she is, in fact, the culprit, but has been stealing the aconite
leaves edged with small spines. When broken, the leaves
to halt Grigori’s werewolf transformations – an affliction he’s contain a clear, gel-like liquid that has many healing and
secretly been suffering from since being bitten on a trip back antibacterial properties. Due to its medicinal value, it is
from market. highly sought after in many cultures; in Mulhorand, it is
known as the ‘blood of the gods’ and is believed to grant
immortality. It is commonly buried with the dead in the
Alder hopes that it will return them to life, although there are no
Category: Utility records of it actually succeeding.
Rarity: Uncommon In the Eastern Heartlands, aloe is used both to summon
Biome: Scrubland, woodland and exorcise demons. An oil infused with aloe is employed
Edible: No by the wizards of Thay, who then use the plant’s magical
Related items: Alder leaves (page 48), brimstone charcoal properties to command and subdue creatures from the Abyss.
(page 48), sylph’s whistle (page 56), war paint (page 56)
This woodland tree is often favoured by ravens as a nesting Anemone
place, and just as frequently visited by wind elementals, who Category: Harming
are attracted to music made by instruments crafted from Rarity: Common
the wood of the tree. Blessed as it is, stories suggest that Biome: Woodland
ingesting the leaves can grant the gift of prophecy, and the Edible: No
ability to discern omens from birds in flight. Anemones are small, white flowers that form a thick blanket
The wood is white when cut, but quickly turns red as of groundcover in wooded areas in early spring. Made
it dries. The charcoal is quick to ignite and can be used to distinctive by their musty smell, they are thought to be
create explosives and gunpowder. carriers of disease, and it’s not uncommon for country folk
to hold their breath whilst running past them to stave off
sickness.

21
Azalea

Anemones are also long associated with forsaken love and Encounter Seed: Asphodel
jealousy, due to a popular myth about the nymph Anemone – The coastal town of Stillmouth is preparing for Soulsheight, their
yearly festival of the dead. Most important to the festival is the
the daughter of a wind deity – who was transformed into the
preparation of food for the souls of the departed, which includes
first flowers by a jealous lover. Every year she blooms, but roots of the asphodel plant. However, the mazzeri that protect
she is so bereft by her plight that when the first winds of the the asphodel meadows have been angered by the town’s recent
year blow through the woods, her petals are scattered. expansion, which has seen parts of the meadow destroyed.
Townsfolk can no longer enter without suffering harm, and those
who live on the side of town that borders the meadows have
started falling into a sleep from which they cannot be awoken.
Encounter Seed: Anemone
Once the party have found a means of appeasing the mazzeri
Olivier Tidrik, a cattle farmer, lives in a farmhouse in the woods
and have been successful in doing so, the residents of Stillmouth
not far from the local town. Lately, his family – a wife and four
will teach them how to make hedge tapers as thanks (page 51).
children – have fallen deathly ill, and he too is starting to sicken,
DM suggestion: When entering the meadows, make the
leaving his farm neglected. He has put out a call for adventurers
players roll a Wisdom save. If they fail, they fall asleep for 1d6
to get to the bottom of this sickness, which he believes to be a
minutes and in that time, will be subjected to battle within the
curse from a local witch.
mazzeri’s dream plane. Those who pass the check will have to
Olivier will not willingly give up the reasons why he believes
battle the mazzeri in the Material Plane, protecting the bodies of
his family to be cursed but will point players in the direction of
any sleeping companions.
Marinne Acker: a young woman who lives in the town, who he is
accusing of witchcraft. He will indicate that the best solution for
both his family and the town is to kill her quickly before she can
curse anyone else. Azalea
If the party investigate thoroughly, they will discover that Category: Harming
Olivier and Marinne have been having an affair. When Olivier Rarity: Uncommon
refused to leave his family for Marinne, she made a pact with
the fey, who encouraged the anemones in the woods to grow
Biome: Mountain, woodland
thick and close around the farmhouse. This has created a toxic Edible: No
atmosphere that is slowly poisoning the Tidrik family. Related items: Azalea honey (page 45), basic
Attacking Marinne, or removing the anemones, will trigger poison (page 45)
an encounter with the mazzeri, or other fey creatures of the
DM’s choosing. These flowering shrubs can grow large enough to
outmatch some of the smaller trees that grow in the same
environment, and in places, grow thickly enough that they
create their own forests. Highly attractive to bees, honey
Asphodel made from the pollen of the flowers contains the same toxins
Category: Utility
that fill the plant, and any who eat it may be subjected to
Rarity: Uncommon
hallucinations, madness, anger, unsteadiness, and vomiting.
Biome: Coast, scrubland
Edible: Yes (roots, ground for flour)
Related items: Dreamer’s bliss (page 46), hedge taper (page Encounter Seed: Azalea
51), Ice’s dream (page 60) The town of Cliffhold has always been renowned for the beautiful
Asphodel grows rife along the coastline and in areas of dry azaleas that grow along its mountainside and around the town
itself. Once a year, visitors flock to see these plants in full bloom,
scrubland. With its long stems and small, white flowers, and in turn, Cliffhold residents hold a festival where they sell
fields of asphodel at night can look like great plains of clothes and crafts emblazoned with azalea designs, as well as
stars in the darkness. Closely connected with the realm of showing off local foods and folk music.
dreams and sleep, the stalks are protected by mazzeri (page It is just one week until this year’s festival, and a swarm of
89), dream fey who stalk the realms of the sleeping to reap wild bees has descended on the newly-blooming azaleas. Their
unwary souls. hives are dripping with deceptively delicious honey – and the
townsfolk, unaware that the honey is toxic – have been joyfully
Foraging note: Entering meadows where asphodel grows sharing this bounty with family and early visitors. Now the
without first appeasing the mazzeri causes bursts of fey fire townsfolk are falling ill, their visitors are strangely quarrelsome,
to target the intruders. Creatures who are not allies of the and worst of all, usually timid beasts are coming down from their
mazzeri and try to pick or uproot an asphodel plant must mountain homes and attacking anyone they encounter.
make a DC14 Dexterity save at the beginning of their turn, DM suggestion: The beasts stalking the town are honey
beasts (page 87). Use your discretion as to how many to
taking 1d6 fire damage on a failed save and half damage on a
challenge your players with. They may be joined by other
successful save. monsters in the Beast category, or perhaps even afflicted lesser
fey. The nature of the poisoning induces madness, so affected
creatures will not listen to reason; Animal Handling checks will be
made with disadvantage; and saving throws made by the afflicted
against spells such as charm monster or dominate beast are
made with advantage.
The effects of the madness on the townsfolk should be
treated as Poisoning and can be removed by any appropriate
Asphodel spells or consumables. This solution will also work on any
rampaging beasts.

22
Banyan carving motifs of it into the building. Though the abbey’s
Category: Miscellaneous exact fate is unknown, the clerics eventually disappeared –
Rarity: Common perhaps succumbing to the madness that long-term exposure
Biome: Coast, tropical forest to this poisonous plant brings – and the abbey now lies
Edible: No in ruins, speckled with the gold and purple shapes of the
belladonna flowers that have reclaimed the land.
Banyan trees grow so densely that their forests can cover
Not just restricted to Wolfspell Vale, belladonna grows
thousands of acres of land. Germinating in the canopies of
prolifically in damp, shady areas such as riversides and
other trees, they grow downwards and engulf their host in
woodlands, and is said to be guarded by a fearsome monster
a cage of roots, eventually smothering it and leaving hollow
sent by Talona to protect her most poisonous plants. As
‘ghost trunks’ of banyan vines.
such, gathering its seductively sweet berries can prove to be a
Due to their peculiar forms, the shadows cast by banyans
job deadlier than the plant itself.
are strange, and the sound of the wind whistling through
Once gathered, however, belladonna has infinite value:
the trunks is said by some cultures to be a warning from
not only is the poison of the berries a potent one, the leaves
the spirits of the forest not to enter their realm. Though
and flowers also carry great power. In rural areas, crowns
the shade that the trees provide is valued by travellers and
made of the vines are worn by maidens to ward against
merchants, these forests are also home to tikbalang, patasola,
evil influence.
and other tree-dwelling fey.

Encounter Seed: Belladonna


Encounter Seed: Banyan A group of scholars from the Order of Delvers wish to excavate
A merchant caravan has put out a call for adventurers to assist the old dwarven tunnels that the now-ruined Wolfspell Abbey
with security. They’re on their way to the famous Oskagar was built atop of. However, several of their early expedition
Emporium, but their road will take them through the equally parties have come back injured, or not come back at all – the
infamous jungles of Chult – a maze of skeletal bayans and dead- survivors claiming that a great, ferocious beast guards the ruins.
end, ruined roads that have swallowed up more than their share When the players arrive at Wolfspell Abbey, they will encounter
of unfortunate travellers. But rumour has it that getting lost isn’t Cinstita (page 97), who is protecting the belladonna that grows
the worst misfortune lurking in those trees… in the valley and will attack any intruder on sight.
The leader of the caravan – an aarakocra by the name of
Ekrea – will offer the party a handsome fee to escort them
and their wagons through the jungle; half up front, and half
upon completion. The reason that they need extra protection Birch
is because – though Ekrea will not surrender this information Category: Miscellaneous
willingly – they are due to pass through lands sacred to the fey, Rarity: Common
protected by guardian tikbalangs. Few dare to venture on these
Biome: Woodland
particular paths, but there is fey treasure to be found in the
banyans; and though taking it will endanger the caravan, Ekrea is Edible: Yes (young leaves)
willing to take the risk. Related items: Bands of grace (page 58), Evelina’s crown
On their journey, the caravan will be attacked by a tikbalang. If (page 59), Lesovo’s blade (page 61)
it is defeated, Ekrea will reward the party for their work – if there
is no damage done to the caravan or its contents, Ekrea will also In sympathy with the sorrowing
gift the party with the guardian’s warning warhammer. weeps the birch with long dishevell’d hair.
These white-trunked trees stand out easily in any woodland.
With their pale, papery bark and the eye-like shapes in their
trunks, their leaves seem to shiver in even the faintest of
Belladonna breezes and turn a bright gold in the autumn. Particularly in
Category: Harming
the northern Realms, it is thought that the souls of the dead
Rarity: Uncommon
Belladonna use these trees as a path to the afterlife, and the sound of the
Biome: Marshland, woodland
wind rustling through the leaves is them sending messages
Edible: No
back to the living. Known in some parts as ‘lady of the
Related items: Basic poison (page 45), belladonna’s
woods’, the tree is often host to a fungus known as witch’s
kiss (page 45), flying ointment (page 46), potion of
broom, which clusters like bird nests along the trunk.
silence (page 47)
In communities across the Moonshae Isles, a birch bonfire
Many centuries ago, clerics at Wolfspell Abbey revered will be lit in the centre of the settlement at midwinter. Every
belladonna for the visions that it brought, cultivating it and house will douse their own fire, and then relight it from this

A Deadly Crop
The sweetest – and deadliest – berries are said to be grown by
the Buonna Donna, a coven of sorcerer witches in Rashemen.
Banyan
They cannot die until they find someone to inherit their magic,
and while this longevity suits some of the eldest members, others
have resorted to trying to trick unsuspecting travellers into
accepting their ‘gift’ so that they can pass on.

23
Blackthorn

central fire, bringing the community back together to begin Black Bryony
the new year. Later, in the spring, a sweet wine is fermented Category: Harming, utility
from the sap. Rarity: Common
Biome: Coast, scrubland, woodland
Edible: No
Encounter Seed: Birch
Related items: Basic poison (page 45), Belgin’s
When Faedri Hammersong’s foolhardy adventuring partner,
Ulrich Arldorf, went to meet ‘a man about a map’, it was sorry shot (page 58)
thing when he didn’t return. But lately, she’s been dreaming of A prolific climbing vine that can be identified by the ropey
him: standing in a birch wood, urging her to come and find him;
strings of red berries that adorn it in the later months of the
repeating, over and over, that he has something to tell her. The
trouble is, she recognises those trees – and where they grow is year. Though the berries are poisonous, the plant has a much
not the sort of place one goes alone. more desirable use: the roots can be shaped into rudimentary
If the party agrees to go to the wood to look for Ulrich on arrows which are supposedly able to ‘cut a hole through any
Faedri’s behalf, she will promise a reward of 200 gp, and give door’. This ammunition has historically also been used for
them a scroll granting one use of last words, if the party is not hunting witches’ familiars, and it is said that hares and cats
already able to cast it. Searching the wood will reveal Ulrich’s
go to great pains to avoid this plant.
body tangled in undergrowth – and provoke a fight with the two
lieschi (page 93) who killed him. Once the lieschi are defeated,
the party may cast last words and speak with Ulrich’s spirit. Encounter Seed: Black Bryony
Ulrich will pass on the location of the treasure hoard he was The Pale Flowers are popular folk heroes amongst the peasantry
looking for when he died, as well as an apology to Faedri. Upon of the Western Heartlands. This gang of thieves are known to
receiving this information, Faedri will promise a share of the fleece nobility on the road and burgle the safes of rich merchants
hoard once she finds it in gratitude for the party’s assistance. – all to benefit the most downtrodden and deprived in society.
DM suggestion: If Ulrich couldn’t reach the hoard alone, Indeed, the tales say there is no door they cannot get past, no
the chances are that Faedri will not be able to, either. The party matter how heavily guarded, locked, or barred; what the tales
may want to assist her in her quest; on the way they will likely don’t say, however, is they go through a lot of black bryony
encounter lieschi, waldgeister, and possibly even rusalki. Balance Bluebell
to make their ammunition, and the supply chain’s just hit a
these encounters to match your party’s current level. The hoard, bit of a snag…
once split between Faedri and the party, will grant the party The gang usually harvest their black bryony in secret, on land
800gp, a bag of invisibility powder, and Lesovo’s blade. owned by a local noble. But the noble has grown wise to their
clandestine comings and goings, and has lately beefed up the
guard. If the Pale Flowers are to resupply again, they’re going
Blackthorn to need help.
Category: Harming The party will be asked to accompany the Pale Flowers’
Rarity: Common resident foraging expert, Florin Winholdt, to the gathering
grounds – and will find them guarded by 1d8 human thugs. Once
Biome: Scrubland, woodland
defeated, the black bryony may be safely harvested.
Edible: Yes (fruit) The Pale Flowers will reward the party with 100 gp for every
Related items: Clay body (page 49), pins of bag of bryony that they can provide; but the longer that the party
slumber (page 62) remain on the gathering grounds, the more likely it is that backup
will arrive. For each bag of bryony that they intend to gather, a
Hunched and bony, the blackthorn tree resembles the fresh wave of 1d8 thugs will arrive. With each new wave, increase
withered form of the Cailleach, the goddess who blessed it the difficulty by accompanying the thugs with trained wolves
many millennia ago so that it could survive in its bitterly and warhorses.
cold environment. The branches are covered in viciously
sharp thorns which can be used to cast curses, and the scars
caused by gathering these thorns are a mark of the Cailleach’s Bluebell
favour. It is said that the safest time to gather the thorns is at Category: Utility
a full moon, when the Waldgeister – who typically guard the Rarity: Common
tree – are distracted by their moon worship. Biome: Farmland, woodland
Foraging note: Due to their sharpness and tangled way Edible: No
of growing, the thorns of this tree are notoriously difficult Related items: Bell’s warning (page 48), hunter’s looking
to gather. When doing so, players must make a DC15 glass (page 51)
Constitution saving throw – on a failure, they take 3d6 ‘If it be leyd under mann’s head, he shal sleepyn as he were
damage and become Poisoned for 1 hour. On a success, they dead; he shal never drede nor wakyn, till from under his head
take the same damage but are not Poisoned. it be takyn.’
Black Bryony Bluebells indicate the location of ancient woodland sites such
as ruins, fey courts, and areas touched by magic. Beloved of
the fey courts as they are, a bluebell’s flowers are said to ring
when the fey are near, and the places where they grow are
protected by a myriad of magics that are rumoured to make
unwary travellers fall asleep… and sometimes wake up in

24
Bluebell
the Feywild. Many tales abound of folk who have wandered Calla Lily
into glades of these flowers, lured by their beauty, never to Category: Miscellaneous
be seen again. Rarity: Uncommon
Despite their dangers, the bulbs create a sticky substance Biome: Marshland
that is popular for binding books and fixing fletching to Edible: No
arrows. This substance acts as a mild insecticide, as well as
Calla lilies are large, white flowers most commonly
aiding sleep if used as an ointment.
associated with death and the falsely accused. The pollen on
the spadix gives off a faint glow at dusk, and in the marshy
Boneset areas of the High Moor, these lights are said to be set by the
Category: Utility
fey to ensure that fishermen find their way home safely. In
Rarity: Uncommon
some tales, fishermen who have angered the fey have been
Biome: Marshland, scrubland
led astray by the very same lights, and never seen again...
Edible: No
These lilies grow most commonly on the banks of
Related items: Spirit ward (page 54)
streams and rivers, but they have also been seen growing
A tall, leafy plant that grows clusters of tiny white flowers in execution grounds on the graves of those unjustly put to
throughout the latter half of the year. In rural areas, bundles death – the flowers’ presence proclaiming their innocence.
of boneset are hung over doorways to repel ghosts and are
also carried by those who come into contact with the dead Camellia
as a protection against ghost sickness (see page 89) – a Category: Utility
condition caused when a spirit, severed from its own body, Rarity: Uncommon
becomes overly attached to a living host. Biome: Mountain
Edible: Yes (leaves, flowers)
Related items: Keiko’s judgement (page 61)
Encounter Seed: Boneset
Camellias are evergreen, and their voluminous, red flowers
Weeks of heavy rain have disturbed the peace of the Pennycross
marshes – the site of the grisly executions of traitorous ferrymen grow only during the coldest of snows. Once they have
in a long-forgotten war – and the local townsfolk are suffering bloomed, rather than losing their petals gradually, the entire
a plague of ghost sickness. Unable to risk their remaining flower drops from the branches heavily and suddenly, much
unafflicted on a solution, they are in desperate need of someone like the fall of a severed head in the midst of battle. For this
to harvest boneset to treat the epidemic… reason, it is seen in some mountainous regions as a warrior’s
Fortunately, boneset grows in abundance locally – but the
marshes are unusually flooded this time of year, bringing with
flower, and is often embroidered on tabards or engraved
them an unusual number of will-o’-wisps. Whilst foraging, the into armour as a blessing for a good and honourable death.
party will encounter 1d4 will-o’-wisps, and upon defeating them, The famous warrior Keiko is said to have wielded a hammer
may safely gather enough boneset to help the townsfolk. Those made of camellia wood that never missed a single blow.
afflicted by the ghost sickness can now be cured and the restless Some stories make the eerie claim that these shrubs
spirits banished back whence they came, and the townsfolk will
eventually gain a sentience of their own, with the oldest
allow the party to keep 1d4 bundles boneset and offer a further
250 gp in gratitude. of them able to separate their spirits from the wood and
wander the local area. If the camellia has been well treated in
its lifetime, it will protect the land it grows upon, whereas
those who have been mistreated become vengeful and curse
Butterwort
anyone who comes near.
Category: Utility
Rarity: Uncommon
Biome: Marshland Corpse Flower
Edible: No Category: Miscellaneous
Related items: Ring of ensnarement (page 62), spirit Rarity: Very rare
ward (page 54) Biome: Tropical forest
Edible: No
These small, carnivorous plants are difficult to locate in the Related items: Carrion ring (page 58), gloves of scorching
boggy areas where they grow. Highly valued by temples and (page 59), titan’s hood (page 64)
mortuaries, they are placed in the doorways and windows
of rooms where corpses await burial to stop the spirits from The corpse flower is one of the most striking-looking plants
rising again. Some stories suggest that the plant’s sticky to be found in any tropical jungle. Lacking in trunk, leaves,
leaves don’t just entrap the spirits of the dead; the roots, or any other distinctive plant-like growth, it appears out
knotted into a ring, may bestow the ability of commanding of the ground as one large pseudo-flower that commonly
obedience in others. reaches ten feet in height. When it blooms, it emits the same
heat as a living creature and a scent indistinguishable from
that of rotting flesh. This scent attracts pollinators in the
form of carrion beetles and other insects.

25
Datura
Coyotillo
Category: Harming Encounter Seed: Darnel
Rarity: Rare There exists among the noble houses of Holreith a time-
Biome: Scrubland honoured tradition of breaking bread with one’s rivals to mark
Edible: No the end of a feud. A recent instance of this between the rival
Related items: Basic poison (page 45), potion of families Olbert and Penwill ended in disaster, however, when all
who attended the ceremony at the Olbert estate were struck
paralysis (page 46) down by a mysterious sickness. With casualties suffered on
A scruffy tree that grows best in scrubland and desert areas. both sides, each family is accusing the other of foul play, and the
The seeds inside the berries are highly toxic and cause a situation threatens to descend back into bitter conflict unless the
truth is revealed.
paralysis that starts at the feet, moving next the limbs, then
An examination of the afflicted members of either family, or of
to the throat and respiratory system. Symptoms can take the bread itself, will reveal that this is indeed a case of poisoning.
days and sometimes even weeks after ingestion to show. It Investigating the kitchens at the Olbert estate will turn up several
is named for the coyotes that delight in eating the berries, sacks of flour contaminated with darnel; the poisoning was an
spitting out the poisonous seeds as they do so; other animals innocent accident, and revealing the truth will avert disaster.
who try the same often die.

Daisy Datura
Category: Utility Category: Utility
Rarity: Common Rarity: Rare
Biome: Farmland, mountain, woodland Biome: Tropical forest
Edible: Yes (flowers, young leaves) Edible: No
Related items: Love oracle (page 52) Related items: Flying ointment (page 42), datura powder
(page 49), seeds of delusion (page 47)
One of the most common flowers to be found growing wild,
daisies are among the first harbingers of spring, appearing The heady scent of datura flowers is so strong that just
across farmland and meadows in the early sunny months smelling the perfume is said to cause hallucinations,
of the year. drunkenness, and laughter. However, these hallucinations
The very first daisy picked at midnight on a new moon is are rumoured to impart invaluable information to the one
said to have magical properties and is a valuable find for folk experiencing them, and there are even scattered tales of
looking to wed. Trinkets containing daisies or daisy motifs the Red Wizards of Thay using datura in mind control
are popular purchases for young couples in the spring. experiments.
Foraging note: Creatures who stand within a 5ft radius
Darnel of the flowers must make a DC14 Wisdom saving throw,
Category: Harming unless they have taken precautions to cover their faces.
Rarity: Uncommon On a failed saving throw, they are Poisoned, and take on
Biome: Farmland a further effect as described in the roll table under datura
Edible: No powder (page 49).
Related items: Basic poison (page 45), darnel
bread (page 45)
Visually similar to other crop foods, darnel grass is The First Teachers
Many generations ago, a pair of siblings followed the light
commonly mistaken for wheat and can easily be harvested upwards and emerged from the Underworld onto the surface
alongside its harmless cousin by accident. Though not hugely world. Crowned with white datura flowers, they spent many
poisonous in itself, darnel is particularly vulnerable to the years walking the earth, learning from the people there and
ergot fungus, which, when ground into flour, can cause sharing what they knew. They taught the people how to see
illness and even death. ghosts, how to sleep well, and how to find lost objects. Once they
were content with all that they had learned, they returned to the
Underworld, leaving behind only the white flowers that they had
worn in their hair. Thus, the first datura flowers came to earth.

Daisy
26
Dragon’s Blood Tree Elder Elder
Category: Utility Category: Harming
Rarity: Very rare Rarity: Uncommon
Biome: Mountain, tropical forest Biome: Mountain, scrubland, woodland
Edible: No Edible: Yes (flowers, berries)
Related items: Dragon’s blood ink (page 50), war Related items: Clay body (page 49), Mallachtan
paint (page 57) blade (page 61)
Legend supposes that the first of these great trees came Trí comartha láthraig mallachtan: tromm, tradna, nenaid.
from the blood that was spilled when two ancient dragons ‘There are three tokens of a cursed site: the elder, a corncrake,
perished in mortal combat. The tree certainly grows as large and nettles.’
as dragons, with some being recorded at 80 feet tall and with
trunks 75 feet in circumference. Though unremarkable in appearance, this tree is wreathed
When the wood is cut from a living tree, it bleeds a thick, in whispers of danger and misfortune. Growing only where
dark red resin that is highly valued as a magical component. blood has been shed, it is a sure sign of cursed ground
Rumours exist that the resin can be used as a replacement for nearby; even cutting a branch from the tree is supposed to
real blood, as well as in the crafting of magical items. bring bad luck, and falling asleep beneath it is said to be fatal.
Other stories tell that the resin is used by spurned lovers Those who ignore the warnings will find that elders are
wishing to bring harm to those who have wronged them. often inhabited by waldgeister (page 86) – wood sprites
Under a growing moon, burning coals from the hearth must who use the trunks as doorways between this world and
be placed within a copper vessel. Upon these coals, ground their native Feywild. In addition to leading unwary travellers
resin from the dragon’s blood tree must be scattered to burn. astray, waldgeister will often protect their tree with tooth
Over the rising smoke, the curse is set: and nail, attacking those who damage it.
To those who do manage to harvest the parts of this
‘Tis not this Dragon’s Blood I mean to burn, tree, they will find them highly valuable to the intrepid
but my true love’s heart I wish to turn. adventurer. The oil provides potent protection against dark
May they have no sleep, nor rest, nor pleasure see, magic, and the smoke from burning elder wood is said to
until they shall come back to me.’ reveal witches. A child anointed about the eyes with the juice
of the bark is rumoured to be able to both see and converse
with evil influences.
Encounter Seed: Dragon’s Blood Tree
In the city of Baldur’s Gate, two separate groups of faithful – the Ferns
Temple of Bhaal and the Cult of Afflux – have, after years of
Category: Utility
clashes with the city guard, finally agreed to find alternatives to
their ritualistic murders. However, the truce has been an uneasy Rarity: Common
one, and blood alternatives – such as resin from the dragon’s Biome: Tropical forest, woodland
blood tree – have become scarce and extortionately expensive. Edible: Yes (young leaves)
The head Bhaalist priest recently went missing, along with the Related items: Feybane (page 46), ironbind powder (page
Temple’s supply of dragon’s blood resin. While the latter remains 51), Jani’s favour (page 52), lucky hand (page 53)
missing, the former was eventually found – dismembered, and
dumped in Gray Harbor. The Bhaalists are out for real blood now Ferns grow rampant throughout dark and wooded areas,
and will handsomely reward anyone who will sow discord and filling every shadowy nook and corner with their long, leafy
vengeance amongst the Cult of Afflux. If the players accept this fronds. Though the young leaves are edible, the rest of the
job and the Cult discover them, they will offer equal pay to see
plant has no real magical value: but it does have a rare secret,
their enemies removed in a similar manner.
the fern seed.
The fern seed is an object of great magical value. It appears
once per year at Midsummer, only for one hour around
midnight, and only to those who know where to look. In
fact, so few people have seen it that information about its
appearance is largely limited to hearsay – but it is said to be
sparkling gold, nestled inside a flower that blooms at the
heart of the fern plant. Any person possessing this seed is
said to know the secret of invisibility.
Other varieties of fern, such as moonwort, are said to
have dominion over iron and other metals. Many have been
quick to take advantage of these anti-ferrous qualities, and
the plants are often used as a component by thieves and
Ferns smugglers to open locks and damage iron bars.

27
Fraxinella

Foxglove Fraxinella
Category: Utility Category: Harming
Rarity: Common Rarity: Uncommon
Biome: Scrubland, woodland Biome: Woodland
Edible: No Edible: No
Related items: Lusmore’s cloak (page 61), Lusmore’s gloves Related items: Fraxinella bottle (page 43)
(page 61), war paint (page 56), witch ward (page 57) Fraxinella grows prolifically around water sources in
Foxgloves are tall, colourful flowers that grow in the shady woodlands and forests, and is beloved by samovila and
patches of meadows and woodlands. Though supposedly fatal samodiva, woodland nymphs who inhabit the same
to changelings, one folktale tells of a meadow of foxgloves areas. However, the plant needs no protection from these
so beloved by the fey that they stored their spare spells the guardians, as it protects itself – it surrounds itself with a
flowers, only to forget which spells were hidden where: flammable atmosphere that bursts into flame the moment
when the buds finally bloomed, the spells were activated, it is touched.
causing havoc for the local farmers. Foraging note: Any character standing within 5ft of
Foraging note: To add an element of danger to gathering this plant is standing within its aura. If the plant is touched
these plants, draw inspiration from the folktale above and without the aura having first been dispersed (for example,
sow some hints from NPCs about this mysterious field of by using a spell such as gust of wind), any creature standing
spell-filled foxgloves. While picking the plant, ask your within the 5ft radius takes 1d6 fire damage. If one plant’s
player to roll a DC14 Dexterity save. On a failure, roll a d100 aura is touching another’s, this sets off a chain reaction,
and refer to the Wild Magic Sorcerer’s Wild Magic Surge causing a further 1d4 fire damage for each plant in the
table. All spells are cast by the foxglove, and all effects target chain. The plants and surrounding environment are not
the player character. damaged by this.

Court of the Ashen Fey


Fungi
Children of Ryemount, a small mining town built halfway up the Category: Harming, healing, utility
mountain Winterscarre Peak, are commonly warned not to climb Rarity: Common
to the top of the northern summit. Up there, the story says, is Biome: Marshland, mountain, woodland
the Ashen Court – a castle that belongs to the exiled ashen fey. Edible: Various
Though its exact location is unknown, it is said that the castle can Related items: Elfdans’ gift (page 59), forager’s knife (page 59)
be found by following a trail of foxgloves that winds up the side
of the mountain. Fungi come in many shapes and sizes, and vary wildly
The foxgloves appeared several centuries ago, when Collen – a between the edible (and delicious!) and the deadly poisonous.
newly-appointed priest to the Ryemount church of Torm – made Spreading underground, they can reach incredible sizes,
it his business to shut down rumours of the ‘devils’ living on the
peak. When Gwyn, fey king of the Ashen Court, heard of this,
though they are often invisible until their mushrooms – the
he delivered a personal invitation to the priest, promising him fruiting bodies of the fungi – appear above ground to spread
feasts of peace and grand revels if he should visit. But when the their spores. Many cultures have stories concerning how
hapless priest appeared, the king instead ordered him instead to mushrooms came to exist; in the Western Heartlands, it
be beheaded. is said that they are the fingers of Kelemvor, reaching up
Not to be outdone – and determined not to die on fey through the earth to feed the poor.
land – Collen picked up his severed head and marched back to
Ryemount, whereupon he lay down in his own bed and finally If player characters decide to eat mushrooms they have
died. Where blood fell from his severed neck on the walk back found, use the mushroom roll table below to determine
down the mountain, foxgloves bloomed the following year and whether the mushrooms are edible or not. If a player has
have continued to do so every year since. proficiency with the Herbalism Kit or rolls a successful
Nature check, reveal the results to them before they eat
the mushrooms.
Mushroom Roll Table
d100 Results of ingesting
Foxglove 1 - 10 You enter an hallucinogenic trance for the
next hour. During this time, you receive a
cryptic message from an unknown deity.
11 - 20 You enter a state of ‘battle-spasm’. No
matter your Class, you enter the Rage state
and gain temporary hit points equal to your
current level, and feel compelled to attack
the creature closest to you. If you are a
Barbarian, this does not use one of your
available Rages.

FORAGING | REGISTRY OF PLANTS


28
Mushroom Roll Table
d100 Results of ingesting The legendary warrior Cuchulainn, when he entered
21 - 30 You are subjected to a period of Short-Term this state, would not only become frenzied but could also
Madness for the next hour. Use the official perform feats of fearsome strength, generate a great heat
roll table to determine its effect. from his body, and was overcome with an unstoppable desire
31 - 65 The mushrooms are edible, and you gain to kill everyone in sight. In some stories, it is said that he
1d10 temporary hit points. could burst into flame at will.
In Mulhorand, similar species of mushroom are believed
66 - 100 The mushrooms are poisonous. You must
make a DC16 Constitution saving throw; on a to have been gifted by the gods as a food of immortality, and
failed save, you take 2d10 poison damage; on are therefore only eaten by high-ranking nobility.
a success, you take half that damage.
Fungi: Golden Jelly
Mushroom Rings Category: Utility
Tales abound of the toads, dragons, and fey who protect Rarity: Common
mushroom rings, and the fates of people who step into them. Biome: Woodland
The rings mark where the veil thins between the Material Edible: Yes
Plane and the Feywild; use the mushroom ring roll table to The golden jelly fungus is found commonly across the
dictate the result of stepping into one. Realms. Although it is edible and non-toxic (though
flavourless), it is known in some places as ‘witch’s butter’ and
Mushroom Ring Roll Table used to bestow curses. To curse the intended victim, all that
d4 Results of Trespassing is required is to throw the fungus at them, causing a bout of
1 The creature must make a successful DC12 bad fortune.
Constitution save or fall asleep for 1d6 hours.
The creature can be woken by taking damage. Fungi: Inky Cap
This sleep, if completed, does not count as a Category: Harming
long or short rest.
Rarity: Uncommon
2 The creature finds themselves suddenly Biome: Scrubland, woodland
compelled to dance for 1d6 hours, after Edible: No
which they take a point of exhaustion. Related items: Basic poison (page 45)
3 1d4 fey creatures of the DM’s choosing
The inky cap is a small, white mushroom that,
appear in the ring. The creatures will enter
combat until the players are driven more once mature, turns black and begins to ‘melt’ in
than 60ft from the ring, at which point they long, viscous droplets. A common fungus across
disappear again. the northern Realms, it is entirely edible, unless
4 The ring is the site of buried treasure. Use
ingested alongside alcohol – at which point
the official trinket table to determine what it becomes poisonous. The symptoms of inky
treasure is discovered. cap poisoning can include nausea, vomiting,
agitation, and tingling in the limbs. Though
most recover within a few hours, it has been
Fungi: Fly Agaric known to be fatal.
Category: Utility
Rarity: Uncommon Fungi: Lion’s Mane
Biome: Marshland, woodland Category: Healing
Edible: No, unless processed (dried, smoked, etc.) Rarity: Common
Related items: Basic poison (page 45) Biome: Woodland
The amanita, or fly agaric, is one of the most distinctive- Edible: Yes
looking mushrooms across all the Realms. Said to grow Related items: Antidote (page 42)
from the heart of thunderstorms, this mysterious fungus is Lion’s mane is a large, white mushroom that
a popular hallucinogen and is used in religious and ritual grows on the trunks of dead trees, particularly oak
practices in practically all cultures. Appearing later in the and walnut. It is easily distinguished from
year, it typically grows beneath birch and spruce trees, and is other mushrooms, as it hangs from
instantly recognisable by its red cap and white warts. the wood in long, hair-like strands,
In northern parts of the Realms, fly agaric is also called appearing like a beard or a mane.
‘raven’s bread’, in connection with the two ravens, Huginn It is eaten as a delicacy
and Muninn, who travel with the god Odin. Munins tugga in many areas, and can be
is also used in skaldic poetry to symbolise corpses, and the beneficial in treating ailments
redness of blood (or fly agaric) on snow. of the stomach.
Berserkers from the distant reaches of the Realms use fly
agaric to enter a state of uncontrolled rage and fearlessness.

29
Fungi: Rubroboletus spp. particularly favoured by miners, who carry it to defend
Category: Harming themselves against the assaults of impure spirits found deep
Rarity: Uncommon underground.
Biome: Marshland, woodland There are several unverified legends of spellcasters who
Edible: No have partaken of a tea brewed with garlic leaves; this tea
Related items: Basic poison (page 45), Halling’s allowed them to travel to the Astral Plane, or even to enter
net (page 60) the realm of death and return safely again.
These large mushrooms may not look remarkable on the
outside, but once they are cut open or bruised, the flesh
Giant Hogweed
Category: Harming
quickly turns a vibrant blue. Members of this fungus family
Rarity: Uncommon Giant
all share this trait but are otherwise varied – R. pulcherrimus
Biome: Farmland, marshland, scrubland Hogweed
has a ‘netted’ stem, and R. satanas emits the scent of
Edible: No
rotting flesh, and can grow up to two feet wide. They are
Related items: Basic poison (page 45), blisterpaste (page 45)
all poisonous.
Giant hogweed is an invasive weed which can take over
Fungi: Scarlet Fey Cup ditches and entire fields in the space of one season. It can
Category: Healing reach over ten feet in height, and is identifiable by its large,
Rarity: Common white, umbelliferous flowers. Coming into contact with
Biome: Woodland giant hogweed can induce severe photosensitivity, which
Edible: Yes causes extreme burns and blisters upon exposure to light.
Related items: Healing potion (page 43) This burning can last for days and, in some cases, even years.
Foraging note: Player characters must take care to cover
The scarlet fey cup is a striking-looking fungus that can
any exposed skin before gathering this plant. If they fail to
be found growing on dead wood throughout early spring.
do so, any physical contact with the plant incurs 2d8 poison
The bright red cups rarely grow any larger than an inch,
damage on a failed DC14 Constitution saving throw, or half
though in the Feywild they are said to grow much larger and
as much on a successful one.
are used as drinking vessels by the fey. Though technically
edible, this mushroom has a bland flavour and tough texture.
However, it can help stop bleeding and encourages faster Encounter Seed: Giant Hogweed
healing when applied to wounds as a paste. It seems that the townspeople of Nadderwell have discovered
a vampire in their midst. The vampire in question is recently-
Fungi: Shiitake arrived local botanist Athanan Oriel, whose vehement avoidance
Category: Healing of sunlight has not gone unnoticed – but the truth was revealed
beyond any doubt when Millicent Merryveil, landlady of the
Rarity: Common Merryveil Meadery, saw the botanist break out in terrible blisters
Biome: Marshland, mountain on a sunny market day. Athanan, now locked in her house and
Edible: Yes awaiting the town’s judgement, protests a difference explanation
Related items: Healing potion (page 43) for her affliction, however...
If the party speak with Athanan at her shuttered window, she
Shiitake mushrooms are particularly prized in Kara-Tur will inform them that the cause of her burns was an unfortunate
for their medicinal properties. They’re so valued that in encounter with some giant hogweed. If the party are able to
some rural regions, a crop of shiitake is planted upon the find and fetch a sample of the plant to her, she will be able to
birth of a child; when that child comes of age, they are demonstrate its properties to the townsfolk, substantiating her
gifted the mature crop as a fortune with which to begin own explanation and dispelling their suspicions. Though the
plant grows in many of the ditches and fields around Nadderwell,
their adult life. However, due to the value of these crops, the party will find the plant difficult to gather without suffering
they are occasionally stolen. In one such case, the crop in burns of their own unless they’re careful.
question was stolen from the heir of a noble family, and a
manhunt was launched to find the culprit. The result was
the execution of no less than twenty men and a short, but
bloody, civil war. Hawthorn
Category: Miscellaneous
Rarity: Common
Garlic
Biome: Farmland, scrubland, woodland
Category: Utility
Edible: Yes (berries)
Rarity: Common
Biome: Farmland, woodland Hawthorns are one of the first trees to blossom in spring. A
Edible: Yes (bulb, leaves) common tree found growing in hedgerows and woodlands,
Related items: Dead man’s curse (page 49) their beautiful white flowers have the distinctive smell of
rotting flesh. Because of this, many legends suggest that their
Also known as ‘slayer of monsters’ or ‘sorcerer’s garlic’,
roots are the gateways to the river Styx. They are particularly
garlic is a powerful protection against magic, and is
favoured by both Kelemvor and the Flower Brides.

30
Ivy

Hellebore
Category: Harming, utility Encounter Seed: Ivy
Rarity: Uncommon The streets of Bridgfirth have recently borne witness to a
Biome: Woodland spate of late-night robberies – and Watch Lieutenant Anlon
‘Hal’ Halloren is determined to get to the bottom of them. All
Edible: No victims have been found curiously unharmed, save for a horrific
Related items: Basic poison (page 45), invisibility powder hangover the following day, though the local innkeeper swears
(page 51), weapon paste (page 47) that none ever bought more than a drink or two in the tavern.
So, like any good lawkeeper, Hal’s setting up an undercover sting
Hellebore is an attractive flower that comes in many – and he could use some unfamiliar faces to back him up.
different colours, and most often blooms in the cold months Whilst sitting with Hal in the taproom, a successful DC16
of winter, even when it’s snowing. Despite its innocent Wisdom (Perception) check will reveal that the innkeeper is
appearance, it has a long history of use in warfare, either in adding something to the ale of a random patron; alternatively, a
poisoning urban water sources in times of siege or being successful DC12 Intelligence (Nature) check to examine the ale
itself will reveal that it has been spiked with dried and crushed
ground into a paste and smeared onto weaponry. Folk tales
ivy leaves. Upon being questioned, the innkeeper will attempt to
also tell of army-conscripted sorcerers who are able to move escape: pursuing him will result in a confrontation with 1d6 thugs
about unseen through the enemy by concealing themselves in the alley outside. Once the thugs are defeated, Hal will make
with clouds of powdered hellebore root, although verifiable his arrests and close the case – rewarding the party with 250 gp
sources of this are hard to find. for their assistance.

Henbane
Category: Utility Juniper
Rarity: Uncommon Category: Utility
Biome: Coast, mountain, scrubland Rarity: Uncommon
Edible: No Biome: Mountain, woodland
Related items: Basic poison (page 45), flying ointment Edible: Yes (berries)
(page 42), powder of invocation (page 54) Related items: Counting kit (page 49), juniper
incense (page 52)
Henbane is a small, flowering plant, made distinct by the
dark purple veins that pattern its yellow leaves. Closely Traditional ‘guardians’ of the dead, juniper trees are
connected with death, it is said to be able to invoke restless commonly planted over graves or in cemeteries to nurture
souls and demons, to aid in prophetic visions, and to calm the souls of those interred there until they are ready to be
unsettled spirits on their way to the afterlife. However, its reincarnated. However, the juniper’s spirit is not so kind to
effect on living people is the exact opposite – it is said to turn other trees – in Luskan, it is believed that the juniper and
even the most placid people angry and quarrelsome. ash are sworn enemies; if a juniper is planted on one side of
When the dried leaves are burned and the smoke is inhaled a tree and an ash on the other, the tree in the middle will be
by a Cleric, for the next hour that Cleris has a higher chance split apart by their disdain for each other.
of being successful when using Divine Intervention. During The tiny, numerous leaves are also a point of frustration
this time, when the percentile dice is rolled, the deity will to undead, who, upon seeing the leaves, are seized with an
intervene when a number is rolled that is equal to or lower irresistible mania to count all of them.
than the Cleric level plus Proficiency Bonus.

Ivy
Category: Harming
Rarity: Common
Biome: Farmland, woodland
Hellebore
Edible: No
Related items: Ivy ale (page 46)
A well-known climbing plant, ivy is as commonly found in
settlements as it is out in the wild, providing a valuable food
source for moths, birds, bats, and other pollinators. Though
not necessarily poisonous, some unscrupulous gangs use it to
spike alcoholic drinks to make the target drunker than usual.
Typically, this is done prior to a robbery; it is also often done
on the night before elections, to ensure that victims will be
too hungover to partake in the voting – a practice known
as ‘hocusing’.

Juniper

31
Lady’s Mantle
Category: Utility
Encounter Seed: Mandrake Mistletoe
Rarity: Rare Nils Silverhand, a once-struggling merchant, has suddenly come
Biome: Woodland into great success and fortune. Only a month ago he was barely
Edible: No able to support himself, but now he is opening stores across the
Related items: Agua aurea (page 48) city, wearing the finest clothes, and his greatest financial rivals
seem to have mysteriously disappeared. Rumours are starting to
This small plant, with its clusters of yellow flowers, is easily spread that Nils may have in his employ an alraune – a devilish
overlooked on the woodland floor. Its large, cup-shaped man-made spirit created from the roots of a mandrake – and
leaves gather rain when it falls, and the raindrops separate local traders are worried that they may be next to fall prey to
on their surface, taking on an odd, metallic sort of sheen. Nils’ greed.
Speaking with Nils will reveal that he has indeed made a
This water, known to those who seek it as ‘agua aurea’, is
contract with an alraune. This creature has helped double his
considered to have magical properties, and is highly valued wealth, removed a few inconvenient merchant rivals, and told
for its ability to increase the potency of potions. Some even him secrets which he has used to blackmail his way to success –
believe it to hold the secret of turning base metals into gold. but every day, its demands for meat and gold grow greater, and
he fears that it will kill him if he cannot keep up with its appetite.
After revealing this, he will ask the party for help in killing the
Encounter Seed: Lady’s Mantle creature in exchange for some of his wealth.
Legend tells of three fey siblings who dwell in the forested valley
of Emerald Veil. As powerful as they are beautiful, they are said
to reward any who succeed in finding them with a sip from a Mistletoe
wondrous chalice – a sip of agua aurea. None in living memory Category: Utility
have found this bounty, and some who seek it never return at all;
Rarity: Common
still, the story persists, and there is rarely smoke without fire.
The reality of the legend really is the existence of a glade of Biome: Farmland, woodland
lady’s mantle, hidden deep in the Emerald Veil by illusory magic Edible: No
– and while its residents certainly appear to be three beautiful Related items: Bird lime (page 48), staff of disarming (page 63)
fey siblings at first glance, they are quickly revealed to be a coven
of three green hags in disguise. Only once the coven has been Mistletoe is an epiphyte, growing on the branches of other
defeated in its entirety may the party safely gather agua aurea trees and stealing resources from them. It can go its entire
from the cupped leaves. There will be enough here for three vials lifetime without ever touching the ground. In many rural
of the liquid. areas, it is gathered and hung from the rafters of the home all
year round to protect against poverty.

Mandrake Plant of Peace


Category: Harming, utility Mistletoe has long been touted as a plant of peace and is said
to encourage compassion in those who meet in anger beneath
Rarity: Rare
it. It is so effective that the town of Westwend, which lost half
Biome: Mountain, scrubland of its population to a brief fashion for ‘honourable’ duels, has
Edible: No woven mistletoe into the walls and doorways of every building,
Related items: Basic poison (page 45), mandrake where it maintains an enforced peace throughout the town.
charm (page 53) Consequently, Westwend hasn’t seen a duel fought within
its boundaries in over twenty years… although the nearby
Mandrake can be difficult to locate, but is most reliably found woodlands are the location of many clandestine affrays.
growing beneath hanging gallows and at crossroads where
murderers and witches are buried. It can also be located at
night, as it emits a soft, glowing light that vanishes when it is
approached.
For anyone intending to gather this plant, warnings are Mosses and Lichens
best heeded: not only does it emit a fearsome screech when Category: Healing, utility
it is unearthed, but the roots are said to be so long that they Rarity: Common
lead all the way down to the Underworld, and any unwary Biome: Marshland, mountain, scrubland, woodland
person may fall down the hole after pulling up the plant. All
Edible: Various
parts of the mandrake are poisonous.
Foraging note: As it is the roots of this plant which are Humble though they may be, mosses and lichens are
most useful, the entire mandrake must be pulled up when beneficial as both food source and magical component.
foraging. When uprooted, the plant emits a piercing shriek Found growing abundantly over trees, rocks, buildings, and
and deals 3d6 thunder damage to anyone standing within ground, mosses are typically thicker and spongier in texture,
a 10ft radius, unless they succeed on a DC18 Constitution whereas lichens are dry and thin. Both are slow-growing;
saving throw. On a success, half damage is taken. mosses typically grow only one inch every 25 years.

32
The Moss People Encounter Seed: Goblin Gold
In the High Forest are told tales of the Moss People: a secretive The once-peaceful foothill community of Nath Lynoch has
race of small humanoids, aged and clad in mosses, who live quiet been plunged into chaos. A red dragon wyrmling has taken up
lives in the woods. Hunted almost to extinction by the Wild Hunt, residence in the nearby caves, where an abundance of goblin
they will occasionally appear to travellers to ask for a favour or gold moss is known to grow. Mistaking the stuff for an unguarded
much-needed item, compensating them generously in return. horde, the wyrmling now guards its phony wealth jealously,
They are ruled by a mysterious and pragmatic matriarch called leaving the cave only to hunt sheep – and the odd villager – at
the Shrub Grandmother. dusk and dawn.
The party may either confront the red dragon wyrmling when
it leaves its lair to hunt, or seek it out in the caves. Once the
wyrmling is defeated, the party will receive 400 gp from the
Mosses and Lichens: Bread Moss villagers as thanks and will be able to safely harvest some of the
Category: Healing goblin gold moss.
Rarity: Common
Biome: Mountain, scrubland
Edible: No Mosses and Lichens: Mountain Clubmoss
Related items: Antidote (page 42) Category: Utility
A scruffy, pale green lichen most commonly found in harsher Rarity: Uncommon
northern climes. During the long, dark winters, this moss is Biome: Mountain, scrubland
a valuable source of nutrients to those living off the barren Edible: Yes
landscape, and is often baked into bread, or included in Related items: Loaf of sight (page 43)
porridges and gruels. This tall, spindly moss grows in small clumps of heather-
like fronds. Native to alpine regions and rocky scrubland,
Mosses and Lichens: Dead Man’s Skull ingesting clubmoss is considered to improve eyesight,
Category: Utility though any magical properties attributed to the plant depend
Rarity: Rare on the night that the moss is gathered. To have any magical
Biome: Mountain, woodland value as a component, it must be gathered on the night
Edible: Yes of a new moon.
Related items: Dead man’s potion (page 42)
This thin, anaemic-looking lichen favours cold regions,
Encounter Seed: Mountain Clubmoss
particularly those such as Cold Wood and the Frozen Forest. Children in the alpine village of Gruutilde sing a song about
Though it is most commonly found on branches of trees, it Old Grandmother Crag, who lives on the mountain above. Old
has also been noted that it grows prolifically on the bones, Grandmother Crag, so the song goes, has a magical garden of
and particularly skulls, of corpses. The lichen gathered from wonders that only appears at night – but so beautiful is this
these is said to make a man’s own skull ‘so impenetrable as to garden, she is said to be fiendishly possessive of its contents,
watching over it with eyes that see all and punishing anyone who
not be pierced by any arrow’, making it a valuable resource dares set foot on its grounds.
for traders and adventurers alike. In some southern cities, The garden does indeed exist and can only be found at night,
where it is harder to import it, less scrupulous traders have if the party chooses to venture up the mountain. Once there, the
‘acquired’ their own skulls on which to grow it. However, party may choose to roll a DC16 Dexterity (Stealth) check to
whether this home-grown lichen has the same properties as covertly harvest mountain clubmoss from its patch; on a failed
check, however, or should the party forego the check altogether,
its wild, northerly counterpart is questionable.
they will be confronted by one annis hag – Old Grandmother
Crag herself. No more plants may be safely harvested until Old
Mosses and Lichens: Goblin Gold Grandmother Crag is defeated. Once she is slain, the party will
Category: Utility find on her body a small selection of coins, a forager’s knife,
Rarity: Rare and a loaf of sight.
Biome: Marshland, mountain
Edible: No
Related items: Goblin’s deception (page 50) Mosses and Lichens: Roccella tinctoria
Goblin gold is a short, scrubby moss that grows in dark, Category: Utility
damp caves and shady bogs where other plants can’t survive. Rarity: Common
It is best known for the faint light that it gives off, even in Biome: Scrubland
the darkest of caverns. Many adventurers have leapt into Edible: No
such places, imagining that they’ve discovered emeralds or Related items: War paint (page 57)
riches – only to find that the ‘treasure’ turns to dirt in their Roccella is an unremarkable, scrubby, brown lichen
hands. This cruel trick is the crux of many bardic songs. that grows in dry, hot, and rocky areas. Despite its plain
appearance, it creates a vibrant purple dye that is prized by
tradesmen of various disciplines.

Mandrake
33
Mosses and Lichens: Sphagnum Moss Mugwort is a profoundly useful plant, utilised for its ability
Category: Healing to repel insects, disease, madness, and fatigue, amongst other
Rarity: Common maladies. It is often laid inside shoes before a long journey
Biome: Marshland to ease the pain of sore feet; doing so is also said to protect
Edible: No against accidents on the road, thieves, and unexpected delays.
Related items: Healing potion (page 43) The most powerful part of the plant is the knotted roots,
known as the ‘coal’, which must be unearthed at either noon
Sphagnum moss is a thick, soft moss that grows prolifically
or midnight.
in swampy areas and damp marshlands. Even once gathered
and dried, it retains the ability to hold large amounts of
water, which can be squeezed back out when needed. Its
Mulberry
Category: Utility
boggy environment is home to will o’ the wisps: the moss
Rarity: Uncommon
glows faintly in response to their presence and as such can be
Biome: Farmland, mountain
a useful warning to lost travellers.
Edible: Yes (fruit)
The moss is also highly valuable to soldiers and fighters, as
Related items: Silk archer’s gloves (page 63), sunstrike
it can be packed into open wounds to keep them clean and
bow (page 64)
staunch bleeding. Its antibacterial properties and ability to
absorb moisture makes it a vital addition to any healer’s pack. Small and hardy, mulberry trees are of particular interest to
In addition to its medical uses, it’s commonly used to line weavers and silk merchants as they are the favoured food
the cradles of babes as a ward against being switched with a of silkworms. Often represented alongside the image of a
changeling child. three-legged sunbird – a mythical creature said to nest in a
mulberry tree at the end of the world – these trees are the
Mosses and Lichens: Yellow Lichen symbol of archers everywhere, as the wood is flexible and
Category: Utility makes (what some claim to be) the most superior bows.
Rarity: Uncommon Arrows made of this wood fly true, and can supposedly slay
Biome: Mountain any evil spirit.
Edible: No
Related items: War paint (page 57) Oak
Category: Utility
Yellow lichen grows only where the air is clean and pure,
Rarity: Common
most commonly on the higher peaks of mountains. A vibrant
Biome: Farmland, scrubland, woodland
golden colour, it is easily spotted, even from a distance. It is a
Edible: Yes (acorns)
popular fabric dye and paint colourant.
Related items: Oak gall ink (page 53)
Mugwort Oaks are some of the largest trees that can be found in
Category: Healing temperate climates. Living for hundreds of years, they are
Rarity: Uncommon more frequently struck by lightning than almost any other
Biome: Farmland, scrubland species – a trait which often sees them associated with gods
Edible: Yes (leaves and buds) of storms and lightning.
Related items: Ointment of soothing (page 43) Many kinds of wasp lay their eggs on oak leaves. The oak
then grows a protective cocoon – known as an oak gall –
over the egg. Once these eggs have hatched, the empty galls
Encounter Seed: Mugwort can be gathered and used to make ink. They also have a use
The Abbey of Sheltering Boughs is in crisis: an infestation of
feldgeister has descended on the fields, preventing the monks
in divination: if a gall is opened up, finding a worm inside
from harvesting vital ingredients for their medicines. Every day, indicates a year of pleasant and benevolent weather. A spider
the feldgeister run amok; the Abbey’s stores run lower; and the indicates a bad year, and if the gall is empty, then a period of
monks’ patients are put at ever-greater risk. Most sorely needed disease is due to strike.
of all are mugwort coals, but the specific conditions in which
they must be gathered makes the task nigh impossible in the
current circumstances. With precious few options left, Brother The Great Disaster
Bheid Ironhelm is asking for outside help in resolving the issue – At the centre of the coastal city of Moonbright there once grew
but time is quickly running out. a great oak. Legends say that the famous wizard Eregrus was
Bheid will request that the party gather 2d4 coals from a field birthed within the trunk of that tree, and placed upon it a spell
out the back of the abbey, emphasising the conditions in which which would protect the city, but also bring disaster if the tree
they must be harvested. Whether the party attempt to harvest were ever felled. The oak lived to a great age before it was struck
the coals at noon or midnight, they will be attacked by a rabble of by lightning, but even afterwards, the burned trunk was kept
1d8 feldgeister. Once the coals are handed over to Bheid, he will behind railings for a century. Eventually, the rotting stump was
reward the party with 50 gp as thanks for their assistance and removed by the council… and the city flooded only a few days
allow them to keep half of the coals that they have collected. later, leading to the deaths of many.

34
Ocotillo
Category: Healing, utility Odetta’s Lament
Rarity: Common Forbidden by their parents from marrying, Odetta and Fiete
Biome: Coast, scrubland planned to run away together. Having agreed to meet at a local
Edible: Yes (flowers) crossroads after dark, Odetta waited for Fiete… and waited,
Related items: Candlewood cloak (page 58), desert’s and waited, unaware that her beloved had changed his mind.
After days of lingering and weeping, she lay down and died of
blessing (page 42), staff of the warden (page 64)
hertbreak. Where she lay, tiny, star-like pimpernels sprung up
Children’s burial, children’s burial from the grass to continue her vigil, and the pimpernel came to
I come upon, where ocotillo flowers enclose me: be known as the ‘watcher of the road’.
Such I come upon.
Red rock hill, red rock hill;
I watch, where the burned bows lie crumbling. Poppy
While I watch, my heart hurts. Category: Harming, utility
Rarity: Common
Ocotillo is a thorny, red-flowered shrub that grows on the Biome: Coast, farmland, mountain, scrubland
fringes of deserts. These plants can often be spotted by the Edible: No
tiny, jewel-coloured hummingbirds that feed off them. In Related items: Basic poison (page 45), counting kit (page
some areas, ocotillo is also known as ‘little torch’ due to the 49), flying ointment (page 42)
brightness of its red flowers.
The oldest specimens can grow up to 20 feet tall, and their These cheerful, red-headed flowers may bring about
thorny stems are perfect for use as living fences in some thoughts of lazy summer days, but they are also entwined
villages where the plant thrives. These fences are particularly with tales of their somniferous and quieting effects – or, in
popular around sombre sites such as graveyards – especially the wrong hands, their ability to kill. Deities with affinities
those where children are buried – as the flowers bring a for death, grief, and sleep – such as Kelemvor, Dendar, and
cheerful brightness to the air. Shar – are often depicted as being crowned with poppies.
Originally used to calm colicky children, the seeds can be
used to soothe, bring sleep, and sedate the injured, and can
Encounter Seed: Ocotillo be taken crushed, mixed with alcohol, or in a tea. However,
There is a cheery little plot in Evanta’s Quarter of the Dead overuse can lead to drunkenness, comas, and death.
known as the Orphans’ Garden. Bordered by bright hedges of Suprisingly, this hasn’t lessened the seeds’ popularity as
flowering ocotillo, this is where the city buries the children who
lived their short lives on its streets – the waifs and strays who
a baking ingredient. In some rural towns, young, unwed
have no family to visit their final resting places. The Garden people will bake a poppyseed cake and then toss it out the
is usually tended to by kindly locals, but no one has dared to door, before sending a dog out to fetch it back. The direction
venture there in several weeks – not since something dark and from which the dog returns is the direction from which their
reeking of rotting flesh was seen disturbing the graves. future love will appear.
If the party choose to investigate, they will encounter the
ghost of an orphan girl, Anetta, hiding behind the ocotillo hedge.
Anetta will inform them that the creatures responsible are a pack Rattan
of ghouls and will beg the party to return at night to intercede Category: Utility
before anymore of her friends have their peace disturbed. Upon Rarity: Uncommon
returning to the Garden after dark, the party will encounter 1d4 Biome: Tropical forest
ghouls; defeating them will result in Anetta reappearing to thank Edible: No
the party. She will guide them to a part of the cemetery where a
thief once hid their treasure, but never returned for it. The party
Related items: False bones (page 50)
will unearth 150 gp and a staff of the warden. Rattan is a tall, sturdy climbing plant that can grow up to
300 feet tall. Once cut, the leaf stems are flexible, and are
popular materials for weaving. The wood of the trunk can
Pimpernel also be shaped and heated into a material that is all but
Category: Utility indistinguishable from bone.
Rarity: Common The stems and leaves are often home to colonies of ants,
Biome: Marshland, mountain, woodland which, when threatened, will drum their bodies against the
Edible: No plant, making the tall stems rattle warningly. This ghostly
Related items: Waywort’s barometer (page 57) warning sound has often been attributed to forest spirits and
malicious demons.
Pimpernels are tiny red or blue flowers that grow best in
mossy and grassy areas. Loved by travellers and farmers
alike, they can predict the weather for the day ahead – on a
fine day, they open in full bloom, but when rain is due, they
close their petals in advance.

Poppy

35
Rowan

Rose
Category: Utility
Rarity: Common Particularly beloved of Oghma, the deity of invention,
Biome: Farmland, mountain, scrubland rowan trees are called the ‘tree of bards’ and are said to
Edible: Yes (hips, flowers) bring inspiration to any person lacking it – they need simply
Related items: Rose oil (page 43), rose petals (page 54) sit beneath the canopy for a while. Not only are musical
instruments and crafting tools of rowan wood said to be
Wild roses grow voraciously in even the most difficult
blessed by Oghma – any song or tale carved into a tablet of
of environments, climbing trees to reach great heights or
rowan wood is protected from being changed or stolen by
rooting themselves in the smallest cracks in cliffs and walls.
mischievous spirits.
Garden favourites though they may be, they are also long
associated with the dead, with the flowers being used as
bloodless sacrifices to pacifist gods such as Eldath or Rao, and Friends in High Places
the oil being used to anoint corpses to keep bodies fresh. Shipwrights in Luskan believe that using rowan wood in their ship
In some societies, they are also representative of secrets building will ensure that no storm will overturn the ship, and that
and hidden things. A rose hung from the ceiling indicates no man upon it shall be drowned. However, they also believe that
rowan and juniper trees are close friends, and that if a boat is
that any conversation taking place beneath it must be kept
built with rowan wood and no part of its timbers include juniper,
confidential, and some secret societies wear a stylised rose to the ship will sink itself.
indicate membership.

Encounter Seed: Rose Saguaro


When old Dowager Duchess Rathbone died, she had but one final Category: Utility
wish: that when her body be taken to the house of the dead, it Rarity: Common
should be anointed with an oil made from the flowers that grow Biome: Scrubland
on her family’s estate. The Rathbones were famous for their Edible: Yes (fruit)
roses – but the jewel in the crown was the Rathbone Ruby, a rare
and exquisite variety red as blood and matchlessly perfumed. The
Related items: Duskbloom (page 50), sandwalker’s gorget
Rathbone Estate lies in ruins, now, the family’s glory days long (page 62), spear of life-giving waters (page 63)
behind them – yet rumour has it there’s no better place to find Of all the cacti found in the heat-blasted deserts of Faerûn,
the Rathbone Ruby growing in abundance…
Rathbone Ruby roses can indeed be found in the grounds,
the saguaro is the most common – and the most distinctive.
thriving amongst the family tombs. The Rathbones are very With their tall, central stem and two arms turned upright
protective of this rarest of their cultivars, however – even in to the hot sun, they can reach heights of anywhere between
death. Four skeletons and two zombies will climb from the tombs 40 and 80 feet. Inside each cactus is a vast store of rainwater,
to fight any intruders; no roses can be safely harvested for the and in times of drought, they provide food and habitat to
anointing oil until the Rathbones have been defeated. many other desert-dwelling creatures. When the flowers
bloom in early summer, they do so after the sun has set,
attracting bats and doves to drink from their nectar.
Rowan The lifespan of a saguaro often exceeds 150 years,
Category: Utility and some believe them to be immortal. One particularly
Rarity: Common notorious cactus, growing somewhere in the Anauroch
Biome: Woodland, scrubland, mountain desert, is said to still have embedded in its trunk arrowheads
Edible: No from the last, chaotic years of Netheril before the region was
Related items: Lyre of the muses (page 53), rowan turned into the desert it is today.
wine (page 44)
Rowan trees love growing at altitude, and can be found in
abundance in rocky areas, growing from tiny crevices in
cliffs. For the latter half of the year, the rowan is covered
in red berries. The colour red, especially when it occurs in
nature, is one of the most powerful colours in the context
of magic (hence the popularity of red thread or cloth in
charms); consequently, the tree is also popular for use in
making magical charms, the uses of which range from
protection against ill-omens to the granting of second sight.

Roses

36
Encounter Seed: Saguaro Seaweed
Thom Glazier, a young perfumier, has come to the town of Arulil
Category: Miscellaneous
with one purpose in mind: to sample the scent of night-blooming
saguaro flowers for his latest creation. However, sinister rumours Rarity: Common
abound about the local saguaro forest, and Glazier has been Biome: Coast
warned repeatedly by the locals not to venture there after dark… Edible: Yes (all parts)
After all, they can all hear the thin, hair-raising song a-drift on the
wind in the small hours. Glazier, however, is not to be deterred. There’s not a shoreline along the Sword Coast that isn’t
Glazier will offer a reward of 400 gp if the party escorts him strewn with various types of seaweed. The fishing villages
into the saguaro forest after sundown. Speaking to locals for along these coastal stretches rely on this vegetable to
further information will yield tales about a lady who disappeared bolster their winter diets: near to the dwarven fortress of
in the forest some years ago, but no more. Upon venturing into
the forest, the party and Glazier will be confronted by a woman’s
Thornhold, one small island is so reputed for its reliable
ghost (a patasola), crowned with saguaro flowers, who will attack seaweed harvest that it is colloquially known as the ‘honeyed
them. She can either be defeated in combat, or, if the party is rock’. Many fisher families also use seaweed to predict
diligent in checking the area before she appears, they may discover the coming day’s weather – a dried frond is hung in a
one cactus that stands out from the others. This one is twisted doorway and will rehydrate long before a storm is visible on
and bulbous-looking, with a long-healed, jagged scar about its
crown. When it is cut open, the woman’s waterlogged remains will
the horizon.
be discovered inside. Disposing of the remains via immolation or
laying them to rest will appease the patasola and allow her to pass
on, resolving the encounter. If the patasola is defeated in combat A Gift of the Sea
but her remains not discovered, she will reappear in 1d4 days. Glaucus, a fisherman who lived along the Sword Coast, lived a
Once the ghost is dealt with, Glazier—who will keep his distance long and full life fishing the waters and sailing his small vessel.
from combat—will take his sample of the flowers and readily pay One day, when the wind was particularly cold, he began to
the party. He will also gift them with a duskbloom. lament loudly about how his ageing body was slower and
more painful than it had been in his youth. Procan, hearing the
complaints, came to him in his dreams that night and advised him
Sandbox Tree that if he ate the seaweed caught in his nets the following day, he
would be granted immortality and his pains would disappear.
Category: Harming Greedy for another chance at life, Glaucus did just that. But
Rarity: Very rare upon eating the weeds, his aching legs were transformed into a
Biome: Tropical forest strong tail, and he grew gills and fins – and was forced to dwell
Edible: No forever in the ocean, never to return to his beloved shore again.
Related items: Curare (page 45), sandbox mine (page 54)
The sandbox tree grows almost exclusively in Zakhara,
where the caustic sap is used to tip hunting arrows with Snapdragon
poison. Growing to approximately 130 feet tall, it is Category: Utility
recognisable by its bark, which is covered in thousands of Rarity: Uncommon
tiny, dark spines that extend over its trunk and branches. Biome: Scrubland, mountain
Most notable, however, are its fruits – they have the Edible: Yes (flowers)
appearance of small pumpkins, but once they are ripe, Related items: Antidote (page 42), snakebane
they explode, flinging their seeds at up to 160mph in all bracelet (page 63)
directions. Locals avoid the tree around the time that the These colourful little flowers get their name from a children’s
fruits fall, as they are responsible for injuries and even game of squeezing the flower to make its ‘mouth’ open,
deaths every year. revealing flames and a tongue inside, before it snaps shut
again. Because of their similarity in appearance to dragons
or snakes, snapdragons are said to provide mild protection
Encounter Seed: Sandbox Tree
Disaster has struck at the Tamalak Hunter’s Guild. A clerical
against poisons. In winter the flowers turn into skull-like
oversight means that the Guild’s supply of sandbox poison has seedpods, which are said to break curses when stepped upon.
run dry… right before the guild’s yearly test for new recruits, a
time at which this poison, in the form of curare, is used in great Thyme
amounts. The sandbox trees are laden with ipe and explosive Category: Utility
fruit, making the task of resupplying infinitely more dangerous.
The Hunter’s Guild will ask the party to help them collect
Rarity: Common
eight vials of sandbox tree poison. For each vial filled, the party Biome: Farmland, woodland
member collecting the poison must roll 1d6. On an even number, Edible: Yes (all parts)
they safely fill the vial without incident; on an odd number, a Related items: Tea of courage (page 44)
nearby fruit explodes, and the party member must roll a DC16
Dexterity saving throw. On a failure, they are struck by the flying A common kitchen herb, thyme is reported to bestow great
seeds and take 3d10 piercing damage; on a success, they take courage before a fight. Rashemaar warriors bathe in thyme-
half damage. steeped water before battle, and the orcs of Vastar drink
If all four vials are successfully filled and returned to the a tea of it for the same purpose. In more gentle lands, the
Hunter’s Guild, the party will be allowed to keep one vial of plant is known for granting strength to anyone in need –
sandbox poison as thanks for their trouble.
not just warriors. A cup of thyme beer is an old-fashioned

37
cure for shyness, and some young suitors braid thyme into
their hair for bravery before confessing to the subject of Willow
their affections.
In the Moonshae Isles, it is thought that the souls of the
dead – particularly those of murder victims – dwell in thyme
flowers before they move on to the afterlife, gathering their
courage to make the final transition between life and death.
It is customary to plant thyme on graves and in cemeteries by lining them with the leaves, and in some fenland areas,
for this exact reason. verbena is laid in the water to attract eels, either for hunting
or to aid in the search for drowned bodies.
Upas Tree In some academic circles, apprentice wizards learning
Category: Harming the art of summoning will weave and wear crowns of fresh
Rarity: Legendary verbena, under the assumption that its calming effects on
Biome: Tropical forest animals will work the same way on summoned spirits – and
Edible: No the nervous apprentices themselves.
Related items: Upas poison (page 47)
The upas is a legendary tree thought to exist somewhere in
Willow
Category: Utility
the jungles of Chult. Stories suggest that it emits a gas so
Rarity: Common
lethal that the land for 15 miles around it is devoid of life,
Biome: Marshland
leaving the ground dry and barren – even birds refuse to fly
Edible: No
over it for fear of suffocation. Beneath the spiny bark, the sap
Related items: Lyre of the muses (page 53), willow
of the tree is so toxic that just a drop of it is said to possess
stake (page 57)
the potency to kill ten men.
Of all trees the willow is the most mournful, carrying out
its lonely vigil on the banks of rivers and marshlands, with
Encounter Seed: Upas Tree its trunk bent beneath the weight of the knowledge that it
Bo Edlund, a canny trader and questionable jack-of-all-trades, carries. In fact, willows are quite remarkable at listening to
has made land in Port Nyanzaru to offload his current cargo. He secrets – an old Najaran adage warns never to speak a secret
has heard tales of the upas tree and thinks that he can charge near one, or it might later be repeated to someone else.
a pretty price for its poison if he exports it to Waterdeep.
However, approaching the tree carries the risk of almost certain
There is a particular sort of magic to the flexible branches
death, and so Edlund is offering a handsome sum to anyone who and, more specifically, to the art of knotting them. The
can go in his place and bring back at least five vials of the poison. nature of this knot magic varies; some knots are said to
DM suggestion: Approaching the tree is difficult, but not grant wishes (so long as the knot is untied after the wish
impossible. Players can do so by approaching with the wind is granted), and there have been stories of warlocks and
behind them, whilst wearing leather gloves, hood and mask, with paladins who have broken their bonds by tying a knot in
glass-lensed eye holes to see their way. They can gather this
information and the necessary apparel by talking to locals about a branch and so passing their oath on to the tree. Some
the tree, but each person they will speak with wants something sorcerers have even developed a form of spell weaving via
in exchange. One village will provide the hood and gloves, but knots, storing spells in complex designs and releasing them
wants a vial of the poison in order to end a three-generational gradually by undoing them again.
dispute with the neighbouring settlement. The residents of the Another use for the willow lies in a funerary rite reserved
rival village in question will provide information about how to
for murderers and traitors. A short, sharp stake is driven
approach the tree safely, but only in exchange for the tree being
cut down so that they no longer have to live under threat from through the heart of the accused to stop them from returning
their neighbours. Whatever the players decide, tension between for vengeance, before the body is laid to rest at a crossroads.
the two factions is at breaking point and they seem likely to These stakes can continue to grow even after being cut and
descend into an all-out war at any moment. buried, leading to the common sight of willows growing at
the roadside – their roots secretly bound about the corpse
of a criminal beneath the earth. These trees are sometimes
thought to be filled with the lingering malice of the corpse.
Verbena
Category: Utility
Rarity: Uncommon
Biome: Marshland, mountain, scrubland
Edible: Yes (leaves, flowers) A Shared Origin
In rural areas of Murghôm, it is believed that the human
Related items: Fenland’s friend (page 42) backbone was originally formed from a willow branch. When a
Verbena is easily spotted in rocky, open ground thanks to its child is born, a willow tree is planted near its home, and as the
tall, slender stems and tufts of purple flowers. It is difficult child grows, so does the tree, the two of them sharing fortunes
and vitality. It is not uncommon to visit the tree throughout one’s
to uproot – leading to its nickname, ‘ironherb’ – but once life, bringing it gifts and caring for it in exchange for a long and
picked, it is invaluable in its uses. Predominantly, it is used in healthy existence.
the attraction and taming of animals. Dovecots can be refilled

38
Yarrow

Yarrow
Category: Healing, utility
Rarity: Common
Biome: Mountain, scrubland, woodland
Edible: Yes (leaves, flowers)
Related items: Healing potion (page 43), Knyghten’s
lots (page 52)
These tenacious plants grow rampant in shady spaces,
recognisable by their clumps of white flowers and feathery
leaves. Also called ‘thousand-seal’, yarrow is said to be
imbued with an affinity for clairvoyance and second
sight. The leaves are also medicinally valuable, making an
effective staunch for bleeding wounds, as well as aiding in
disinfection. Additionally, strewing the leaves throughout a
household, or hanging dried bundles of them from doorways,
is thought to protect the property’s inhabitants from illness
and evil influence.

Yew
Category: Harming
Rarity: Common
Biome: Farmland, scrubland
Edible: No
Related items: Basic poison (page 45), guardian’s watch
(page 59), weapon paste (page 47)
Yews are closely associated with death and rebirth, and so
are commonly planted in cemeteries, where their roots are so
fine that they entangle the bones of the dead. A great storm
in the Moonshae Isles once uprooted an old yew, unearthing
the remains of numerous bodies in its roots; the incident
reignited the belief that the roots of a yew would grow
through the eyes of the dead to stop them from seeing back
into the living world and yearning for their previous lives.
Centuries of use have proven yew wood to be, to this day,
one of the best for making weaponry. Most prized is the
wood of a yew that has grown in a cemetery, as it has been
nourished by corpses and craves the touch of life.

Tree of Eternity
Of all the trees found growing across Faerûn, the yew is amongst
the longest-lived – no doubt one of the reasons it has become
synonymous with immortality and resurrection. Some yew trees
are thought to be at least 2,000 years old, and one famous such
tree in Waterdeep is said to be at least 9,000 years old. The
tree is part of the grounds of Helm’s Hall, and is said to have
been ‘bleeding’ red sap for at least the past 700 years. A local
legend claims that the tree weeps for the innocence of a young
priest of Helm, who was wrongfully hanged for a crime that he
did not commit.

Yew

39
40
Part 2: Crafting & Items Chapter 7: Potions, Oils, &
Chapter 6: A Primer on Crafting Ointments

T T
he magic in almost all the items included he items in this section provide direct buffs
here comes not from the crafter, nor from any to player characters. They aren’t just potions;
deity or spellbook, but instead from the plants that there are oils, ointments, teas, wines, and even
are used in the crafting process. Each plant has food. If you wish to change the manner in which
its own properties, its own personality and allegiances; for a mixture is used for the sake of additional narrative flavour,
all of the items, using the correct component is crucial. For there are plenty of common ways to apply them, as below:
example, the wind-summoning power of the Sylph’s Whistle
comes specifically from the alder tree – pipes made from any Tisane
other wood simply wouldn’t have the correct properties. As A tisane is prepared from the dried parts of a plant, chopped
a result, many of the more powerful items in this chapter roughly into a ‘teabag’ of cotton or paper. Alternately, they
require components that are harder to find, or more difficult can be steeped in an infuser. Unlike tea, a tisane needs longer
to gather. Use the encounter seeds in the Plants chapter for to steep, in not-quite-boiling water to avoid burning the
suggestions on how to make foraging more challenging. ingredients.
Herblore isn’t an academic study, or one that can be learnt
from books. It has to be learnt with the hands, through trial Syrup
and error, and often, through collaboration. Many of the Syrups are a practical way to prepare barks, roots, and berries
items in this chapter require use of a spell slot to channel well in advance of needing them. The components are boiled
this magic, or collaboration with someone who understands on a low heat, then strained and added to honey and water. A
the plants themselves – but these wise botanists are seldom good syrup keeps for up to six months. A more enterprising
found in fine academies or palaces. If your players don’t character might consider adding their favourite alcohol –
have the correct proficiencies, they can visit one of the particularly brandy! – to the mix…
guildhouses of the Botanist’s Guild to find NPCs who can
assist them. They may also find wandering foragers in the Oils & Tinctures
deep wilds on their adventures. Use the Backgrounds Plant oils and tinctures keep for about a year. The essential
chapter for inspiration for these. difference is in the base that is used; an oil is created with
a base of oil, and best used for external application, such as
Potions and Poisons on sores and bites. A tincture is created with a base of pure
As the potions and poisons found in the next two chapters
alcohol and is best for ingestion; it can be added to drinks
are items which are intended to be crafted by player
and food, or applied directly to the tongue.
characters, there is always a potential for varying levels of
Fresh plants are chopped and placed in a jar until it is full,
potency and accuracy in the end product, depending on
then the jar is topped up with oil or alcohol. The mixture
the character’s proficiencies. Included in many of the item
is shaken daily for three weeks, before the plant parts are
descriptions are ‘crafting notes’, which suggest how to
filtered out and the liquid returned to the container.
approach variations in recipe or customise intended potency
and effect. A DM may also require further rolls at their
discretion when determining a character’s success in safely
Poultice
A poultice is most applicable for wounds, bites, or infections.
creating an item.
Take a mixture of appropriate plant parts, and then boil,
Trial and Error steam, or pound them until they form a paste. A touch of
Although these items are designed specifically for Herbarium, water, alcohol, vinegar or flour can be added to amend the
you may notice that in the Plants section of this book, many consistency of the mixture. The poultice is then applied
plants have been assigned magical qualities that are not directly to the skin, held in place with a wet dressing or cloth,
further explored within the items listed. These are intended and covered over with a clean bandage.
as prompts to inspire the DMs amongst you, drawn from the
real-life lore of these plants and providing plenty of scope for Compress
you to create your own potion or item variants. For example, In contrast to a poultice, a compress is a cloth that has been
a base potion could be crafted from asphodel that grants one soaked in a premade herbal solution, such as a tisane or oil-
use of the sleep or dream spells, whilst a liquid imbued with infused water. It is applied directly to the skin and covered
the adhesive properties of bluebell bulbs could be used to with a bandage. Alternately, a compress can be laid directly
create a sticky glue that traps unwary enemies. Perhaps these over a poultice before binding. A compress can be applied
qualities could even be gained simply by mixing the plants either hot or cold. The general rule to bear in mind is that
into food! Many of the old students of herblore discovered heat draws, and cold restricts – a hot compress is best for
their magics through trial and error, and there is no ‘right’ or infection or fever, and a cold compress will lessen swelling.
‘wrong’ way to approach crafting in this manner.

41
Registry of Items

Antidote
Potion, uncommon Desert’s
A potion that, when drunk, will end the effects of the Blessing
poisoned condition. Any ongoing damage from the poisoned
condition no longer takes effect.
Crafting note: If agua aurea is used during crafting, the
antidote has an increased potency and heals half of the hit
points most recently lost to poison damage.
Crafting requirements
• Any one of the following: bread moss, lion’s mane,
snapdragon seeds
• Any non-viscous liquid (such as water, alcohol, etc.) Dew of the Sun
• Agua aurea (optional) Potion, uncommon
• Proficiency with herbalism kit or alchemist’s supplies, or A pleasant-tasting concoction that revives both heart and
collaboration with a character with one of these proficiencies soul. When drunk, you gain 1d8+2 temporary hit points and
have advantage on one attack roll, saving throw, or ability
Dead Man’s Potion check made within 1 hour of drinking the potion.
Potion, very rare Crafting note: If agua aurea is used during crafting, the
This potion, made with moss gathered from a dead man’s number of temporary hit points gained increases to 2d8+2.
skull, is said to grant the drinker better fortune than Crafting requirements
the skull’s wretched owner. With its warm and grassy • Dew gathered from a carnivorous plant
odour, many advise holding your nose and downing this • Agua aurea (optional)
potion quickly. • Sugar, vanilla, and ginger
Drinking this potion grants a +1 bonus to AC • Water and alcoholic spirits
for 10 minutes. • Proficiency with herbalism kit or alchemist’s supplies, or
Crafting requirements collaboration with a character with one of these proficiencies
• Dead man’s skull, gathered from the bones of a humanoid
corpse Fenland’s Friend
• Any non-viscous liquid (such as water, alcohol, etc.) Adventuring gear, common
• A handful of bones, crushed An oil expressed from the leaves of the verbena herb.
• Proficiency with herbalism kit or alchemist’s supplies, or Rubbing the oil into your hands grants proficiency in
collaboration with a character with one of these proficiencies Animal Handling for 1 hour. If already proficient, you gain
expertise instead.
Desert’s Blessing Crafting requirements
Potion, rare • Verbena, dried
This potion can protect even the weariest of travellers from • Animal fat, suet, or similar greasy substance
lack of sleep. Ingesting this potion gives the benefits of a • Proficiency with herbalism kit or alchemist’s supplies, or
short rest, as well as protecting the drinker from taking collaboration with a character with one of these proficiencies
any points of Exhaustion for 24 hours. The potion does not
take effect immediately, and requires 10 minutes before it
takes effect. Flying Ointment
Wondrous item, rare
Crafting requirements A thick, black ointment that smells of herbs and lard. After
• A single ocotillo flower, gathered from a gravesite taking 10 minutes to apply the ointment to the underside of
• Any non-viscous liquid (such as water, alcohol, etc.) the wrists or the inside of the elbows, you gain a flying speed
• Powdered silver equal to your walking speed for up to 10 minutes. If you are
• Proficiency with herbalism kit or alchemist’s supplies, or
collaboration with a character with one of these proficiencies

42
still flying at the end of the ointment’s effective duration, you Crafting requirements
descend safely at a rate of 30 feet per round until you land. • Any three of the following plants: aloe, rowan, scarlet fey
One jar of ointment contains approximately five uses. cup, seaweed, shiitake, sphagnum moss, thyme, verbena,
Crafting note: When applying this ointment, roll 1d6. willow, yarrow
On rolling a 6, use of the ointment not only grants the flying • Agua aurea (optional)
effect but also grants one immediate use of the commune spell. • An empty bottle
It is not known to the player which deity or divine proxy is • Any non-viscous liquid (such as water, alcohol, etc.)
answering the questions asked. • Proficiency with herbalism kit or alchemist’s supplies, or
Crafting requirements collaboration with a character with one of these proficiencies
• Animal fat, suet, or similar greasy substance
• Soot Loaf of Sight
• Oil from at least three of the following: aconite, belladonna, Wondrous item, uncommon
datura, fly agaric, hellebore, henbane, mandrake, poppy, A loaf of bread baked with dried clubmoss. The loaf is only
rowan large enough for one person, and must be consumed entirely
• Proficiency with herbalism kit or alchemist’s supplies, or to impart its effects.
collaboration with a character with one of these proficiencies After ingesting this loaf, you gain one use of the
clairvoyance spell. The spell must be cast within 1 hour and
Fraxinella Bottle can only use the sense of Sight.
Adventuring gear, uncommon Crafting requirements
A bottle containing oil from the leaves of a fraxinella plant. • Clubmoss, dried
The container smells faintly of lemons. • Flour, yeast, salt
When ready to use, the string is inserted into the bottle as • A fire or oven
a wick to absorb the oil. Once this has been done, the bottle • A period of 1 hour in which to bake the loaf
cannot be defused. The oil takes 1 action to be absorbed,
after which point the bottle becomes highly volatile and will
burst into flame the moment it is touched or damaged. If Ointment of Soothing
placed next to another fraxinella bottle, this will also ignite, Wondrous item, uncommon
causing a chain reaction of up to 5 bottles. Each bottle An ointment made from the roots of the mugwort plant.
causes 1d6 fire damage to anyone standing within 15 feet When applied to the temples and inner wrists of a creature
of the bottle. suffering from short-term and long-term madness, the
Crafting note: The leaves and oil of this plant are highly condition is lifted. This does not apply to the effects of
flammable. When crafting this item, roll a DC14 Dexterity indefinite madness.
check; on a failure, the mixture will be ignited, causing 1d6 Crafting requirements
fire damage to anyone within a 5-foot radius. If you have
• A mugwort coal, dried
proficiency with herbalism kits or alchemist’s supplies,
• Animal fat, suet, or similar greasy substance
you make this roll with advantage. The ingredients are not
• Proficiency with herbalism kit, or collaboration with a
damaged by this but lose all volatility for 1 hour.
character with this proficiency
Crafting requirements
• An empty bottle Rose Oil
• A short piece of string Adventuring gear, uncommon
• Crushed fraxinella leaves Oil that has been expressed from fresh rose petals and blessed
by magic. A corpse that is anointed with this oil is considered
Healing Potion subject to the same effects as the gentle repose spell, though
Potion, common the body must be reanointed once every 24 hours. This effect
A healing potion that has been brewed via botanical means, only lasts for up to 10 days, after which point the body begins
rather than created by magic. to decompose as normal.
Crafting note: When creating this item, make a proficiency Crafting note: If agua aurea is used during crafting, the
roll with either the herbalism kit or alchemist’s supplies to corpse only needs to be reanointed once every 72 hours.
determine the potency of the potion. If agua aurea is used Crafting requirements
during crafting, the roll is made with advantage.
• A handful of rose petals
1-15 Potion of healing (2d4+2 healing)
• Agua aurea (optional)
16-24 Potion of greater healing (4d4+4 healing)
• An empty vial or bottle
25+ Potion of superior healing (8d4+8 healing)
• One available spell slot (of any level), to be expended in the
process of crafting

43
Chapter 8: Poisons

M
any of the plants in this supplement have an
element of toxicity. All can be used to craft
poisons that can be administered via contact, or
else inhaled, ingested, or applied to a weapon. The
strength of the poison depends on the potency of the plants
it comes from, the skill of the crafter, and occasionally, the
result of a crafting roll. Refer to the A Primer on Crafting
Rowan section (page 41) for more information on the crafting of
Wine potions and poisons.
As per the official 5e rulesets, poisons can be administered
in four different ways:

Rowan Wine Contact


Potion, rare Contact poison is used to coat an object, affecting any
A deep red wine made from rowan berries, fermented with creature who then touches that surface with exposed skin.
the intention of granting second sight. The poison remains potent until it is either touched or
Drinking this wine causes hallucinations in any who ingest washed off. Contact poisons are often mixed with oils, or
it. A creature who drinks this must roll a d100 to determine mixed into a sticky paste, and are difficult to wash off.
what they experience, and a DC18 Wisdom saving throw to
see how successful they are in interpreting the hallucinations. Ingested
1–30: You smell an inexplicable aroma that you know is of Ingested poisons are the most commonly used, but are also
significance. With a successful Wisdom saving throw, more likely to be identified, either before or after the target’s
you can deduce whether you have encountered this death. To cause the intended effects, an entire dose of this
scent before. poison must be ingested by the target. If a partial dose has
31–70: You hear a short phrase spoken by a disembodied been ingested, it is at the DM’s discretion that a partial effect
voice. With a successful Wisdom saving throw, you may occur, such as the poison only dealing half damage, or
can determine the identity, or an identifying feature, the target having advantage on the saving throw.
of the voice.
71–90: You see a vision of a face that will somehow be of Inhaled
importance to you. With a successful Wisdom saving Inhaled poisons come in the form of gasses or powders
throw, you are able to determine something about this that affect any who inhale them or stand in a space where
person’s location. they have been released. Holding your breath against the
91–100: You witness a few seconds of an event that has cloud is ineffective. When released into a space, an inhaled
not happened yet. With a successful Wisdom saving poison generally fills a 5-foot cube before dissipating after
throw, you can focus on a situation that may happen to a inhalation; however, some poisons may specify a differently-
character of your choosing. sized area of effect.
Crafting requirements
Injury
• Two handfuls of rowan berries Like contact poisons, injury poisons are also used to coat
• An empty bottle a surface, though they are typically applied to weapons,
• Any clear alcohol ammunition, or traps that deal piercing or slashing damage.
• Proficiency with alchemist’s supplies, or collaboration with The poison typically remains potent for 1 hour, until
a character with this proficiency delivered through wounding, or until washed off.
• A period of 2 weeks during which to ferment the berries
(these can be carried whilst travelling)

Tea of Courage
Potion, common
A grassy-flavoured tea made of steeped thyme leaves. When
drunk, you gain +1 to either Constitution- or Charisma-
based saving throws made within 1 hour of drinking. You
must choose which stat gains this bonus at the time of
drinking. You can only imbibe this bonus once per day.
Crafting requirements
• Thyme leaves, fresh or dried
• Hot water
• A period of 5 minutes during which to steep the leaves

44
Registry of Items drinker need only pass a DC8 Constitution saving throw
when determining its effects. If the character creating the
poison has proficiency with the poisoner’s kit, this only
Azalea Honey happens if a 1 is rolled, and they may be given the potential
Poison (ingested), uncommon to roll to determine that the batch is flawed.
Honey made from the pollen of azalea flowers, gathered by
the wild bees that feed on them. The plant is highly toxic, Crafting requirements
and so is the honey. Any creature who ingests it must make • Belladonna berries, fresh
a DC14 Constitution saving throw; on a failed save, the • Any non-viscous liquid (such as water, alcohol, etc.)
creature will become subject to the madness condition in • An empty bottle
the form of hallucinations, unsteadiness, and vomiting.
The honey is not fatal and recovery from the effects occurs
Blisterpaste
in 1d4 hours.
Poison (contact), uncommon
A sticky paste made from the sap of giant hogweed plants.
Basic Poison Coming into physical contact with this plant causes blisters
Poison (ingested/inhaled/injury), common and burns to appear on the skin, but only once the affected
A basic poison that has been brewed via botanical means, area is exposed to sunlight. Due to this effect, it can be
rather than created by magic. A creature subjected to this difficult to determine exactly when and where the poison
poison must make a DC12 Constitution saving throw. On a was encountered, and any ability check made to discern this
failed save, it takes 1d12 poison damage and is poisoned for information is made with disadvantage.
1 hour. On a successful save, the creature takes half damage Any creature who has come into contact with this poison
and isn’t poisoned. A poisoned creature can repeat the saving must make a DC14 Constitution saving throw or take 2d8
throw at the end of each of its turns, ending the poisoned poison damage the first time that they move into an area of
effect on a successful roll. sunlight. After this, they roll a further 1d8; the result of this
Crafting notes: When creating this item, make a roll determines the number of rounds that they will continue
proficiency roll with either the herbalism kit or alchemist’s to take the 2d8 damage, which henceforth should be treated
supplies to determine the potency of the poison. as fire damage. The paste can be removed with a successful
1-15 Basic poison (1d12+2 poison damage, DC12 DC14 Constitution saving throw or with a Medicine check
Constitution saving throw, poisoned for 1 hour) of the same DC, both which require an action to do so.
16-24 Potent poison (2d12+4 poison damage, DC15
Constitution saving throw, poisoned for 2d4 hours) Crafting requirements
25+ Deadly poison (3d12+6 poison damage, DC18 • Giant hogweed stems, fresh
Constitution saving throw, poisoned for 24 hours) • Any viscous liquid (such as oil, gum arabic, etc.)
At the DM’s discretion, this may also come with further • Proficiency with herbalism kit or poisoner’s kit, or
complications, such as madness or paralysis, for the duration collaboration with a character with one of these proficiencies
of the poisoned effect. Many of the plant entries suggest the
specific nature of these complications.
Curare
Crafting requirements Poison (injury), rare
• Any three of the following plants: aconite, azalea, Curare is made from the sap of the sandbox tree and used
belladonna, darnel, fly agaric, inky cap, black bryony, to tip the ends of arrows, most commonly used in hunting.
coyotillo, giant hogweed, hellebore, henbane, mandrake, After using 1 action to apply this toxin, the affected
poppy, rubroboletus, yew ammunition causes an extra 1d6 poison damage on successful
• An empty bottle attack rolls for the next minute. The target must roll a
• Any non-viscous liquid (such as water, alcohol, etc.) successful DC16 Constitution saving throw or become
• Proficiency with herbalism kit or alchemist’s supplies, or blinded until the end of their turn.
collaboration with a character with one of these proficiencies Crafting requirements
• Sap from the sandbox tree
Belladonna’s Kiss • Proficiency with poisoner’s kit, or collaboration with a
Poison (contact/ingested), common character with this proficiency
A potion made from crushed belladonna berries. A
creature subjected to this poison must succeed on a DC13
Constitution saving throw or be poisoned for 1 hour. If the
Darnel Bread
Poison (ingested), rare
saving throw fails on a roll of 8 or less, the creature is also
A loaf of bread made from flour infected with ergot
subject to the madness condition while poisoned.
fungus. Any who eat this bread must succeed on a DC14
Crafting note: The toxicity of belladonna is unreliable.
Constitution saving throw or be poisoned for 1d8 hours.
When this poison is created, the DM must roll a d10 in
Symptoms of the poisoning include hallucinations,
secret. On a roll of 1 or 2, the poison is less potent, and the
convulsions, paralysis, and the sensation of being on fire.

45
Crafting requirements damage. If encountered by a wolf or lycanthrope, the damage
• Flour made from darnel wheat is rolled twice and the higher damage is applied.
• Yeast, salt Crafting requirements
• A fire or oven • Aconite flowers, dried and ground
• A period of 1 hour in which to bake the loaf • Any viscous liquid (such as oil, honey, etc.)
• Proficiency with herbalism kit or poisoner’s kit, or
Dreamer’s Bliss collaboration with a character with one of these proficiencies
Poison (ingested), common
A potion made by steeping asphodel flowers for their
soporific qualities. When mixed with food or drink, it is
largely undetectable, but adds a faintly floral flavour. Any
person who ingests this potion must succeed on a DC14
Constitution saving throw or be treated as subject to the
effects of the sleep spell.
Crafting requirements
• Asphodel flowers, fresh
• Any non-viscous liquid (such as water, alcohol, etc.)
• Proficiency with herbalism kit or alchemist’s supplies, or
collaboration with a character with one of these proficiencies

Feybane
Poison (inhaled/contact), rare
This rare powder, made from dried moonwort leaves, is
so fine that it hangs in the air and adheres to any surface
it comes into contact with. When a bag of this powder is
thrown (range 30ft), it will explode on impact to create a
thick cloud with a 15 foot diameter based on the point of
impact. The affected area becomes heavily obscured, and
any fey creature within the cloud must succeed on a DC14
Constitution saving throw or take 1d10 poison damage upon
impact, and a further 2d10 poison damage every time they
end their turn within the cloud. Hunter’s
Once the cloud has dispersed after 1 minute or by being Boon
cleared with a spell such as gust of wind, the powder remains
upon all surfaces in the impact area until a period of 30
minutes is used to clear the area. During this time, any
fey who touches one of these surfaces must succeed on
a DC14 Constitution saving throw or take 1d10 poison Ivy Ale
damage. If the area is not cleared, the powder loses potency Poison (ingested), common
after 30 minutes. A tankard of ale (or other alcoholic beverage) that has been
Crafting requirements spiked by soaking ivy leaves in it. Any creature who drinks
this concoction must make a DC14 Constitution saving
• Moonwort leaves, dried throw or become drunk twice as fast as usual, and the next
• Proficiency with herbalism kit, or collaboration with a morning will suffer one level of exhaustion.
character with this proficiency
Crafting requirements

Hunter’s Boon • Ivy leaves, fresh or dried


Poison (ingested/injury), rare • Any alcoholic liquid
A poison made from aconite, and regularly used by hunters
to kill predators and other aggressive creatures. This poison Potion of Paralysis
is particularly effective against wolves and creatures affected Poison (ingested), very rare
by the lycanthropy curse. A poison made from the crushed seeds of coyotillo berries.
Any creature who encounters this poison, either by Symptoms of ingestion can take days or even weeks to show,
ingestion or being injured by a poisoned weapon, must but begin with paralysis of the feet, followed by the legs and
make a DC16 Constitution saving throw or take 3d6 poison arms, before spreading to the tongue and respiratory system.

46
Once the effects of the poison begin (see crafting note secret. If a 1 or 2 is rolled, the poison is much more potent
below), the target must make a successful DC16 Constitution than intended, and the drinker takes 4d6 poison damage on a
saving throw or be poisoned and have their movement speed failed saving throw, and half as much on a successful throw.
halved. After an hour, the target may make a second saving If the character creating the poison has proficiency with the
throw of the same DC; on a failure they are subject to the Herbalism or Poisoner’s Kit, this only happens if a 1 is rolled.
Incapacitated condition. In the second hour, a third failed Crafting requirements
DC16 Constitution save means that they become Paralysed,
and upon the third hour, the target must succeed on a DC18 • Belladonna berries, fresh
Constitution saving throw or take 6d10 poison damage. • Any non-viscous liquid (such as water, alcohol, etc.)
On a successful save, the target takes half of this damage. If
the target succeeds on any of the saving throws, there is no Seeds of Delusion
further effect. If the target fails all of their saving throws, the Poison (ingested), rare
effects of the poison end after the final damage is taken. Dried seeds gathered from the datura plant. Infamous for
Crafting note: It is highly difficult to predict how long their ability to cause madness and amnesia, these rare seeds
it will take for this poison to have an effect. When creating are favoured by those with ill intentions.
this poison, the DM must roll a d10 in secret. The resulting Any creature who ingests these seeds must succeed on a
roll is the number of hours that pass before the target begins DC16 Wisdom saving throw or be subject to the effects of
to show symptoms. If the character creating the poison has madness for 24 hours. During this time, they continue to
proficiency with the herbalism or poisoner’s kit and can act as usual but have disadvantage on charm spells such as
succeed on a DC20 ability check with one of these kits, the command, geas, and suggestion.
DM may share the result of this roll with them. A bag of these seeds has one use.
Crafting requirements
• Coyotillo berries, fresh
Upas Poison
Poison (ingested/injury), legendary
• Any non-viscous liquid (such as water, alcohol, etc.)
Poison from the highly dangerous and legendary upas
tree. Vials of this poison rarely enter the market due to its
notoriously deadly harvesting requirements – it is said that
only one in twenty men who try to gather it come back with
their lives.
A creature subjected to this poison, either by ingestion
or being injured by a poisoned weapon, must make a DC18
Constitution saving throw, taking 10d10 poison on a failed
save, or half as much damage on a successful one.

Weapon Paste
Poison (injury), uncommon
A thick and sticky paste made from a variety of poisonous
plants. A creature can use their action to apply this to a
weapon. Once applied, the paste is effective for 1 minute and
adds additional poison damage to each attack made with the
affected weapon.
Potion of Crafting notes: When creating this item, make a
Paralysis proficiency roll with the poisoner’s kit to determine the
potency of the poison.
1–15 1d4 poison damage to each attack
16–18 1d6 poison damage to each attack
19–24 1d8 poison damage to each attack
Potion of Silence 25+ 1d12 poison damage to each attack
Poison (ingested/injury), uncommon
A mild poison made from berries from the belladonna plant, Crafting requirements
and diluted to decrease potency. A creature who experiences • A bundle of hellebore or aconite
the effects of this poison, either by ingestion or being injured • Yew berries
by a poisoned weapon, must succeed on a DC14 Constitution • Proficiency with poisoner’s kit, or collaboration with a
saving throw or be muted for 1 hour. If the saving throw character with this proficiency
fails by 5 or more, the creature is also crippled by nausea for
the duration of the poison’s effects.
Crafting note: The toxicity of belladonna is unreliable.
When this poison is created, the DM must roll a d10 in

47
Chapter 9: Magic Items diameter, the bells will ring when an aberration, celestial,
elemental, fey, fiend, or undead comes within 5 feet of the
barrier for the first time, waking any creature inside the

T
he magic items in this book are introduced
barrier who is not unconscious or asleep by magical means.
here in alphabetical order. Some of them can be
When you place the barrier, you can designate any
crafted by players with the right proficiencies and
creatures you choose, and the barrier will ignore them.
the right items; others cannot be crafted but may
be purchasable or discoverable in the wider world. Common Crafting requirements
and uncommon items are typically available to characters • Fresh-cut bluebells (at least 6 stalks)
from level 1, and rare items are available at level 5. At level • A fire
11, very rare items are discoverable, and legendary items are • A period of 8 hours to dry the stalks; must be done during a
typically reserved for characters of level 17 and upwards. new moon (can be done during a long rest)

Registry of Items Bird lime


Adventuring Gear, uncommon
Agua Aurea An adhesive substance used for trapping birds and other
Wondrous Item, rare small animals. After taking 1 action per 1 foot of space
This vial is filled with rainwater that has been gathered from to apply the substance, any Tiny creature who enters the
the leaves of a lady’s mantle plant. This water has magical affected space must make a DC14 Dexterity saving throw or
properties and can be used when creating potions to increase become subject to the restrained condition for 1d4 hours.
their potency. Crafting Requirements
The vial contains enough water for one use.
• 1 handful of mistletoe berries (for enough lime to cover 1
foot of space)

Brimstone Charcoal
Adventuring Gear, rare
A powder created from the ground charcoal of alder wood.
This powder ignites easily and is highly explosive. If exposed
Alder Leaves to water, it cannot be lit until the powder has been laid out
and dried over a period of 8 hours. When lit, the resulting
explosion causes 3d6 fire damage to all creatures and items
within a 15-foot radius. A successful DC14 Dexterity saving
throw halves this damage.
The charcoal can be stored in portable pouches, or in
heavier kegs. A keg of charcoal, if lit, causes 10d6 fire damage
in a 30-foot radius. The following crafting requirements
make a single pouch of charcoal. Ten pouches are required to
fill a small keg.
Alder Leaves
Wondrous Item, uncommon Crafting Requirements
Leaves gathered from an alder tree. To have any magical • Five lengths of alder wood, dried and stripped of bark
potency, the leaves must have been gathered within • An iron pot
the proximity of a nest of ravens. They lose all magical • A fire
properties an hour after gathering. • A period of 8 hours to create the charcoal (can be done
Placing one of these leaves under the tongue grants the during a long rest)
user one use of the augury spell. Rather than learning their
answer via the casting of items, the user must spend 1
minute observing birds in flight and receives their answer via
Clay Body
Wondrous item, rare (requires attunement)
this method instead.
This clay poppet may appear humanoid, but it is cold and
oddly heavy. The items used to craft it stick out of the clay at
Bell’s Warning strange and uncomfortable angles.
Wondrous item, common
The clay body can be activated by attuning to it (the
These stalks of bluebells, which have been dried in the
attunement must be maintained during use of the item),
smoke of a fire made on the new moon, still retain some of
focusing on the intended target, and uttering the words:
the magic that they held whilst growing close to the barriers
between the Material Plane and the Feywild. Placed upright
‘From the river you cometh,
in the ground to form a barrier no more than 30 feet in
and to the river you return’.

48
The target is affected by this curse until it dies, or until 7 1 hour and suffers overwhelming hallucinations. During
days have passed, at which point the curse is removed. A clay this time, roll 1d4 and use the table below to determine an
body works for one person only, and afterwards becomes a additional effect of the powder:
mundane object. While the curse is active, you must utter
the awakening phrase each morning. Datura Powder Roll Table
The clay body can be used in one of two ways. If it is stuck d4 Results of Inhalation
through with thorns, the intended target of the curse must 1 The target gains some knowledge of an item
succeed on a daily DC14 Constitution saving throw or take that has been lost to them, or that they have
2d6 piercing damage at the dawn of each day. If the same part been searching for.
of the body is pierced each day, on the seventh day the target 2 The target gains one immediate use of
suffers paralysis in that part of their body, if the curse is not speak with dead to interact with a nearby
removed beforehand. wandering spirit, which is undetectable to
Alternatively, the clay body can be placed in a running the rest of the party.
stream. As the water wears away the body’s shape, the target 3 Upon their next short or long rest, the
of the curse must succeed on a daily DC14 Wisdom saving target can return to full hit points without
throw or receive 2d6 psychic damage each dawn, and on the expending hit dice.
seventh day takes three levels of exhaustion. 4 The target gains one use of inspiration.
The effects of the clay body can be nullified with a spell
such as remove curse. In this situation, the clay body crumbles A bag of powder has three uses before it needs to be
into dust once the curse is removed. replenished.
Crafting Requirements
• The inner wood of an elder branch
• The earth of a new-made grave
• The rib bone of a dead man Dead Man’s
• A black spider Curse
• River clay

Dead Man’s Curse


Wondrous item, uncommon
Clay Body
A bag of earthy-smelling powder. When scattered across an
area no larger than 100 square feet, it causes the following
effects to any creature who enters the affected area:
• Any mount must succeed on a DC12 Dexterity saving
Counting Kit
throw or is knocked prone, forcing the rider to dismount.
Wondrous Item, uncommon
If dismounted, the rider must succeed on a DC15 Dexterity
A pouch filled with a handful of tiny dried leaves or seeds,
saving throw or is also knocked prone.
such as poppy seeds or juniper leaves. When scattered in
• Siege equipment suffers damage to wheel mechanisms,
a 5 foot area, any undead creature passing through the
causing them to move at half speed until a 24-hour period
space must succeed on a DC14 Wisdom saving throw or
is taken to fix them.
be compelled to stop and count the scattered contents
of the pouch, reducing their speed to 0 feet for the rest One bag has a single use before it requires replenishing.
of their turn. Crafting requirements

Datura Powder • Wild garlic


Wondrous item, rare • Dirt from a cemetery
Pollen gathered from the flowers of the datura plant. When • A dead man’s bone, ground to powder
inhaled, the target is subject to the poisoned condition for

49
Duskbloom

Duskbloom
Wondrous item, rare
A flower from the saguaro cactus, gathered on an auspicious
night. Although it has been cut away from the cactus, it
Dragon’s blooms at dusk every night, and emits a faint light and
Blood Ink pleasant scent.
At night when this flower blooms, you can sit with it for
10 minutes, inhaling the scent. Doing so will send you into
a trance state that lasts no more than 1 hour. In this time,
you may use the dream spell without using a spell slot, even
Dowsing rod if it is not a class spell for you. For each use of the spell, one
Wondrous item, uncommon petal falls from the flower. Once all of the petals are gone, the
A forked hazel branch which bends easily. When held, flower loses all magical properties. The flower has ten petals.
on a successful DC12 Intelligence (Nature) or Wisdom
(Survival) check the branches will bend towards any natural False Bones
phenomenon specified by the holder, such as a water source, Wondrous item, uncommon
wildfire, or natural cave system. A wooden object that is indistinguishable from humanoid
or animal bone. It can be used to fix disastrous injuries,
Dragon’s Blood Ink and in some regions is used as a substitute for live
Adventuring Gear, very rare sacrificial offerings.
A pot of deep, red ink created from the sap of the dragon’s Crafting requirements
blood tree. Though not inherently magical itself, this ink
• 1-foot length of rattan stalks
imbues an extra level of intent to any talisman or magical seal
• A furnace
drawn with it.
• A source of calcium (e.g. chalk, limestone, or shells)
When using this ink to create a glyph of warding or any
• A period of 8 hours to shape and harden the bones (can be
other spell or ritual requiring a drawn component, one or
done during a long rest)
more (at the DM’s discretion) of the following effects apply
depending on the nature of the spell:
• If the spell requires an unallied target to make an ability
check, they make it with disadvantage.
• If the spell requires the caster to make an ability check, they
make it with advantage.
• Damage caused by the spell can be increased by the caster’s
proficiency modifier.
• The range of the spell is increased by an extra 50%.
• The duration of the spell is increased by an extra 25%. Goblin’s
Deception
One pot of ink has ten uses before it needs to be replenished.
Crafting Requirements Goblin’s Deception
• Sap from the dragon’s blood tree, dried and ground Wondrous item, rare
• Any viscous liquid (such as oil, gum arabic, honey, etc.) This small item is composed of a handful of fresh goblin gold
• Proficiency with alchemist’s supplies or calligrapher’s moss, tied into a bundle and intended to act as a distraction.
supplies, or collaboration with a character with one of these It is particularly favoured by thieves, smugglers, and other
proficiencies ne’er-do-wells.
When placed in an area of dim light or non-magical
darkness, any creature not aware of the item’s true nature
must succeed on a DC15 Wisdom saving throw or be

50
distracted by the item’s charm effect. While distracted, the While the looking glass is attuned to and held, you can
creature has disadvantage on Wisdom (Perception) checks use a bonus action to create a beam of light with a range of
and must use their movement to move towards the item. 90 feet extending in a straight line from the mirror’s surface.
Once they are close enough to pick it up, its true nature is Any creature in its path who is also in your direct line of
revealed and the diversion ends. The item has no effect if sight must succeed on a DC15 Intelligence saving throw or
deployed during combat. be distracted until the end of their next turn.
Crafting requirements While the target is distracted, you gain one of the
following benefits of your choosing:
• Fresh goblin gold
• A length of twine • The next attack roll against the target is made with
• Fragments of glass, common metals, or other low-value advantage.
shiny items • You, or one ally of your choosing, has advantage on their
next Dexterity (Stealth) check against the target.
• The target has disadvantage on any Dexterity, Wisdom, or
Intelligence saving throws.
The looking glass can be used three times before requiring a
long rest to recharge.

Hedge Taper

Hedge taper Hunter’s


Wondrous item, uncommon Looking Glass
Crafted from a dried stem of asphodel dipped in fat, this
torch burns steadily for up to 1 hour. If it is dropped, doused
in water, or has burned for 1 hour, it is extinguished and
loses all magical properties. If used as an improvised weapon,
it deals 1d4 bludgeoning damage and then breaks, upon
which it is extinguished and loses all magical properties.
Whilst lit, the hedge taper emits bright light in a 20-foot
radius and dim light for a further 20 feet. The air within this
40-foot radius takes on a faint, grassy scent, and all creatures
within this area are considered subject to the effects of the
protection from evil and good spell, but have disadvantage on
Invisibility Powder
Dexterity (Stealth) checks.
Adventuring gear, rare
Crafting requirements A powder made from the ground roots of a hellebore plant.
• One asphodel stem, dried A living creature sprinkled with this powder is considered
• A handful of moss, dried subject to the effects of the invisibility spell for the next
• A length of twine 10 minutes. Anything the target is wearing or carrying is
• Fat, suet, or other greasy substance invisible as long as it is on the target’s person. The effect ends
early if you attack or cast a spell. The powder has one use to
cover a single Tiny, Small, or Medium creature.
Hunter’s Looking Glass
Wondrous item, very rare (requires attunement) Crafting requirements
A long time ago, a poacher insisted upon hunting in lands • Hellebore roots
that were protected by the fey. Seeking to be rid of him, • Proficiency with herbalism kit, or collaboration with a
they left in his path a mirror that would reflect whatever character with this proficiency
it faced as a more beautiful version of itself. Seeing it, the • One available spell slot (of any level), to be expended in the
hunter picked it up and fell in love with his own beauty, process of crafting
eventually wasting away at the roadside in favour of studying
his own reflection. Fearing the damage it could do if it was
Ironbind Powder
found by anyone else, the fey then shattered it into glittering
Wondrous item, rare
fragments. Though the original looking glass was broken,
A fine powder made from a single fern seed. When blown
fragments have occasionally been discovered and turned into
through the keyhole of a lock or other intricate iron
smaller mirrors, though most of the original magic seems to
mechanism, the DC to open the lock or use the mechanism
have dissipated.

51
is reduced by 5. The powder can also be used to loosen or are preferred to be green (undried), and if being burnt to
damage any items made of iron, such as nails and horseshoes. ward away evil, the berries are more potent than the wood.
Any item damaged in this way takes 2d10 acid damage. One
bag of powder has five uses. Knyghten’s Lots
Wondrous item, uncommon
Dried yarrow stalks that have been blessed and imbued with
a connection to a deity of the creator’s choosing. By casting
lots, answers can be divined from the way in which the
sticks fall.
Using these sticks, you can ask the specified deity up to
three questions that can be answered with a ‘yes’ or ‘no’
response. You receive a correct answer for each question,
Ironbind however, you may receive an answer of ‘unclear’ if the
Powder information is outside of the deity’s knowledge, as per the
commune spell.
The casting and reading of the answers require 15 minutes
of quiet reflection.
Crafting requirements
• Fifteen stalks of yarrow, dried and stripped of leaves and
Jani’s Favour flowers
Wondrous item, very rare
• A blessing by a cleric or priest (this person must pass a
A delicate cloth that is so thin it is almost translucent. The
DC14 Intelligence (Religion) check)
edges are embroidered with tiny, white, interlapping fern
leaves. The cloth measures 1 square foot.
Draping the cloth over a Small or Tiny object makes the
object invisible. The object cannot be affixed to anything
and must not be currently being held. The object must be
completely covered by the cloth to receive its effect, and only
one object at a time can be affected. If the object is damaged, Knyghten’s Lots
impacted by environmental effects, or if the cloth is removed
(either intentionally or unintentionally) the invisibility ends. Liffson’s Ice Box
Crafting requirements Wondrous item, uncommon
• A fern seed Created by the visionary botanist Lovjeri Liffson, this
• 1 square foot of fine cloth portable pack keeps gathered plants fresh for longer. Any cut
• Fine embroidery threads plant placed within the box retains its potency for an extra
• Proficiency with weaver’s tools, or collaboration with a 10 days. The box can carry up to 4 cubic feet and/or 10lbs of
character with this proficiency contents, whichever is greater.

Love Oracle
Wondrous item, uncommon
A common love charm amongst young romantic hopefuls is
the ‘they love me, they love me not’ form of love divination,
in which petals are pulled from a daisy whilst repeating the
aforementioned words. If the final petal is pulled on ‘they
love me’, the object of their affection is thought to return
their feelings.
The first daisy picked at midnight under a new moon has
Jani’s
a similar magical property. When counting the petals, roll
Favour
a d20 – if the resulting roll is odd, take this as a ‘they love
me’; if even, then ‘they love me not’. If ‘they love me’ and the
stem of the daisy can be successfully hidden upon a target’s
clothing or body, then the target will have disadvantage
against being charmed for the next 24 hours.
Juniper incense Crafting requirements
Wondrous item, uncommon
Branches of juniper that, when burned, act as a fragrant • A daisy with odd-numbered petals, picked at midnight
incense that can be used in place of standard incense. When
being burned as an offering to infernal deities, the branches

52
Mandrake Charm
Wondrous item, rare (requires attunement)
A talisman made from part of a mandrake root. Once per
long rest, whenever you make an attack roll, ability check,
or saving throw, you may roll an additional 1d20 and choose
which dice result to use. You can use this ability after the
Lucky Hand original roll, but before the outcome is revealed.
Curse: Anyone who purchases this talisman is entering
into a contract, and the spirit of the root is bound to the
owner until death. The only way to rid yourself of this item
is to sell it for less than it was originally purchased for, at
which point the contract transfers to the new owner. If the
talisman is given away, thrown away, or lost, the owner
Lucky hand cannot attune to any new items for 1 week.
Wondrous item, rare (requires attunement)
This charm is created from a sturdy stem of bracken. All but
five of the fronds have been cut away to form the impression Mandrake
of a hand with hooked fingers; this has then been dried Charm
and hardened in the smoke of a fire lit on the night of a full
moon. Due to the nature of this purification ritual, only one
‘hand’ can be crafted at a time.
When the creature attuned to this charm receives damage
that would reduce it to 0 hit points, it drops instead to 1 hit
point and cannot fall below this until the beginning of its
next turn. Once the bearer has made use of this effect, the
lucky hand loses all magical properties.
Crafting requirements
• A stem of bracken
• A knife blessed by a priest or cleric. This knife must be re-
blessed once per month at the new moon by passing a DC12
Intelligence (Religion) check.
Oak Gall ink
Wondrous item, uncommon
• A fire made on an auspicious day
A dark brown ink made from ground gall nuts. This
rudimentary product can be used in place of mundane ink
Lyre of the Muses that needs to be bought from a store.
Wondrous item, uncommon (requires attunement) Crafting note: If agua aurea is used during crafting, the
This ornate instrument is made of equal parts rowan and ink is imbued with a property that makes it suitable for
willow wood; playing it regularly fills the user with a transcribing spells and rituals, as per fine inks and rare inks.
renewed desire to compose poetry and music. The bard who One pot of ink made in this way has three uses before it
possesses it gains one extra Bardic Inspiration die (equivalent needs to be replenished.
to the type of die permitted by the bard’s current level) whilst
Crafting requirements
the lyre is carried upon their person. If the lyre is possessed
by any other class and has been played at least once in the last • Dried gall nuts, ground
24 hours, once per long rest the user can apply an additional • Gum arabic
1d6 to one ability check, attack roll, or saving throw. • Water
• Agua aurea (optional)

Oil of Thay
Wondrous item, rare
A concoction made from aloe leaves steeped in black oil for 9
days. When anointed across the forehead with this oil on the
tenth day, you can use an action to cast summon lesser demons
at base level without using a spell slot or components, even if
it is not a class spell for you. On a successful DC16 Wisdom
saving throw, you can use a second action to banish the
demons back to the Abyss.
One bottle contains three uses.
Lyre of
the Muses

53
Sandbox Mine

Crafting requirements
• Aloe leaves, fresh
• Black oil
• An empty bottle
• Proficiency with alchemist’s kit, or collaboration with a
character with this proficiency

Powder of Invocation
Adventuring gear, uncommon
A powder made from dried and crushed henbane roots.
Scattering this powder over a corpse or pile of bones casts
the animate dead spell on that one target only. At the end
of the 24-hour period, roll 1d6; on a 1–4 the spell disperses
harmlessly, and the corpse or bones return to their original
state. On a 5–6 the target enters an enraged state that lasts Sandbox mine
for 1 hour, attacking any creature within a 30-foot radius Wondrous item, rare
until it is either slain or the hour expires, at which point it A volatile item crafted from the fruit of the sandbox tree
returns to its original state. and stabilised to prevent it from exploding – for now. The
One pouch of powder has a single use. seedpod has been augmented with thorns from the trunk of
its parent tree, which adds an extra, toxic level of damage… if
Crafting requirements the initial explosion doesn’t kill the target outright.
• Henbane roots, dried and powdered When triggered by movement within 10ft of the mine, it
• One available spell slot (of any level), to be expended in the flings thorns and hard seeds outwards in a 15-foot radius. All
process of crafting creatures within range must make a DC14 Dexterity saving
throw, taking 3d10 bludgeoning damage and 1d6 poison
damage on a failed save and half damage on a success.
Crafting notes: The components for this item are highly
volatile. The crafter must roll a DC14 Dexterity (Sleight of
Hand) check to keep all components steady whilst crafting;
Powder of
on a failure, the item will explode during the crafting process
Invocation
and anyone within a 10 feet area of the mine must roll a
DC14 Dexterity saving throw or take 2d6 bludgeoning
damage. This does not damage the components.
Crafting requirements
• Ripe sandbox fruit
• Thorns from the trunk of a sandbox tree
• 1 foot of string

Spirit Ward
Rose petals Wondrous item, uncommon
Wondrous item, uncommon A bundle of dried plants that can be hung in doorways or
Rose petals that have been dried and blessed with magic. windows. It must be left in a static position and has no
When scattered in an area no larger than a 20-foot radius, magical potency when carried on a creature’s person. When
that area is considered under the effects of the silence spell for present, the area in a 15-foot radius around the ward is
up to 1 minute. Once the petals have been used in this way, protected by the turn undead spell. Any undead attempting
they lose all magical properties. to enter the area must succeed on a Wisdom saving throw
Crafting requirements equivalent to the spell modifier of the creature that created
the item. Upon a failure the undead is repelled and cannot
• A handful of rose petals, dried
enter the area. The ward is effective for 1d4 hours (rolled
• One available spell slot (of any level), to be expended in the
by the DM – this result can be kept secret if desired)
process of crafting
after placement.
Crafting requirements
• Stalks of dried boneset or butterwort
• Red thread
Rose Petals • A blessing by a cleric or priest (this person must pass a
DC14 Intelligence (Religion) check)

54
Stones of additional 1d8 fire damage per piece of ammunition
Augmentation they’ve been hit with. If the ammunition has been fired
at a static point, all flammable, inanimate objects within a
radius of 5 feet catch on fire.
Stone of Hunger
A stone formed in the throat of a carnivorous plant.
Hardened by years of biting acid, this tough, dark pebble is
filled with an insatiable hunger.
Armour: Armour augmented with this stone seems to have
its own appetite, and whenever your blood is spilled, it
Stones of Augmentation feels as though it never quite makes it to the ground…
Wondrous item, very rare (requires attunement) While wearing this armour, if you have less than half of
Imbued with the innate magic of plants, these mystical your maximum hit points, you can draw on the energy
gems enhance the properties of the items that they are set that the armour has stored from consuming your blood,
into. They are not easy to locate, and doing so requires the granting you immunity to all non-magical damage for up
most determined of hunters. Some form steadily in caves, to 1 minute. While this feature is active, you cannot regain
created by the constant drip of moss-soaked water from hit points through any form of healing. The feature can
rocky ceilings; some come in the shape of fossils that still only be used once per long rest.
hold leaves and petals aloft in their amber depths. Some are Weapon: Once per turn, you can use one charge from this
even created deep in the throats of carnivorous plants over a stone and deal an extra 1d10 necrotic damage to your
period of many years – the pearls of the plant world. target. You then regain half of this damage as temporary
Some tinkerers have devised ways to synthetically create hit points. The stone has three charges and regains all
these stones, though research into this technique is still rare. expended uses after a long rest.
As such, these stones can very occasionally be found on the Ammunition: When fired at an armoured opponent this
market but command a very high price. ammunition has a corrosive effect, and on a successful
The stones can be mounted into non-magical items only attack any target wearing non-magical armor takes a -1
by someone proficient with leatherworker’s tools (for penalty to AC until their armour can be fixed or replaced.
light and medium armour augmentations), smith’s tools The effect only can only be used once per opponent.
(for weaponry and heavy armour), woodcarver’s tools (for Stone of Light
ammunition), or through collaboration with a character with A stone so bright that it’s difficult to look at directly. It is
one of these proficiencies. A period of 24 hours is required thought that these stones come from areas that have been
to mount a single stone into an existing piece of armour or soaked so intensely in sunlight that the stones themselves
weaponry, or to split and set the pieces of one stone into ten carry a fragment of the sun inside them.
pieces of ammunition. Magical items cannot be augmented Armour: Once per long rest, you can imbue your armour
with these stones. with the radiance of the sun for up to 1 minute. Your
Stone of Flame figure is engulfed in bright light, and any creature that
A stone formed in the heart of a volcano, and brought to the depends upon vision to target others in combat has
surface during an eruption. Light and porous to touch, there disadvantage on melee attack rolls against you for the
is still a strange heat to be felt emanating from its heart. period duration of the effect. During this time, however,
Armour: When you are hit with a successful melee attack, you cannot take the Hide action, and you automatically fail
you can use your reaction to ignite your armour, causing any Stealth rolls.
your attacker to take 2d8 fire damage on a failed DC14 Weapon: Once per turn, you can deal an extra 1d6 radiant
Dexterity saving throw, or half as much damage on a damage on a successful attack roll. Furthermore, when a
successful save. The stone has three charges and regains all successful attack is made against a creature you can choose
expended uses after a long rest. to trigger an effect that causes the creature to be engulfed
Weapon: When a weapon augmented with this stone is in light, and the next attack against them is made with
driven into the ground as an action, it triggers a tectonic advantage. You can use this feature a number of times
shift that shakes the ground and forces all creatures within equal to your proficiency bonus, regaining all expended
30 feet to succeed on a DC14 Dexterity saving throw or uses when you finish a long rest.
be knocked prone. This ability can only be used once Ammunition: Once per turn, a creature struck with this
per long rest. ammunition must make a DC14 Constitution saving
Ammunition: Once at least three of these pieces of throw. On a failure, they are blinded until the end of
ammunition have been fired, a command word can be their next turn.
used to trigger a charge in all of them. So long as each Stone of Preservation
piece is within 30 feet of another, they will explode A clear, golden stone formed in the heart of an ancient tree.
when the command word is spoken. If the ammunition When held up to the light, you can see insects and plants
was originally fired at a creature, that creature takes an trapped within.

55
Armour: Once per day, you can speak a command word On a failed save, a creature takes 2d6 thunder damage and
to encase your armour in a thick layer of amber. For is pushed 10 feet away from the point of impact. On a
1 minute, you gain temporary hit points equal to your successful save, the creature takes half as much damage and
level. Once these temporary hit points have been lost, the remains in place.
effect ends.
Stone of Water
Weapon: A weapon augmented with this stone gains one
A dull, grey stone shaped by the steady dripping of water
charge every time it lands a successful attack and can
inside of a damp cave.
store a maximum of three charges at any one time. The
Armour: While wearing armour augmented with this
power of these three charges can then be unleashed in a
stone, you gain the ability to breathe underwater and a
devastating blow, dealing an extra 2d10 radiant damage on
swimming speed of 30 feet.
your next successful attack.
Weapon: Once per turn, each successful attack made with
Ammunition: On a successful attack against a target, this
this weapon deals an extra 1d6 cold damage, soaking the
ammunition melts into a thick, viscous liquid. A creature
target with a splash of cold water. A creature that has
struck with this ammunition has their movement halved
been struck by this weapon at least once is vulnerable to
for 1 minute. This effect can be stacked.
lightning damage until the end of their next turn.
Stone of Stars Ammunition: Striking the ground with this ammunition
A fragment of a stone that has fallen from the skies on the causes an area 30 feet in diameter to erupt with rocky
darkest of nights. stalagmites. All creatures in the affected area must
Armour: Once per day, when an opponent makes a succeed on a DC15 Dexterity saving throw or take 1d6
successful attack against you, you can use your reaction to bludgeoning damage, and the area becomes difficult
cause your armour to ignite in a shower of bright sparks. terrain until cleared.
All creatures within 15 feet of you must succeed on a
DC15 Constitution saving throw or be blinded until the Sylph’s
end of their next turn. Whistle
Weapon: As a reaction, you can intercept an incoming
melee attack and redirect the damage to another creature
within 5 feet of you, as long as the attack roll would still
hit against the new target’s AC.
Ammunition: When fired at a static point, this
ammunition shatters and can strike up to three creatures
within a 15-foot radius of the target point, so long as the
attack roll is high enough to be considered a successful
attack on each targeted creature. The damage dealt is the
standard weapon damage.
Stone of Storms
This stone was created at a point where lightning struck
sand, turning it to a clear, glass-like material. When turned Sylph’s Whistle
in the light, electricity can still be seen crackling inside of it. Wondrous item, uncommon (requires attunement)
Armour: When wearing armour mounted with this stone, A simple whistle made out of the hollowed branch of an
you can rebuke attackers with a strike of pure electricity. alder tree. Though its music is simple, when played, it seems
When a creature hits you with a successful melee attack, to always conjure a fresh and playful breeze.
you can use your reaction to cause the creature to take Once attuned to this item, playing it will allow the user to
2d8 lightning damage on a failed DC14 Dexterity saving cast either gust of wind or warding wind without expending a
throw, and half as much damage on a successful one. The spell slot, even if the chosen spell is not usually a class spell
stone has three charges and regains all expended uses after for you. Once the whistle has been played in this way, its
a long rest. magical properties return after a long rest.
Weapon: Once per turn, any weapon augmented with this Crafting requirements
stone deals an extra 1d6 lightning damage on a successful
attack roll. Any creature struck in this way takes 1d6 • A branch from an alder tree, hollowed
additional lightning damage if they choose to move 5ft or • 1 foot of string or ribbon
more before the end of their next turn. This second effect • Proficiency with woodcarver’s tools, or collaboration with a
occurs only once per creature. character with this proficiency
Ammunition: Any ammunition mounted with this stone
explodes with thunderous force upon impact. When War Paint
you make a successful attack roll with this ammunition, Wondrous item, rare
every creature within 10 feet of the ammunition’s point Paints made from various botanical components. This
of impact must make a DC14 Constitution saving throw. thick paint can be smeared on the face and body in designs

56
of the wearer’s choosing and will grant various boons to Willow Stake
the wearer. The paint’s magical effects last for 1 hour after Wondrous item, common
application, and a single pot of paint has three uses. A short, sharp stake cut from a willow branch, typically
Crafting requirements driven into the hearts of criminals to stop their bodies from
returning to life and haunting their executioners.
• One of the following: ash from burned elder branches, kino When driven through the heart of a corpse, the corpse
from a dragon’s blood tree, foxglove flowers, ground rocella cannot be raised by any means (including spells such as
tinctoria, dried yellow lichen animate dead and raise dead) until the stake is removed again.
• River clay
• Animal fat, suet, or similar greasy substance
Dragon’s blood tree (red): The colour red is synonymous
with blood across many cultures of Faerûn. This paint
imbues the wearer with a furious bloodlust. Once you
have been reduced to less than 50% of your maximum Willow Stake
hit points, once per turn you can add an additional 1d8
necrotic damage to your attacks.
Elder (white): White is typically reserved as a colour of
mourning. When adorned with white paint, when casting Witch Ward
any healing spells, you may reroll the die and choose Wondrous item, uncommon
whether to use the new result. A pot of black dye made by boiling foxglove leaves and alum
Foxglove (black): Black paint, particularly worn under the mordant. By taking 10 minutes to paint lines and crosses
eyes, is used by travellers in hot regions to reduce sun glare on the ground in a space up to 30 square feet in size, any
and improve the eyesight of the wearer. When wearing creature within the affected area is considered under the
this paint, you have advantage on sight-based Perception protection from evil and good spell for the next 10 minutes.
checks, and cannot be blinded. One pot of dye can be used to create a single ward for a
Roccella tinctoria (purple): Among the nomadic tribes of 30-square-foot area.
Zakhara, purple is seen as the colour of bravery. This paint Crafting requirements
renders you immune to being frightened and grants you
temporary hit points equal to your level. • Foxglove leaves
Yellow lichen (gold): The Uthgardt tribes of the northern • Alum mordant
Realms view gold as the colour of one who is ready to • An iron pot
die honourably. When wearing this paint and fighting • A fire
a single, hostile opponent, you gain advantage on your • A period of 8 hours in which to boil the dye (can be done
attacks. To trigger this feature, both you and your during a long rest)
opponent must be engaged in single combat with only
one another.

Witch Ward

War Paint

Waywort’s Barometer
Wondrous item, common
These dried pimpernel flowerheads can help predict the day’s
weather. By holding them in your hand, they will divine
what the weather in your location will be like for the next
24 hours. This may be shown by the flowerheads opening,
closing, wilting, or behaving in some other way which the
holder will be able to successfully interpret.

57
Chapter 10: Armour, Weapons,
& Apparel

Bands of Grace
Candlewood
Bands of Grace Cloak
Wondrous item, very rare
A set of bangles carved from birch wood. When worn, the
bracelets give off a faint, woody scent that is calming to
anyone within 5 feet of you.
When encountering a deceased body, on a successful DC16 Candlewood Cloak
Charisma saving throw you instinctively know the identity Wondrous item, uncommon
of the corpse. By sitting with the body for 10 minutes or This cloak, sewn by craftsmen in the heart of the Anauroch
more, you are able to discern their dying thoughts. The body desert, is created from thousands of tiny hummingbird
must have been dead for no longer than a year to hear these feathers. When the light catches it at different angles, it
thoughts, but their identity can be discerned no matter how seems to shimmer and change colour.
long ago they died. While wearing this cloak, you are able to cast dim light
This feature can be used a number of times equal to your in a 20-foot radius centred on yourself. The light can be
Charisma modifier (minimum of once), and you regain all summoned or dismissed as a bonus action. While light is
expended uses when you finish a long rest. being cast, you also emit a faint warmth to all creatures
within 5 feet of you.

Belgin’s Shot

Belgin’s Shot
Ammunition, rare Carrion Ring
A single root of black bryony is soaked and straightened,
then fletched and sharpened to serve as ammunition that
be crafted either for either a bow or crossbow. When Carrion Ring
you strike an inanimate object with this ammunition, Wondrous item, rare (requires attunement)
you deal the maximum possible damage for the weapon Some years ago in the city of Waterdeep, a great crowd
type. You also have advantage on attack rolls made against gathered to witness the rare blooming of a corpse flower.
inanimate objects. Once the blooming was over and the petals peeled back,
inside the flower was discovered a jumble of bones… and this
Crafting requirements ring. The bones have never been identified, and the maker of
• Black bryony roots this ring is unknown.
• A source of fresh water While attuned to this ring, once per day you can summon
• Feathers (for fletching) a swarm of beetles for 1 minute. The swarm occupies the
• A period of 4 hours to soak the roots (can be done during same space as you, and deals 1d6 piercing damage once
a long rest) per turn directly after your attack, directed at the same
target that you have attacked. Whenever you summon this
swarm, you are surrounded by the faint scent of rotting
meat for 1 hour.

58
Forager’s
Blade

Elfdans’
Gift will remain unchanged even if the organic matter is
considered toxic to others.

Elfdans’ Gift Gloves of Scorching


Wondrous item, very rare (requires attunement) Wondrous item, rare
Legend says that the original mortal owner of this ring was A pair of gloves created by Claus Dekker, a revolutionary
gifted it by Titania, the Queen of the Seelie Court, after being tailor. Commissioned by an adventuring client who wanted a
tricked into joining a month-long fey ball. When, come the pair of gloves that could resist the fiery nature of a phoenix’s
end of the revels, the woman had not died of exhaustion, nest, Dekker experimented by using leather made from
Titania was so impressed by her fortitude that she gave the spathe of a corpse flower, which creates its own heat
her the ring – and the ability to summon her own revels when in bloom. The experiment was unsuccessful, and the
whenever she desired. gloves were soon on the market again – as part of the client’s
While attuned to this ring, you are able to cast hexenringe estate sale.
once per day without using a spell slot, even if it is not a class While wearing these gloves, if your attack roll is a crit, you
spell for you. can cast burning hands at its base level as your bonus action
without using a spell slot, even if it is not a class spell for you.
You can cast this spell at a higher level if desired but doing so
will use a spell slot of the relevant level. This feature can only
be used once per day.

Evelina’s
Crown

Evelina’s Crown
Wondrous item, rare (requires attunement)
A headpiece forged of brass in the style of intertwined birch
leaves. Traditionally, this crown belonged to one particular
family line, and is passed down from grandmother to
granddaughter. The family has long been rumoured to be Gloves of
Scorching
able to speak to ghosts.
Whilst attuned to this item, you are able to cast last words
once per day without using a spell slot, even if it is not a class
spell for you.
Guardian’s Watch
Forager’s Blade +1 Polearm (any), rare (requires attunement)
Dagger, uncommon A polearm crafted from a great yew tree that has stood over a
A dagger forged from an unknown metal. Commonly carried gravesite. Its years as a guardian of the dead have turned the
by botanists and foragers, this blade is enchanted to protect wood grey and cold. When it strikes, an almost supernatural
the bearer against toxic plants. presence seems to thirst for the life source of its target.
When any food or organic matter with poisonous When attuned, this weapon acts as a +1 polearm.
properties is cut by this knife, the blade turns blue for 1 When making an attack roll with this weapon, you can
minute or until it is cleaned. What is considered poisoned use one or more of the weapon’s five charges to deal a
depends on the creature who is holding the blade. For bonus 1d6 necrotic damage for each charge spent. If the
example, if the creature is immune to poisons, the blade fifth and final charge is used, roll a d20. On a 1, the Watch

59
turns its hunger back on its wielder, causing them to take If the walker’s spirit is killed whilst in this state, the
2d10 necrotic damage, and then breaking. character is mechanically dead, and their physical body will
The Guardian’s Watch has up to five charges. All remain unconscious until it wastes away or is possessed by
expended charges are regained after a long rest. another spirit.
• Whilst in this state, the walker has access to the following
spells, even if they are not class spells for them: sleep (3 per
day), charm person (3 per day), banishment (1 per day)
Guardian’s • Whilst in this state, the walker can encounter, and speak
Watch with, any lingering ghosts or spirits in the area. Neither
walker nor spirits can attack each other.
• The walker can observe and listen in on any creature
Halling’s Net without detection, so long as that creature does not have
Net, uncommon True Sight.
This net is so fine that when it is stored, it can be folded • When entering this state, the walker can choose to bring
down to a fraction of its full size and fit in a pocket. Its up to three willing creatures with them. However, this
fineness belies its strength: even the sharpest blade would increase in spiritual presence will attract the attention of
struggle to cut through it. mazzeri and other fey of the Unseelie Court, who will
When a creature is restrained by this net, they must locate the walkers within 1d10 minutes (rolled by the DM
make a DC15 Constitution saving throw at the beginning in secret). Any fey attempting to reclaim the staff will be
of each of their turns. On a failed save, they take 1d8 poison blind to everything but the attuned person wielding it, and
damage. The net cannot be removed by slashing damage; the all other walkers will count as being under the effects of pass
restrained creature can only escape by making a successful without trace, except for the holder of the staff, who cannot
DC14 Strength check or being assisted by an ally who passes hide whilst holding it.
the check in their stead. • If the staff is dropped, the walkers will return to their
physical bodies immediately and the staff will be reclaimed
by the Feywild.

Ice’s Dream

Halling’s Net

Ice‘s Dream Keiko’s Judgement


Quarterstaff, legendary (requires attunement) +2 Warhammer, legendary (requires attunement)
Twisted and strange, this silver staff looks every inch the The legendary travelling monk Keiko once owned a great
Unseelie creation that it is. Once belonging to the leader of warhammer made of camellia wood. It is said that he never
the Dark Hunt, this fey quarterstaff grants its wielder power once missed a single blow whilst wielding this weapon,
over the realms of dreams and sleep, and all the dangers that and after his death, the hammer was placed upright over
come with them… his grave. Come spring, the hammer began to grow roots
Once per long rest, the wielder can sever their soul from and soon was a great camellia, larger than any other on
their body whilst sleeping and become a dream walker. For the mountain. Weapons made with the wood from this
1 hour (or until the walker uses an action to end the effect), bush are thought to be imbued with some part of Keiko’s
their physical body cannot be woken, and their soul can indomitable spirit.
wander through their surrounding environment but cannot When attuned, this warhammer acts as a +2 warhammer.
physically affect it. Whenever you have advantage on an attack roll using this
Whilst in this state, the walker’s spirit is vulnerable to weapon, you can reroll one of your damage die once.
magical effects; if attacked by magical means they take double Additionally, once per turn, your first successful attack
damage (unless the walker already has resistance to magical with this weapon forces the target to succeed on a DC15
attacks, in which case they take normal damage) and make Constitution saving throw or be stunned until the beginning
saving throws against magical effects with disadvantage. of their turn.

60
Lusmore’s Gloves
Wondrous item, legendary
Gloves purported to have belonged to the legendary thief
Lusmore. Though their location was thought lost after
Lusmore’s death (or ‘retirement’, if you believe the gossip),
they recently re-entered the public eye when they were
found on the corpse of a man who had been proclaiming
himself to be ‘the greatest thief since Lusmore’.
Whilst wearing these gloves, you have advantage on
Keiko’s Dexterity (Stealth) checks made in dim light conditions
Judgement (unless detected by a creature with Dark Vision), and
advantage on Dexterity (Stealth) checks made in total
darkness, even against creatures with Dark Vision.
Lesovo’s Blade
Shortsword, legendary (requires attunement) Lusmore’s
This shortsword is always slightly cool to the touch. It Cloak and
has no maker’s mark, and no two smiths are able to agree Gloves
on who may have made it. The only certainty is that it
was discovered deep in the forest, thrust into a tree and
overgrown with branches. When wielded in combat, its
woody appendages seem to reach up and wrap about its
bearer’s hand.
Once per day, you can use your action to summon a
lieschi (page 93), which appears in an unoccupied space
within 10 feet of you. In combat, the lieschi shares your
initiative roll and takes its turn immediately after yours. It
obeys simple commands: if no commands are given, it takes
the Dodge action and uses its movement to avoid danger.
After 1 hour, it is no longer obedient to your will. At this
point, the DM rolls a d4: on a 1–3, the lieschi flees, and on a
4, it becomes aggressive and attacks the summoner.
Mallachtan Blade
+1 Rapier, rare (requires attunement)
Said to have been crafted with the sole intention of winning
a duel, the Mallachtan blade was forged with such malice that
Lesovo’s Blade it ended its intended target’s life with one blow, after which
it – and its creator – disappeared forever.
When attuned, this sword acts as a +1 rapier.
Lusmore’s Cloak When you hit a creature with an attack using this weapon,
Wondrous item, legendary you deal an extra 1d6 necrotic damage to the target, which
The famous thief Lusmore made a pact with the fey in takes this extra damage only once per turn. Hit points lost
exchange for the ability to appear and disappear without in this way can only be regained by means of a short or long
making a sound. It is said that this ability aided him in the rest, rather than by regeneration, magic, or any other means.
theft of treasures so valuable that the families of his victims Cursed: The Mallachtan blade thrives on hatred, and
are still recovering from their losses to this day. Though the bears a deep-seated grudge against any who wield it. It is
nature of his pact remains unknown, items that supposedly impossible to use this blade without being pierced by the
belonged to him sell for high amounts under the belief that thorns that cover its hilt, and any who have drawn it are left
they must be magical in nature. with deep scars across their dominant hand. The first time
Any time that poison damage is dealt by the wearer of that the blade is unsheathed each day, it inflicts 1d6 necrotic
this cloak, the damage die is rolled twice. Any damage dealt damage on the wielder; these hit points can only be regained
in this manner also ignores a target’s resistance to poison by means of a short or long rest.
damage, if any.

Mallachtan
Blade
61
Phantom’s Warning
Warhammer, rare (requires attunement)
Deep within the forests of Chult lurk the tikbalang: horse-
like phantoms sent to guard entrances to the Feywild and Ring of
Ensnarement
stop mortals from entering. Though few who encounter
these creatures live to tell the tale, the phantom’s warning
is supposedly fashioned from a tikbalang’s great hoof Ring of Ensnarement
and has been carved in its likeness to channel the same Wondrous item, uncommon
ferocious energy. This item is formed of a handful of roots from the
When making a successful attack with this weapon, you butterwort plant, skilfully braided and knotted into a simple
may use your bonus action to enhance your attack with the ring. When in possession of this ring, the user has one use of
tikbalang’s strength. The hammer strikes the ground rather the charm person or charm monster spell, so long as the target
than the targeted creature, making the earth shudder and shares a common language with the caster.
crack. All creatures within a 15-foot radius of the point of The spell can be cast in one of two ways. If the ring is
impact must make a DC14 Strength saving throw. On a placed under the caster’s tongue, the spell is cast verbally,
failure, they are knocked 10 feet backwards and take 2d8 and the target must succeed on a Wisdom saving throw in
bludgeoning damage. On a success, they take half damage keeping with the typical spell parameters or be charmed.
and remain in place. Alternatively, the user can cast the spell via touch by slipping
You can use this feature a number of times equal to your the ring onto the target’s finger, in which case the target
proficiency bonus and regain all uses after a long rest. must succeed on a Charisma saving throw or be charmed.
All other typical parameters and effects of the chosen spell
remain the same.
Once the ring has been used in this way, it loses all potency
and becomes a mundane item.
Crafting requirements
• Nine butterwort roots
• Proficiency with weaver’s tools, or collaboration with a
character with this proficiency

Guardian’s
Warning

Pins of Slumber
Ammunition, uncommon Sandwalker’s
Gorget
Thorns gathered from the blackthorn tree. The thorns are
long and fine, and are suitable to be fired from a blowgun.
The pins deal 1d4 piercing damage, and on a successful Sandwalker’s Gorget
attack, the target must succeed on a DC15 Constitution Wondrous item, very rare (requires attunement)
saving throw or be paralysed for 1d4 minutes. The target This piece of armour has been crafted from cactus leather.
can continue to repeat the saving throw at the end of each This gorget increases the wearer’s AC by +1, and provides
of their turns; if they succeed before the 1d4 minutes have advantage on Wisdom (Survival) checks made in desert and
elapsed, the paralysis effect ends early. scrubland environments.
If the gorget has been worn for at least 8 hours per day for
a year, the wearer’s natural lifespan is doubled for as long as
the gorget continues to be worn in this manner. After this
point, if it is removed for any longer than 1 week, the wearer
ages quickly and, after 1d4 years, is slowly transformed
into a saguaro.

62
Silk Archer’s Spear of
Gloves Life-Giving
Waters

Spear of Life-Giving Waters


+1 Spear, rare (requires attunement)
A spear, forged from metal ore gathered in the heart of the
Silk Archer’s Gloves desert, and combined with parts of a saguaro cactus. Though
Wondrous item, rare (requires attunement) the cactus was drained of water when it was cut down, it still
The silk used to create these gloves was created by silkworms feels cool and damp to the touch.
fed solely on mulberry leaves. The gloves always feel slightly This spear acts as a +1 spear.
warm to the touch, and those who wear them report that While attuned to this weapon, you can place the spear
their hands never feel unsteady. base-first into the ground as an action, upon which an
When wearing these gloves and using a ranged weapon, amount of clean water up 30 feet diameter and up to 5 feet
you gain access to the true strike cantrip, which can now be deep is summoned up through the ground, even if you are
cast as a bonus action once per day. indoors. Once the spear is removed from the ground, the
water disappears.
If this feature is used outdoors in an arid or desert climate,
the amount of water summoned is 60 feet wide and up to 20
feet deep. As long as the area of water is contained, once the
spear is removed the water does not disappear, and instead
remains in place as a permanent oasis.

Staff of Disarming
Quarterstaff, uncommon
A solid staff made from braided mistletoe wood. The end
consists of a heavy, solid lump of wood made from a branch
of the host tree.
Once per turn, when you hit a creature with a successful
weapon attack, you can use your bonus action to attempt to
Snakebane
disarm the target, forcing it to drop one item that it’s holding
Bracelet
of your choice. Roll a Strength (Athletics) check, contested
by the target’s own Strength (Athletics) or Dexterity
Snakebane Bracelet (Acrobatics) check (the target chooses which ability to use).
Wondrous item, uncommon On a failed contest, the target drops the object you choose.
Legend has it that a great snake’s venom was once The object lands at its feet. This feature can be used up to
responsible for so many deaths that the fields were filled three times before replenishing on a long rest.
with the skeletons of its victims. When flowers finally grew
through the bones their seeds appeared as skulls, shaped
by the tragic ghosts of the dead. A bracelet made of these
seeds protects against repetitions of the past, and any wearer
becomes resistant to poison.
Crafting requirements
• Snapdragon seeds Staff of
• A thin, golden chain Disarming
• Proficiency with jeweller’s tools or tinker’s tools, or
collaboration with a character with one of these proficiencies

63
On each of your turns, your first successful ranged attack
against a Large, Medium, Small, or Tiny creature forces
the target to succeed on a DC15 Strength saving throw, or
knocks them back 20 feet.
Staff of the Once per long rest and whilst wielding this bow, you can
Warden call on the sunbird for strength. So long as you have less than
half of your maximum hit points left, you gain advantage on
all attack rolls until the end of your next turn.
Staff of the Warden
Quarterstaff, uncommon
This staff is made out of a single ocotillo stem that has been
Titan’s Hood
Wondrous item, rare (requires attunement)
grown specifically for this purpose. Though long cut from
This hood is said to have been created by a tailor who
the ground, every dusk, the staff still blooms with red,
desired to possess the might of dragons and live a life larger
scented flowers.
than his quiet, rural existence. Little is known of whether
Once per day, the staff can be planted base-first into the
he succeeded, or what became of him after he created
ground. Within 1 minute, up to six new stalks will grow in
the hood… but perhaps the mending to the stitching is
an evenly spaced circle no larger than 30 feet in diameter and
telling enough.
will remain in place for up to 8 hours. During this period, if
Once per day, you can use the hood to increase your size
a creature other than the user or any creature designated by
for a period of up to 1 hour. Anything you are wearing or
the user comes within 10 feet of one of the stalks, the stalk
carrying is also affected by the transformation as long as it
will burst into flame and cause 1d6 fire damage, unless the
is on your person. You must use your action to trigger the
creature succeeds on a DC14 Dexterity saving throw. Once a
transformation, and the transformation will not happen if
stalk has been triggered, it is destroyed.
you lack the space to reach your new size. This item cannot
be worn by a Huge or Gargantuan creature.

Sunstrike Bow

Titan’s Hood

Winter’s Shillelagh
Sunstrike Bow Quarterstaff, uncommon
+1 Shortbow, rare (requires attunement) A staff crafted from a young blackthorn sapling for use in
A bow carved from mulberry wood. Weapons of this type traditional Moonshae stick fighting. Although the branches
are favoured by rangers of the Rauvin Mountains. The image have been cut away, the entire trunk has been used, with the
of the three-legged sunbird, said to nest in a great mulberry heavy rounded knob at the top of the staff formed from the
tree at the end of the world, is carved into the bowstave – a knot of roots that once sat at the base of the tree. The wood
blessing which ensures that every arrow flies true. is always cold to the touch, and carrying a weapon of this sort
When attuned, this bow acts as a +1 bow. is said to protect a person whilst walking in cursed places.

64
Whilst wielding this item, the user has advantage on
saving throws against any effect that would cause them to
become frightened.
Additionally, any critical hit made with this weapon causes
the target to become wounded. At the start of each of its
turns, the creature takes 1d4 necrotic damage for each time
the user has wounded it. It can then choose to use its action
to make a DC15 Constitution saving throw, ending the effect
of all such wounds on itself on a success. Alternatively the
wounded creature, or a creature within 5 feet of it, can use
an action to make a DC15 Wisdom (Medicine) check, ending
the effect of any such wounds on a success. Hit points lost
to this weapon’s damage can be regained only by means of a
short or long rest, rather than by regeneration, magic, or any
other means.

Winter’s
Shillelagh

65
Part 3: The Players Feature: Nose For Trouble
You’re familiar enough with commonplace potion
ingredients that you can identify the nature of most
Chapter 11: Backgrounds components at a glance. By spending a few moments
examining an unidentified plant, liquid, or powder, you can

T
he background that you choose for your
character decides where they came from, how determine whether its properties are poisonous or healing.
others in the world treat them, and what skills You have advantage on any further checks required to
they learned before they became an adventurer. determine the substance’s exact nature.
These important story cues can reveal a lot about your
character’s identity, including their view of the world and Forager
how they interact with it.
The following character backgrounds propose a few You have spent your life relying on the earth to provide that
nature-themed backgrounds for Herbarium players. which you can’t find elsewhere. Perhaps you come from a
Whether your character has spent their life as a hedgewitch, simple background that made food and medicines hard to
gardener, or purveyor of botanical brews, the following afford, or perhaps you learnt young about the magic to be
options will help you flesh out the beginning of their story procured from nature’s bounty. Whatever the reason, you
before the campaign starts. soon came to know the infinite value of the plants you could
grow and gather. Anywhere that plants grow is a second
home to you now, and you always know exactly what to
Alchemist harvest, and how.
There is something meditative to be found in the clink of
glass vials and the smell of reagents. Never more at home Skill Proficiencies: Nature, Survival
than when surrounded by empty bottles awaiting salves, Tool Proficiencies: Herbalism kit, navigator’s tools
oils, and potions, you’re a dab hand at measuring the exact Equipment: 5m of twine, a walking stick, a small trowel,
ingredients for each of your concoctions: and whatever the a bag of various common seeds, a hand axe, a pouch
problem, you’re never without a bottled answer to hand. containing 10 gp

Skill Proficiencies: Medicine, Persuasion Feature: Grow on the Go


Tool Proficiencies: Alchemist’s supplies, herbalism kit, or With nothing but a green thumb and your own
poisoner’s kit determination, you have created a technique for growing
Equipment: Empty glass bottle (2), a large glass jar, a plants in containers whilst travelling. You can grow a regular
mortar and pestle, a thermoscope, a pair of scales, a pouch supply of two common or uncommon plants using this
containing 15 gp feature. Once every fortnight, you can change which plants
you grow in these containers.
Feature: Bottle it Up
You’ve made so many concoctions during your life, you Feature: A Budding Community
could practically do it in your sleep. With steady hands and You have an ‘in’ with everyone else in the business. From
a perfect eye for measurements, you have advantage on any trading seeds to sourcing plant food and picking up on
checks required whilst crafting potions and poisons. rumours about the locations of rarer specimens, you have
advantage on Charisma-based rolls when speaking with
Feature: Canny Trader other botanical merchants.
You have regular contacts who are able to source most
common ingredients for you, often at a discount. They are Feature: The Knowledge
also more likely to put you in touch with people who can When travelling, you have advantage when it comes to
source rarer components, and you have advantage on rolls identifying plants that you encounter, as well as their
pertaining to acquiring resources for potions and poisons. primary uses. You may also select one type of biome listed
Your DM will rule how easily and affordably these items can in the Climates & Biomes chapter and gain intimate
be acquired. knowledge of the plants that grow in that biome. If you
spend at least 1 minute observing or interacting with your
Feature: A Familiar Face environment, you can deduce what sort of plants might be
If you spend more than a month in any location, you gain a found in the immediate area.
reputation for your wares and can earn enough to maintain a
comfortable lifestyle (2 gp per day).

66
Wise One
You have spent years studying rural magic and folk customs.
People come to you for your trinkets and talismans, and
whether it’s for good luck or protection, there’s no charm
that you don’t know how to create… with a bit of time and
the right ingredients. Closely connected to the outside world
and its magic, you serve as a go-between for the spirits and
the people hoping for their blessings. For the purpose of the
items you create, their magics are so inherent that they are
mechanically considered mundane.

Skill Proficiencies: Arcana, Religion


Tool Proficiencies: Tinker’s tools, jeweller’s tools, or
woodcarver’s tools
Equipment: A silver spoon, a dowsing rod, a small knife,
a needle and thread, a small amount of fabric, a pouch
containing 10 gp
Languages: One of your choice

Feature: At One with Nature


You are as attuned with the inherent nature of the world as
it is with you. You have advantage on Wisdom (Perception)
checks relating to natural magics and creatures. Additionally,
you have advantage on Wisdom (Survival) checks made in
natural environments.

Feature: Like Recognises Like


You have enough of an affinity with the natural magic of
the world to recognise it for what it is. You gain the use
of identify as a ritual spell, even if it is not typically a class
spell for you.

Feature: Trusted Trader


You’re well accustomed to selling the small magics that you
make, and even when on the road, can often find someone
interested in what you’ve got in stock. If you spend at least
12 hours in a location, you can find someone interested in
buying the items you have crafted. One common trinket
takes 1 week to craft and can be sold for 15 gp.

67
Chapter 12: Guilds Lovjeri Liffson
Lovjeri (LG NB human commoner) is one of the Roots of
The Botanist’s Guild the Botanist’s Guild. They have been a part of the Guild for
most of their life and couldn’t be convinced to leave for all

T
he Botanist’s Guild is an established the gold in the world; growing plants is their passion, and if
craftsman’s and trading guild with outposts across there’s only one thing they love more, it’s inventing things
the Realms. It is responsible for the cultivation and to make their life easier. While their colleagues frequently
growth of rare, magical, and useful plants, as well have to barter and call in favours for the seeds and fertilisers
as the development of herbal potions and medical supplies. they need, Lovjeri knows the value of paying adventurers for
Most famed for developing techniques to keep rare plants their help, and will often have a request or job on hand when
alive for the purposes of transport, the Guild’s members are asked. Payment may be delivered in coin, plant components,
mostly composed of gardeners, apothecarists, and botanical the location of rare plants, or – if the players are lucky –
scholars. Plant cultivars developed by members of this Lovjeri’s very own ice box invention.
guild are highly sought after by nobles for display in their When speaking with Lovjeri, roll a d6 and consult the
orangeries and gardens, and a bidding war over one such table for available jobs.
specimen – an asphodel said to burst into harmless flames
every dusk – is rumoured to have been the reason for the
outbreak of the great Silverymoon Noble Brawl.
Membership of the Botanist’s Guild costs 1 gp a month. In
exchange, members have access to the Guild’s public research
projects and are offered a discount on items or components
purchased through the Guild.
Motto: Whatever befalls, spring returns

Botanist’s Guild Ranks


Renown Rank
Saplings are the lowest ranked in the
Botanist’s Guild, and also the most
1 Sapling numerous. Saplings provide mundane work,
admin, financial support, and man the
guildhouses.
The Roots are the foundation of the
Botanist’s Guild. Gardeners, herbologists,
3 Root and botanists, they grow everything the
Guild needs to keep functioning, as well as
cultivating new variants both magical and
mundane.
This is the rank reserved for apothecarists
of the Botanist’s Guild. These members
have perfected the art of turning the
10 Leaf plants that the Guild grows into useful
potions and ointments and are known to
work closely with the Guild’s botanists,
frequently commissioning new cultivars
with which to develop new recipes.
Sepals are some of the most respected
botanical scholars and researchers in the
Realms. With years of travel and practical
25 Sepal experience behind them, there is little
about the natural world they do not know
– and they dedicate their days to filling in
these remaining blanks, or to cultivating
the rarest (and most valuable) plants.

50 Seed This rank is reserved for the Guildmaster of


the Botanist’s Guild.

Lovjeri
Liffson

68
Liffson’s Jobs Adrie Bos
d6 Job Biome Complications The most senior of apothecarists at the Guild, Adrie Bos (CG
1d100 2d4 feldgeister are also out female halfling noble) is a no-nonsense woman who runs her
bunches gathering plants for a fey workshop as tightly as any ship. Once of sailing stock, she
festival. They do not take
1 of fresh, Scrubland found her way to the Guild some years ago, turning her skills
common kindly to anyone else trying
to take flowers from their for potions to better use than treating seasick sailors.
plants Adrie is keenly interested in acquiring components
chosen site.
The fraxinella plants are
for her work without having to gather them herself. She
A bundle of will pay a fee equal to the market rate for common and
2 fraxinella guarded by a revelry of 2d4
Woodland uncommon plants gathered (see Buying, Selling, and
leaves samovila, who attack when
their territory is entered. Trading, page 7), and 50% more than the market rate for
Harmless though the task rare and legendary plants. These plants must be fresh when
A vial of dew might sound, the Numian delivered. At the DM’s discretion, she is also a reliable source
3 from the Farmland
plant is famed for having for rare and legendary items, though she does not outwardly
Numian Plant eaten the last several advertise this fact. She is particularly attached to her rarest
adventurers who dared
of items, and may have to be bribed or flattered out of
approach it.
possession of them.
A small bag of The belladonna banks are
freshly-picked guarded by a slumbering
4
belladonna Marshland Cinstita. The only time that
berries Cinstita leaves this site is on
the night of a full moon.

Honey from Honey beasts are animals


the corpse of that have been driven mad by
5
a maddened Mountain eating poisoned azalea honey.
honey beast On their quest, the party will
encounter 1d4 honey beasts.
A waldgeister council is
currently in session, deep in
A bundle the trunk of the elder tree
of soft that Lovjeri wants the wood
6 wood from from. Disturbing them could
Scrubland
young elder cause political disaster (for
branches the waldgeister, at least),
and will trigger an attack
from 1d6 waldgeister guards
and 1 waldgeister captain.

Liffson’s Icebox
Wondrous item, uncommon
Lovjeri’s passion is invention, and their most recent
accomplishment is Lovjeri’s Ice Box – a portable ice house
for keeping new cuttings fresh for longer. This may be
gifted to adventurers for completing a task, or can be
purchased for 150 gp.
Created by the visionary botanist Lovjeri, this portable pack
keeps gathered plants fresh for longer. Any cut plant placed
within the box retains its potency for an extra 10 days. The box
can carry up to 4 cubic feet of contents.

Adrie Bos

The Guildhouse
Though its headquarters are based in Silverymoon, established
members of the Botanist’s Guild travel frequently, regularly
relocating to different offices in order to further their knowledge
and skills. As a result, the NPCs mentioned in this section can
easily be placed in any location that your players are likely to
visit. Guildhouses are usually surrounded by working gardens,
and can be distinguished by green hanging signs emblazoned with
a gold leaf.

69
70
Chapter 13: Spells Spell Descriptions

M
agic suffuses the Forgotten Realms, and
though the magically-inclined have studied it for Corpse Crushed
thousands of years, it is impossible that every 2nd level necromancy
application should have been discovered. There is Casting Time: 1 Action
wild magic to be found in the depths of the forests, known Range: 60 feet
only to the practitioners of the old ways, and only rarely are Components: S, M (a handful of earth from a grave site, a
these spells recorded. palm-sized rock)
This chapter features new spells for the adventurous and Duration: Concentration, up to 1 minute
inventive alike, recently discovered in a grimoire of old, You summon a nearby spirit of the dead to aid you. You
wild magics. The chapter begins with the spell lists for the choose a target that you can see within 60 feet of you, forcing
spellcasting classes, followed by the spell descriptions (in them to make a Constitution saving throw against your spell
alphabetical order). save DC. On a failure, the spirit attaches itself to the target
and the target’s movement is halved. They may repeat the
Spell List saving throw at the beginning of each of their turns; upon
each successive failure, they become grappled, then prone,
Bard Spells then incapacitated. The spell ends either when you choose to
Jordfast end it, your concentration is broken, or the target succeeds
Offring on their Constitution saving throw.
Trollhare
Watcher of the Roads
Deathlight
Cleric Spells 4th level abjuration
Corpse Crushed Casting Time: 1 Action
Deathlight Range: 60 feet
Last Words Components: S, V
Offring Duration: Up to 1 minute
A warding light is cast over one creature within range.
Druid Spells While the spell is active, the creature has advantage on any
Hexenringe death saving throws made. If the creature succeeds on three
Last Words death saving throws or is stabilised, they are immediately
Mother’s Blessing healed for a number of hit points equal to 2d8 + your
spellcasting ability modifier.
Paladin Spells
Deathlight
Jordfast Hexenringe
Last Words 2nd level conjuration
Trollhare Casting Time: 1 Action
Range: 30 feet (30-foot diameter)
Ranger Spells Components: S, V, M (a handful of earth from a fey-
Hexenringe touched location, a drop of blood)
Mother’s Blessing Duration: Concentration, up to 1 minute
Trollhare You trigger a momentary fluctuation in the barrier between
the Material Plane and the Feywild, causing a ring of fey-
Sorcerer Spells touched mushrooms to burst forth. The ring materialises in
Hexenringe any space you can see within 30 feet of you, and can be of
Offring any diameter of your choosing, up to a maximum of 30 feet.
Trollhare The ring cannot be moved once cast. The mushrooms are no
Watcher of the Roads
taller than ½ foot each and can be discerned as magical with a
successful Wisdom (Perception) check against your spell save
Warlock Spells DC. When casting the spell, you choose from one of the two
Corpse Crushed following rings:
Hexenringe Ring of Harm: On your turn, you can use your action to
Watcher of the Roads choose up to three creatures who are standing inside the
ring. These creatures must make a Charisma saving throw
Wizard Spells against your spell save DC, taking 2d8 poison damage on a
Corpse Crushed
failed save, and half as much on a success.
Deathlight
Jordfast

71
Ring of Health: On your turn, you can use your action
to grant temporary hit points to up to three creatures
Mother’s Blessing
3nd level abjuration (ritual)
who are standing inside the ring. The creatures gain
Casting Time: 10 minutes
temporary hit points equivalent to 1d4 + your spellcasting
Range: Self (60 foot diameter)
ability modifier.
Components: S, V, M (four blackthorn branches)
Up to three creatures still within the ring when the spell ends
Duration: Up to 10 hours
must make a Charisma saving throw against your spell save
You choose the diameter of the area which is to be affected
DC. If there are more than three creatures within the ring,
by the spell. For the duration of the casting, you must lay the
three are randomly chosen. On a failed save, a d4 is rolled
branches in a cross in the centre of this area, and set them on
and the creatures suffer the corresponding effect:
fire. Whilst they burn, you walk in a circular motion around
Hexenringe Roll Table the fire, chanting the virtues required for the blessing until
d4 Results of Spell End the branches are reduced to ash. Once the ash is gathered, it
1 The creature takes one level of exhaustion. must be spread immediately across the desired area – a circle
2 The creature takes a -1 penalty to Charisma- up to 60 feet wide. The blessing must be cast in the same area
based ability rolls and saving throws until the that the branches are burnt.
end of their next long rest. The blessing can be any one of the following and must be
chosen prior to casting.
3 The creature is subjected to the effects of the
banishment spell until the end of their next turn. Blessing of Antimagic: An area given this blessing is
The plane they are banished to is the Feywild. surrounded by a low-level antimagic field. If a spell of
third level or below is cast at a target standing within the
4 The creature is randomly teleported to an
unoccupied spot within 30 feet of their original
area, or cast within this area, the caster must make a spell
location. There is a one in four chance that attack roll against your Spell DC. On a failure, the spell is
this spot is 10 feet above the ground, upon Counterspelled (as per the spell). Spells of a higher level
which instance, the creature falls and takes 1d6 still act as usual and magic items retain their abilities.
bludgeoning damage. Blessing of Foresight: All creatures within the area
of this blessing are protected against the blinded and
Jordfast deafened conditions.
3rd level transmutation (ritual) Blessing of Steadfastness: An area given this blessing
Casting Time: 1 Action is protected against becoming difficult terrain for the
Range: Touch next 24 hours.
Components: S, M (a piece of rock from the root of a Blessing of Vision: Spells such as darkness, invisibility, and
mountain, diamond dust worth at least 100 gp) other illusion-based spells cannot be cast within this area.
Duration: Up to 24 hours Blessing of Reprieve: Any creatures taking a short rest in
When cast upon an inanimate object that is not currently the blessed area may regain the maximum amount of hit
being held by a creature, the object cannot be moved by any points per die.
means for the next 24 hours or until the spell is voluntarily
ended by the caster. If the object weighs in pounds more than
10 times the caster’s casting stat, this spell has no effect on it.
Offring
4th-level evocation
Casting Time: 1 bonus action
Last Words Range: Self
2nd level divination (ritual) Components: V, S
Casting Time: 1 minute Duration: Up to 1 minute
Range: Self With every death begins a new life. If you drop to 0 hit
Components: S points while this spell is active, up to three creatures of your
Duration: Concentration, up to 1 minute choosing within 60 feet of you instantly regain hit points
You take a moment to listen to the sound of the wind in the equal to 3d8 + your spellcasting ability modifier. This spell
trees. You are able to discern the voice of one of the spirits has no effect on undead or constructs.
of the dead passing through the leaves and may ask one At Higher Levels. When you cast this spell using a spell slot
question of them. Additionally, they may impart a further of 5th level or higher, the healing increases by 1d8 for each
message of their own choosing to you. You must ask your slot level above 4th.
question before the spell ends.
The spirit only knows information that it knew in life,
but may make an educated guess (which may not be correct)
regarding information it does not know. The manner of
the spell negates any requirement to share a language,
but the voice can only be heard if you are sat in an area of
relative silence.

72
Trollhare
2nd level conjuration (ritual)
Casting Time: Instantaneous
Range: Self (10 feet)
Components: V, M (a tuft of animal hair)
Duration: Up to 1 minute
You summon a spirit that takes the form of a spectral hare.
This creature appears in an unoccupied space within 10 feet
of you, and can be commanded to bring you any common
or uncommon mundane item worth no more than 10 gp.
It will disappear whilst doing so, and return with the item
within 1 minute.
These items are delivered with the intention of being
used or admired, and if the objects are too often summoned
merely to be sold or traded, the spirit may begin to retaliate
by bringing inferior goods, or by stealing back the coins or
objects traded for.

Watcher of the Roads


3rd level abjuration
Casting Time: 1 Action
Range: Self
Components: V, M (dried pimpernel flowers)
Duration: Concentration, up to 10 minutes
Small flowers grow in your footsteps, vanishing again a few
seconds later. Any movements that you make while this spell
is active cannot be tracked by non-magical means, spells of
level three or below, or items and abilities that replicate the
effects of spells of level three or below. Animals also cannot
scent your trail.
At higher levels. When you cast this spell using a spell slot
of 4th level or higher, the time period that this spell is active
for increases by 10 minutes for each slot level above 3rd.

THE PLAYERS | SPELLS


73
Basil: A dried sprig of basil, folded into a paper packet. As
an action, the creature that has been given this charm can
choose one ability score to increase by 1 for the duration
of 1 hour. If the increased ability score results in a higher
ability modifier, the increased modifier should also be
applied for the duration of the charm’s effect. After the
hour has passed, the creature’s ability score reverts to its
usual value and the charm becomes a mundane item.
Bramble: This touch charm is made from a smoothed piece
of bramble wood, tied with red thread. The creature
carrying this charm can reroll one attack roll, saving
Chapter 14: Subclasses throw, or ability check. Upon doing so they must use the
new roll. After use, this charm becomes a mundane item.
Bard: Bard College Mint: This charm, made from mint leaves sewn into a red
The way of a bard is gregarious. Bards seek each other out to cloth envelope, is commonly tucked in a pocket or sewn
swap songs and stories, boast of their accomplishments, and into clothing. While in possession of this talisman, the
share their knowledge. Bards form loose associations, which bearer gains one use of the message cantrip; after using this
they call colleges, to facilitate their gatherings and preserve cantrip once, the charm becomes a mundane item.
their traditions. Birch: This paper talisman is made from the bark of a birch
At 3rd level, you delve into the advanced techniques of a tree. At any point, the creature in possession of this charm
bard college of your choice. Your choice grants you features may recall the tune or story that was performed the last
at 3rd level and again at 6th and 14th level. time that you used the Song of Rest Bardic feature. In doing
so, they may benefit from healing equivalent to your
College of Arcanists current Song of Rest level, after which the charm returns to
being a mundane item.
A bard’s words are laced with magic. Even beyond the tales
they weave, they can rouse someone’s courage, heal their Sword Letters
wounds, and even make them fall in love… But what holds 6th-level College of Arcanists feature
the magic once the words have faded? Bards from the College Having made plenty of charms in your lifetime, you’ve now
of Arcanists have learned to weave their stories not into learnt how to adapt those trinkets into paper talismans
words but into talismans, charms, and amulets. Bestowing suitable for battle. As with the Little Blessings feat, this trinket
luck and fortune – and sometimes even curses – to anyone can be made in 10 minutes and lasts for 24 hours. Only one
who owns a piece of their craft, these bards have found a talisman can be created per long rest.
way to make the magic of their stories last longer than the Calculating Letter: On a successful attack roll, one of the
telling itself. damage dice can be rerolled, and you can choose which
result to use. This can be done three times before the letter
Inky Fingers loses all magical properties and becomes a mundane item.
3rd-level College of Arcanists feature Lucky Letter: The bearer of this letter may roll with
You gain proficiency with calligrapher’s tools. These tools act advantage on one attack roll, saving throw, or ability check
as an arcane focus where required. of their choice, after which the letter loses all magical
properties and becomes a mundane item.
Little Blessings Reviving Letter: The bearer of this letter is protected
3rd-level College of Arcanists feature from the inevitability of death: the first time that they
Once per day, you can spend 10 minutes making a small are reduced to 0 hit points, they drop to 1 hit point
charm that can either be used by you, or given to another instead. After this ability is used, the letter becomes a
creature of your choice. You choose which type of charm you mundane item.
are making at this time. The charm’s magical effect lasts for Shielding Letter: The bearer of this letter has one use of the
24 hours, after which point it becomes a mundane item. You shield spell. After use, the letter loses its magical properties
can make only one charm per long rest. and becomes a mundane item.
Apple: A single apple pip, drilled through and hung on a Vicious Letter: The bearer of this letter deals extra psychic
silver chain. The first time that the creature bearing this damage once per round when making a physical attack.
charm is given a Bardic Inspiration die after acquiring this This damage is equal to your proficiency bonus. Once a
charm, it can be given without expending one use of the bonus action is used to activate the Letter, it is active for
Bardic Inspiration feat. the next minute and then becomes a mundane item.

74
Masterpiece
14th-level College of Arcanists feature
You’ve reached the peak of your craft and are now able to
craft items that only masters can dream of creating. Once per
month, you can create a Masterpiece item. This can be any
small-sized item, such as an amulet, crown, ring, etc. The
item can be kept by yourself or given to another creature of
your choosing. The Masterpiece takes 8 hours of downtime
to make, which can be spread across several days if desired,
and its magical efficacy lasts for a month before it becomes a
mundane item.
Masterpiece of Determination: The metal for this
Masterpiece comes from a tool or weapon that has been
broken during use. When lowering the hit points of a
creature to 0, or when landing a critical hit on an attack,
you may make one extra attack as a bonus action.
Masterpiece of Enchantment: A Masterpiece reforged
from an old spellcasting focus. Once per day, the holder
can cast any spell at one level higher than the spell’s base
level without having to expend a higher slot to do so, but
only if they are able to cast spells of that higher level. The
original spell slot is still expended.
Masterpiece of Relocation: This Masterpiece is made
from an item worn at a wedding or pairing ceremony.
This Masterpiece consists of two matching pieces, which
can be given to two separate creatures. The pieces allow
one bearer to use their reaction to swap positions with the
other, if they are willing and within 100 feet of each other.
This can be done three times before requiring a long rest.
Masterpiece of Spirits: This Masterpiece is made by
trapping a wandering spirit inside the item during its
creation. This spirit appears as a glowing ball of light when
summoned and can be called upon once per day for up to
1 hour. Whilst the Masterpiece is active, the bearer has
advantage on Wisdom and Charisma saving throws, and
gains immunity to being charmed or frightened.
Masterpiece of Unmaking: A Masterpiece made from
natural and earthly materials, untouched by magic. When
the bearer is attuned to this Masterpiece and makes a
successful attack against a spellcaster, the spellcaster must
make their Constitution saving throw for concentration
with disadvantage.

College of
Arcanists Bard
SUBCLASSES | BARD
75
If you gain an oath spell that doesn’t appear on the
paladin spell list, the spell nonetheless counts as a paladin
spell for you.

Oath of the Endling Spell Table


Paladin Level Spells
3rd Faerie Fire, Longstrider
5th Enhance Ability, Hold Person
9th Feign Death, Protection from Energy
Paladin: Sacred Oaths 13th Offring, Stoneskin
Becoming a paladin involves taking vows that commit
17th Greater Restoration, Reincarnate
a person to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when they reach
3rd level, is the culmination of all the paladin’s training. Channel Divinity
Some characters with this class don’t consider themselves 3rd-level Oath of the Endling feature
true paladins until they have reached 3rd level and made Your oath allows you to channel divine energy to fuel
this oath. For others, the actual swearing of the oath is a magical effects. When you take this oath at 3rd level, you
formality, an official stamp on what has always been true in gain the following two Channel Divinity options. When
their heart. you use your Channel Divinity, you choose which of the two
options to use. You must then finish a short or long rest to
use your Channel Divinity again.
Oath of the Endling Some Channel Divinity effects require saving throws.
The world changes fast, with no concern for what is left When you use such an effect from this class, the DC equals
behind along the way. Old magics die out, gods who have your paladin spell save DC.
gone unworshipped for centuries fade away, and the last
born of a race eventually dies alone. The Oath of the Endling Tiding
is taken by those who see the passing of these relicts and are You can use your Channel Divinity to tap into an extra sense
filled with a burning desire to ensure they are not forgotten. known as Tidings. These Tidings are magical indications,
These paladins are the sworn guardians of the those left interpretations, or visions that give you a deeper insight into
behind, lending their strength and spirit to make sure that the dying magic of the world. When using this feature, you
which is gone does not disappear from the world. choose which Tiding to tap into.
Those who take the Oath of the Endling may begrudge the Aning: This unsettling feeling of spiritual worry indicates
speed at which things move on; maybe they encountered the the possible shape of things to come, or of events
last of a people who encouraged them to join their cause, or happening elsewhere. When tapping into this sense, roll
perhaps they themselves are the end of their own lineage. a d6; on a 1–5, you receive a general feeling that indicates
These paladins often pray to Ilmater, the god of endurance, the likely outcome of a near-future event. On a 6, you
or Helm, the god of guardians. receive a much clearer prediction of the same.
Dromsyner: The next time you sleep, you receive a cryptic
Tenets of the Endling vision regarding a future event.
Above all else, survive: For paladins who swear the Oath Varsel: You are visited by a dying or dead person’s spirit.
of the Endling, survival is the most essential goal. The The spirit imparts a verbal warning about a current event
world is cruel, but it will not claim us. happening elsewhere.
The world is lesser without us: It may not be immediately
noticeable when an old magic dies out, or a god fades from Stamma
existence – but if too much disappears, the world will be To use your Channel Divinity in this way, you repeat the
lesser for it. tenets of your oath whilst walking in the shape of a triangle,
Death is not always the end: A thing is only truly dead repeating one oath for each corner. This summons your
once it has been forgotten. In instances where those who Vard – a spiritual guide unique to you that takes on the form
came before could not be saved, it is our duty to record the of a small, floating light – which will accompany you for up
facts of their having existed. to 1 hour. The summoning takes 5 minutes.
While your Vard accompanies you, an attack roll counts as
Oath Spells a crit on a 19–20.
3rd-level Oath of the Endling feature If the Stamma is performed at an auspicious location
You gain oath spells at the paladin levels listed in the Oath such as a crossroads, threshold, or burial site, you also
of the Endling Spells table. Once you gain access to an oath gain advantage on your next saving throw while the
spell, you always have it prepared. Oath spells don’t count Vard is active.
against the number of spells you can prepare each day.

76
Ingivelse Sjörå (Lake guardian): You gain the ability to breathe and
7th-level Oath of the Endling feature speak underwater and gain a swimming speed of 30 feet.
Starting at 7th level, you can use a bonus action to summon Skattrå (Treasure guardian): You gain truesight with a
your Vard. The Vard then attaches itself to any target that range of up to 120 feet.
you can see, and casts suggestion upon them, prompting the Skogsrå (Forest guardian): If you fail a saving throw, you
standard parameters of the spell. This does not use any of can use your reaction to reroll it. You must use the result
your spell slots. At 18th level, you can choose to place the of the new roll.
target under the effect of geas instead of suggestion. Vägrå (Road guardian): Enemy creatures within 10 feet
Once you use this feature, you can’t use it again until of you have disadvantage on saving throws against any
you’ve completed a long rest. paladin spells that you cast.

Han Vitar
15th-level Oath of the Endling feature
You have learned how to use your magic to mete out justice
on those who deserve it. When you roll a crit on your attack
roll, you can choose to cast a justified curse on the target,
upon which they have the chance to roll a single death saving
throw, and on a failure are instantly slain. Any creature
killed in this way cannot be resurrected, raised, or spoken Oath of
with. This feature does not have an effect on creatures with the Endling
Paladin
Legendary Actions.
Once you use this feature, you can’t use it again until
you’ve completed a long rest.

Rådare
20th-level Oath of the Endling feature
At 20th level, once you have used Channel Divinity to
summon your Vard, you are able to summon other spirits
alongside them. These Rå (pronounced ‘Roh’) are spiritual
guardians that will aid you in various ways. When using this
ability, choose three Rå to summon. They will remain for 1
minute before disappearing,
Once you use this feature, you can’t use it again until
you’ve completed a long rest.
Bergrå (Mountain guardian): You have resistance to
bludgeoning, piercing, and slashing damage from both
magical and nonmagical weapons.
Gårdsrå (Farm guardian): You are surrounded with an
aura of warmth and abundance, gaining advantage on all
Charisma checks.
Gruvrå (Mining guardian): As a bonus action, you can
take the dash or disengage action.
Havsrå (Ocean guardian): At the start of each of your
turns, you are imbued with a feeling of refreshment, and
you gain 2d6 temporary hit points.
Kyrkrå (Church guardian): Whenever a creature hits you
with an attack, it takes radiant damage equal to half the
damage you take from that attack.
Kyrkogårsdrå (Cemetery guardian): Your allies have
advantage on death saving throws while within 30
feet of you.

77
Poisoner
Your study has made you an expert in the way of quick and
untraceable deaths. Perhaps you learned out of a necessity to
earn coin through the art of death; perhaps you had a family
member or spouse who required a quick dispatch. Whatever
the case, poison has become your weapon of choice. You
know where to find the deadliest plants, how to combine
Rogue: Roguish Archetype the right compounds, how to brew potions and coat your
weapons. Assassin, murderer, opportunist – whatever they
At 3rd level, a rogue gains the Roguish Archetype feature,
call you, you’ll be sure to have the last laugh.
which offers you the choice of a subclass. This is the
school of training that you have followed in order to learn
your skills. Master of Death
3rd-level Poisoner feature
When you choose this archetype at 3rd level, you gain
proficiency with the poisoner’s kit and Dexterity (Sleight of
Hand) checks. All rolls pertaining to the creation of poisons
can be made with advantage.

Deadly Touch
3rd-level Poisoner feature
At 3rd level, you can apply a poison to your current weapon
with a bonus action: if desired, this can be done subtly with
a successful Dexterity (Sleight of Hand) check. This poison
remains on your weapon for either up to one hour, or until a
creature is successfully injured by it. You can use any poison
currently in your inventory, or a standard poison that you
always keep to hand so long as it adheres to the following:
A creature subjected to this poison must pass a
Constitution saving throw that is equal to 8 + your
proficiency bonus + your class level. On a failed save, it
takes 1d12 poison damage and is poisoned for 1 hour.
On a successful save, the creature takes half damage and
isn’t poisoned. The creature can repeat the saving throw
poisoner at the end of each of its turns, ending the effect on itself
rogue on a success.

Untouchable
9th-level Poisoner feature
Beginning at 9th level, you have experimented with so
many poisons and antidotes that you now have immunity to
poison damage.

Inevitable Demise
13th-level Poisoner feature
Starting at 13th level, your poisons are almost impossible to
detect, and any creature attempting to do so makes their roll
with disadvantage. Additionally, you have advantage on rolls
that pertain to detecting poisons.

The End Comes to All


17th-level Poisoner feature
By 17th level, you’ve perfected the art of silent death. Your
poisons can no longer be resisted by a saving throw. If the
poison is applied through an injury and the attack roll is a
crit, it applies maximum damage for that poison type.

78
Green Magic
1st-level Deep Roots feature
Your link to the earth allows you to learn additional spells
when you reach certain levels in this class, as shown on the
Green Magic table. Each spell counts as a sorcerer spell for
you, but it doesn’t count against the number of sorcerer
spells you know.

Sorcerer: Sorcerous Origin Green Magic Spells


Sorcerer Level Spells
At 1st level, a Sorcerer gains the Sorcerous Origin feature;
the source from which your innate power comes. 1st Animal Friendship, Earth Tremor
3rd Barkskin, Locate Animals or Plants
Deep Roots 5th Plant Growth, Wind Wall

From earth you came, and to earth you will return. There’s 7th Control Water, Grasping Vine
power to be found in the forest, and the orchards, and the 9th Commune With Nature, Wrath of Nature
harvested fields. As a sorcerer you’ve managed to tap into the
deep wells of ambient power beneath the ground, and this
link grants you an affinity with plants and nature that few
others can understand.
It’s up to you to decide how your powers came to you.
Perhaps a fey helped your mother to birth you and touched
you with their gift, or perhaps a lifetime working in the
fields has bestowed upon you a knowledge of the seasons
far beyond the everyday. Rolling a d6 (or simply choosing
for yourself), use the Deep Roots Origins table below for
inspiration as to the origin of your power.

Deep Roots Origin


d6 Origin
1 Working in the fields during the harvest, you
were attacked by unknown creatures. When
you awoke, you weren’t sure how you survived,
but animals now avoid you whenever you come
near.
2 At some point in your life, you befriended a fey
creature who taught you how to command the
natural world around you. You also learned the
dangers of sharing your true name… after giving
it to your new ‘friend’.
3 Roots and bones, dirt and stones. Laid out in
the grass on a clear, sunny day, you felt yourself
sinking deep into the earth. You formed a bond
with the steady, solid power of soil and roots,
and you can now sense tremors of a mysterious
origin in the ground below you.
4 You encountered a ruin that had become
overgrown by nature. Something dark and
ancient called out to you and offered you
untold power in exchange for its freedom.
deep roots
Sometimes, you can still hear it whispering to
you.
sorcerer

5 While entering a forbidden place, you


encountered a devil of the deep woods. When
you use your powers, you have a horrible
suspicion that the shadows are watching you…
6 Your family never speaks of your ancestors, and
you’ve never known why they look at you with
such concern. Only when your innate magic
began to manifest did they tell you of your fey
heritage.

79
Nature Child
1st-level Deep Roots feature
Being far from the bustle of civilisation feels like second
nature to you. From 1st level, if you don’t already have it,
you gain proficiency in Survival and Nature checks.

Soft Ground Warlock: Otherworldly


1st-level Deep Roots feature
At 1st level, the earth already recognises you as its own.
Patrons
At 1st level, the Otherwoldly Patron feature provides
When natural ground is beneath you, it responds to your
warlocks with a patron through whom their powers are
needs by changing its shape about you. Difficult terrain,
granted. Below are two new patrons for warlocks who feel a
if caused by natural materials, doesn’t affect you. When
greater pull towards the power of nature.
landing from a height onto natural ground, thick moss grows
to soften your fall, giving you resistance to this manner of
falling damage. When climbing natural objects such as trees The Flower Bride
and cliffs, you always seem to find good purchase; when Spring blooms sweet and eager, bringing with it new
making any climbing-related checks such as Athletics or growth, sunlight, and most importantly… life. The creatures
Acrobatics, do so with advantage. who identify themselves as Flower Brides are inextricably
connected to the earth and the warmer seasons. By binding
Allelopathic Reaction yourself to one of them, you have made a pact to uphold
6th-level Deep Roots feature their values: aiding creation, healing blight, birthing new
Starting at 6th level, you gain resistance to poison and beginnings from the ashes of endings. The Brides are life
acid damage. Whenever you start casting a spell that itself, and their servants act to further their work.
deals poison or acid damage, choose one of the following The warlocks who serve the Brides do so for many
additional effects: different reasons. They may wish to see nature reign
• The air around you takes on a toxic quality. One creature victorious over civilisation’s creeping presence, or perhaps
of your choice within 5 feet of you takes an additional 2d6 they seek to protect others where they themselves were
poison or acid damage, depending on the damage type of abandoned. Whatever the reason you’ve made your pact,
the spell you are casting. you’re sure to feel the benefits of the Brides’ patronage. But
• Acid or poison (depending on the damage type of the spell be warned: what is given is easily taken away, and the Brides
you are casting) suffuses the earth within a 30-foot radius. are not always benevolent…
Up to four creatures of your choosing within the affected The Flower Brides are commonly higher-ranking fey of
area take 1d6 of the applicable damage type. the Summer Court, but can also be minor nature gods, such
as aspects of Mielikki or Chauntea. The most powerful of the
Brides is the goddess Blodeuwedd.
Sticks and Stones
14th-level Deep Roots feature Expanded Spell List
Beginning at 14th level, the ground beneath you is as familiar 1st-level Flower Bride feature
to you as your own body and you are able to emulate its The Flower Bride lets you choose from an expanded list of
profound steadiness. As a bonus action, you can enter this spells when you learn a warlock spell. The following spells
meditative state and gain resistance to piercing, slashing, are added to the warlock spell list for you.
and bludgeoning damage for up to 1 minute. Additionally,
while this state lasts, you make any concentration checks Flower Bride Expended Spells
with advantage. Spell Level Spells
Once you use this feature, you can’t use it again until you 1st Cure Wounds, Druidcraft
finish a long rest, or unless you spend 5 sorcery points to
use it again. 2nd Healing Spirit, Lesser Restoration
3rd Life Transference, Revivify
Master of All 4th Aura of Life, Offring
18th-level Deep Roots feature 5th Deathlight, Enervation
At 18th level, you gain immunity to acid and poison damage.
In addition, any spell you cast or any effect that you create
ignores resistance or immunity to acid and poison damage,
Helping Hand
1st-level Flower Bride feature
and deals damage as normal.
At 1st level, you gain the ability to perform a healing
blessing on someone. As a bonus action, choose one creature

80
(including yourself) that you can see within 30 feet of you;
this creature is blessed by you for up to 1 minute. The
blessing ends early if the target dies, if you die, or if you are
incapacitated. Until the blessing ends, the target gains the Blodeuwedd
following benefits:
• The target gains an additional 1d4 hit points from any
healing spells or effects.
• When an attack roll is made against the target, roll a d4 and
subtract the number rolled from the attack roll.
You can’t use this feature again until you finish a short
or long rest.

Mutual Beneficiary
6th-level Flower Bride feature
At 6th level, when you are reduced to 0 hit points, the ally
closest to you receives healing for half of the damage that
you received from the attack that dropped you to 0 hit
points. If that same ally then revives or stabilises you, you are
revived with the same number of hit points that they initially
received from you.

Hungry Grass
10th-level Flower Bride feature
Beginning at 10th level, as a bonus action, you can send forth
a lush expanse of fresh, green growth in a 20-foot radius that
surrounds you until the end of your next turn. Allies within
the affected area have advantage on all saving throws and
enemies have disadvantage on the same.
You may also, if desired, use your action while this effect is
active to cause long grass to grow within the area of growth.
Any hostile creatures of your choosing must succeed on a
Dexterity saving throw against your spell save DC or be
restrained by the grass for the duration of the effect.

Not on My Watch
14th-level Flower Bride feature
When you reach 14th level, you can channel your patron’s
power and cast mass cure wounds once per long rest without
using a spell slot. Additionally, once per long rest, you can
extend your patron’s protection to a single ally who is at 0
hit points. If they are within 30 feet of you, you can stabilise
them even if you are not within touching distance.

The Flower Brides


The Brides are ruled by Blodeuwedd, the First Bride. Wed to
the great hero Lleu Llaw Gyffes, Blodeuwedd was created from
flowers of oak, broom, and meadowsweet. Not content to exist
solely to be someone’s wife, however, she conspired to slay Lleu.
The attempt failed, and Lleu banished her from the Material
Plane, cursing her to return only in the form of an owl, the most
hated of all birds.
Mourning her freedom more than she regretted her crime,
Blodeuwedd set about using her charms and cunning to find and
recruit women who had been similarly cursed—and through her
leadership, the Brides have begun to regain some semblance of
their previous power…

81
The Crone
The darkness is full of old gods, and never more so than
in the long hours of winter. On a ragged peak, in a twisted
forest, or the peat-soaked fens… if you’re out after dark,
you might just encounter one of the old gods known as the
Crones. The Crone and her ilk come from the coldest of
mountaintops, from the hearts of storms, from wintry tides,
walking the thin line between life and death.
If you’ve made a pact with one of these creatures, you
may find that you owe your powers to one of the winter
fey, a yuki onna, or perhaps even the oldest of them all - the
Cailleach, the Old Queen of Winter.
Those who make a pact with the Crone are bringers of
balance and restitution, keepers of the darkness necessary for
the return of the light. They are bringers of both contagion
and protection from disease – healers who also know how to
bring about a quick death. All coins have two sides, and just
as the Crone and her kind bring death so that life can begin
anew, many of their followers also wear two faces. Their
ranks include thieves who also support the destitute, loving
spouses who abandon their families for noble reasons, and
the power-hungry who disguise themselves as humble men.
Which mask do you wear?

Expanded Spell List


1st-level Crone feature
The Crone patron lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.
The Crone Expended Spells
Spell Level Spells
The 1st Absorb Elements, Ice Knife
Cailleach 2nd Dragon’s Breath, Rime’s Binding Ice
3rd Elemental Weapon, Glyph of Warding
4th Offring, Deathlight
5th Cone of Cold, Hallow

On Thin Ice
1st-level Crone feature
At 1st level, you can cloak yourself in ice to repel an enemy.
When a creature within 5 feet of you that you can see hits
you with a melee attack, you can use your reaction to force
the creature to make a Dexterity saving throw against your
spell save DC. On a failed save, the creature takes 2d6 cold
damage, and half as much on a successful roll.
You can use this ability a number of times equal to your
Charisma modifier (a minimum of once). You regain all
expended uses when you finish a short rest.
The amount of damage dealt by this feature increases by
1d6 at 5th, 11th, and 17th levels.

The Darkest Night


6th-level Crone feature
Beginning at 6th level, you are now at home even in the
deepest of winters. You gain resistance to cold damage and,

82
if you did not have it already, possess Darkvision up to 60
feet. If you already have Darkvision, this is now extended by
a further 60 feet.

Avalanche
10th-level Crone feature
At 10th level, you learn the spell ice storm. It counts as a
warlock spell for you, but it doesn’t count against the number
of spells you know. You may cast it once without using a
spell slot, and you regain the ability to do so when you finish
a long rest.

Pact Improvement
14th-level Crone feature
Starting at 14th level, depending on the Pact Boon that you
chose, you gain one of the following:
Pact of the Blade: When you hit a creature with your pact
weapon, the attack hits with an explosion of ice and deals
an extra 3d6 cold damage to the target. You can use this
ability a number of times equal to your Charisma modifier
(a minimum of once) and regain all expended uses when
you finish a long rest.
Pact of the Chain: Your familiar inherits a variation of the
On Thin Ice ability. So long as you have taken damage on
your previous turn, your familiar may use their action
to force a creature of your choosing that is within 5 feet
of them to make a Dexterity saving throw against your
spell save DC. On a failed saving throw, the creature takes
3d6 cold damage, and half as much on a successful one.
Your familiar can use this feature a number of times equal
to your Charisma modifier (a minimum of once). They
regain all expended uses when you finish a short rest.
Pact of the Tome: By writing a question in your Book of
Shadows, you can receive an indication from your patron
as to the outcome of a course of action, as per the augury
spell. This benefit can be used a number of times equal to
your proficiency bonus, and all expended uses are restored
when you finish a long rest.
Pact of the Talisman: When the wearer of the talisman
fails an ability check, they can add a d8 instead of a d4
to the roll, potentially turning the roll into a success.
This benefit can be used a number of times equal to your
proficiency bonus, and all expended uses are restored
when you finish a long rest.

The Old Queen of Winter


Cailleach, the Old Queen of Winter, reveals herself as an old
woman at the turn of the autumn equinox to take over from
the summer gods. Wearing a blue veil, and with a raven on one
shoulder, she carries a staff made of blackthorn wood with which
she calls down storms and rough weather. Her dark and twisted
form is often mistaken on misty nights for the gnarled old trees
that grow on the mountainsides where she lurks. To those
who live in these areas, she’s often known as the Dark Crone
of the Woods.

SUBCLASSES | WARLOCK
83
84
Part 4: Creature Statistics Feldgeister
A farmer’s enemies are many: blight, wild animals, herd
sickness, a failed crop. Out in the rural country, these
are all often caused by the same thing – families of small,
mischievous harvest goblins called feldgeister. These
creatures take great pleasure in disrupting a farmer’s
livestock and trampling shapes in their crops. Arriving in
loud, squabbling packs, these chaotic beings take the forms of
animals and plants, or a mixture of both. Neither strong nor
intelligent, their danger lies in their numbers and mad desire
to cause mischief.

Feldgeister
Small fey, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 72 (18d6 + 18)
Various
Speed 30 ft.
Feldgeister

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 8 (-1) 10 (+0) 14 (+2)

Skills Acrobatics +3, Sleight of Hand +5, Stealth +5
Senses Darkvision 120 ft, passive Perception 10
Languages understands Common and Sylvan, but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2

Shared Spellcasting. When three or more feldgeister are within
30 feet of one another, they can each cast the following spells,
but must share the spell slots among themselves. For casting
these Spells, each Feldgeister is a 4th-level spellcaster that uses
Charisma as a Spellcasting ability, with a spell save DC of 13 and a
spell Attack bonus of +3.
4/day each: Identify, Expeditious Retreat, Hellish Rebuke,
Witch Bolt
3/day each: Darkness, Invisibility, Spider Climb

Strength in Numbers. If a feldgeister is unsuccessful on its


attack roll, it can opt to use its bonus action to attack again; if
it misses a second time, it can use its reaction to do the same
once more.

Natural Disguise. At will and without requiring spell slots, a


feldgeister can change its appearance for up to an hour, or until
it uses an action to dispel the effect. It can only take on the
image of something mundane and natural no larger than its usual
form – for example, a rock, tree stump, or small animal. This
illusion can be seen through if a suspicious creature succeeds on
a DC13 Intelligence (Investigation) check.

Reactions
Controlled Chaos. When two or more feldgeister are within 30
feet of each other, as a reaction to being attacked, a feldgeister
can misty step to a space next to its ally without expending a
spell slot. Upon using this reaction, a d6 is rolled. On a 1–2, the
two feldgeister switch places, and if the attack hits, the second
feldgeister takes the damage that was intended for the first.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.

Pine Needles. Melee Weapon Attack: +3 to hit, reach 30/60 ft.,


one target. Hit: 8 (2d4 + 3) piercing damage.

85
Waldgeister Waldgeister
Captain and
Waldgeister are small wood sprites who guard old trees, Guards
particularly blackthorn and elder. Fiercely protective and
militaristic in hierarchy, they attack anyone who damages
their arboreal homes, and are capable of using the trunks
as gateways, both to other trees and to the Feywild.
Higher-ranking waldgeister are known to raise and train
tree-dwelling animals such as raccoons, monkeys, and
large squirrels as mounts. The waldgeister seem to follow
a primitive form of moon worship and can be avoided by
travelling during a full moon, when they are distracted by
their veneration.

Waldgeister Captain
Small fey, neutral evil


Armor Class 14 (hide armour)
Hit Points 110 (20d6 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 15 (+2) 14 (+2) 10 (+0)

Skills Acrobatics +3, Intimidation +3, Stealth +3
Senses passive Perception 14
Languages Common, Sylvan
Waldgeister Guard
Small fey, neutral evil
Challenge 3 (700 XP)
— Proficiency Bonus +2 —
Armor Class 14 (studded leather)
One With the Forest. The waldgeister captain has advantage on
Hit Points 78 (12d6 + 42)
Dexterity (Stealth) checks when hiding in terrain that contains at
Speed 30 ft.
least one living tree.

STR DEX CON INT WIS CHA
Trained Rider. The waldgeister captain has advantage on melee 12 (+1) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0)
attacks made while riding a mount. If dismounted, the mount will
flee at a speed of 30 ft. —
Damage Vulnerabilities fire
Languages Sylvan
Tree Walk. The waldgeister captain can move across and climb Challenge 1 (200 XP) Proficiency Bonus +2
trees and wooden surfaces without needing to make an ability
check. Additionally, difficult terrain composed of wood or —
One With the Forest. The waldgeister guard has advantage on
plantlife doesn’t cost it extra moment. Dexterity (Stealth) checks when hiding in terrain that contains at
least one living tree.
Actions
Tree Walk. The waldgeister guard can move across and climb
Multiattack. The waldgeister captain makes two attacks, either
trees and wooden surfaces without needing to make an ability
with its shortsword or its crossbow.
check. Additionally, difficult terrain composed of wood or
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one plantlife doesn’t cost it extra moment.
target. Hit: 6 (1d6 + 3) slashing damage.
Actions
Crossbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., Multiattack. The waldgeister guard makes two attacks, either
one target. Hit: 7 (1d8 + 3) piercing damage. with its shortsword or its bite.
Commander of the Pack. The waldgeister captain uses their Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
action to shout a command to all allies who can hear them. The target. Hit: 6 (1d6 + 3) slashing damage.
allies can then immediately use their full movement to change
positions as a reaction. This movement still results in any normal Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
opportunity attacks. 5 (1d4 + 3) piercing damage.

86
Sweet Deception
Honey Beast Honey is a rare treat for any who discover it, especially when
harvested wild from the bees that build their hives in the deep
Wolves, bears, and other wild beasts are dangerous foes to forests. But not all honey is as sweet as it tastes; indeed, some is
encounter at the best of times. The wary traveller is wise as toxic as the flowers that provided the nectar. Contaminated
to give them a wide berth, and these beasts will usually do honey, especially honey made from azalea bushes, can cause
likewise – but the same cannot be said for those among symptoms such as violent drunkenness, fits of madness,
them driven mad by feasting on poisoned honey. No longer despondency, and vomiting.
in their right minds, these creatures have been known to
terrorise local settlements, and pose a formidable challenge
for any adventurer sent to deal with them.

Honey Beast
Large beast, unaligned


Armor Class 13 (natural armor)
Hit Points 98 (14d10 + 28)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +3
Condition Immunities frightened, poisoned
Senses passive Perception 14
Challenge 3 (700 XP) Proficiency Bonus +2

Rampage. The honey beast reduces damage from all attacks by
5 (2d4). If this reduces the damage to 0, the honey beast can use
its reaction to make an attack against a creature within 5 ft of it.

Takedown. If the honey beast moves at least 15 ft towards a


creature and then uses a Bite attack in the same turn, the target
must succeed on a DC14 Strength saving throw or be knocked
prone. If knocked prone, the honey beast can use its bonus
action to make a second Bite attack.

Pack Tactics. The honey beast has advantage on attack rolls


against a creature if at least one of the its allies is within 5 feet of
the creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.

Bonus Actions
Swarm (1/day). A swarm of insects is summoned, which act as
allies of the honey beast and attack any unallied creatures. The
swarm remains for 1 hour, or until the honey beast dies. Once
the swarm has appeared, it cannot be summed again until the
next dawn.

Honey
Beast

87
Samovila and Samodiva
Samovila and samodiva are woodland spirits who gather
around water sources. They have been known to be either
playful or wildly aggressive towards intruders, depending
on which mood takes them at the time. They are fiercely
protective of the fraxinella bushes that grow near to their
ponds and streams.

Samodiva
Medium elemental, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 195 (30d8 + 60)
Speed 30 ft, fly 50ft

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 18 (+4) 15 (+2) Samovila

Saving Throws Dex +5, Con +3, Wis +5
Condition Immunities charmed
Senses passive Perception 18
Languages Common, Primordial
Samovila
Medium elemental, chaotic neutral
Challenge 9 (5,000 XP) Proficiency Bonus +4

Armor Class 13 (natural armor)

Innate Spellcasting (Humanoid form only). The samodiva’s
Hit Points 104 (16d8 + 32)
spellcasting ability is Wisdom (Spell save DC 16, +7 to hit with
Speed 30 ft.
spell attacks). It can innately cast the following spells, requiring
only somatic components: —
STR DEX CON INT WIS CHA
At will: Fire Bolt, Produce Flame 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 13 (+1)
3/day each: Burning Hands
1/day each: Fireball, Wall of Fire

Condition Immunities charmed
Senses passive Perception 14
Illumination (Humanoid form only). The samodiva sheds Languages Common, Primordial
bright light in a 20 ft radius and dim light for an additional 20 feet. Challenge 3 (700 XP) Proficiency Bonus +2
This can be extinguished at will for up to 10 minutes at a time.

Innate Spellcasting (Humanoid form only). The Samovila’s
Flyby (Avian form only). The Samodiva doesn’t provoke spellcasting ability is Wisdom (Spell save DC 13, +4 to hit with
opportunity attacks when it flies out of an enemy’s reach. spell attacks). It can innately cast the following spells, requiring
only somatic components:
Bonus Actions At will: Fire Bolt, Produce Flame
3/day each: Burning Hands, Scorching Ray
Samorel. The samodiva can use its bonus action to transform
into a large, flaming bird. It can also use a bonus action to return Illumination (Humanoid form only). The samovila sheds
to its humanoid form. Its statistics are the same in both forms. It bright light in a 20 ft radius and dim light for an additional 20 feet.
reverts to its true, humanoid form if it is reduced to 0 hp. Once This can be extinguished at will for up to 10 minutes at a time.
in its avian form, it can continue to cast spells, as well as gaining
a flying speed (50 ft) and use of the Talons attack. Pack Tactics (Wolf form only). The samovila has advantage
on an attack roll against a creature if at least one of its allies is
Actions within 5 ft. of the creature and the ally isn’t incapacitated.
Multiattack. The samodiva makes two attacks - when in
humanoid form these are made with a shortsword, when in Avian Bonus Actions
form these are made with its talons. Samovulk. The samovila can use its bonus action to transform
into a white wolf. It can also use a bonus action to return to its
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one humanoid form. Its statistics, other than its AC, are the same in
target. Hit: 4 (1d6 + 1) slashing damage. both forms; in its wolf form, its AC becomes 16. It reverts to its
true, humanoid form if it is reduced to 0 hp. It cannot cast spells
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
in its wolf form.
Hit: 16 (2d10 + 5) slashing damage.

Actions
Bite (Wolf form only). Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Woodland Revels If the target is a creature, it must succeed on a DC 14 Strength
Samovila flock to older, wiser nymphs known as samodiva, saving throw or be knocked prone.
which are often observed riding on the back of a great, white
deer. When attacked, the samovila will transform into wolves to
protect their leader. The samodiva herself isn’t defenseless, and
stories tell of her ability to transform into a monstrous, fiery bird.

88
Mazzeri
These Undead creatures were once protectors of mortals,
hunting spirits in dream planes during their sleep and
severing the souls from the bodies of those doomed to die.
After their own deaths their bodies were claimed by the Fey,
and they now live in a world of half-dreaming, half-waking,
protecting borders of the Feywild with their magics.

Mazzeri
Medium undead, lawful evil


Armor Class 13 (leather armor)
Hit Points 126 (28d8 + 0)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances cold
Condition Immunities charmed
Senses darkvision 120 ft, passive Perception 14
Languages Whatever languages it knew in life
Challenge 4 (1,100 XP) Proficiency Bonus +2

Actions
Multiattack. The Mazzeri makes two attacks with
their Quarterstaff.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (2d6 + 3) piercing damage.

Dream Trance (1/Day). The Mazzeri forces up to two creatures


of its choice within 60 foot of it to make a DC14 Wisdom Saving
Throw. On a successful save, nothing happens. On a failed save,
the creature or creatures enter a trance state and are considered
Unconscious for the next 1 minute, or until they take damage.
The unconscious creature can repeat the saving throw at the end
of their turn.

Soul Hunter (3/day). The Mazzeri attempts to sever the soul


from the body of their target. The target must make a DC14
Wisdom Saving Throw; on a failure they take 10 (3d6) psychic
damage and half damage on a success. If this attack is aimed at a
creature who is Unconscious, the maximum amount of damage
is dealt whether the creature passes their saving throw or not.
However, On a failed Save the creature becomes affected by
Ghost Sickness (see below).

Ghost Sickness
A creature who contracts this spiritual disease suffers a severing
of the body and spirit. Whilst infected, the sufferer takes 1d6
psychic damage per hour, for a period of hours equivalent to
1d12 plus the target’s Constitution modifier. At the end of this
period, the spirit is severed entirely and the creature dies, unless
the affliction is removed via a spell or item that removes curses
or diseases.
Once a creature dies of this condition, their spirit cannot pass
onwards. It is left to wander, seeking an empty body to possess.
These spirits can become overly attached to a still-living host,
causing them to be the next target of Ghost Sickness until the
spirit is removed via the remove curse spell.

89
Numian Plant
Numian plants vary in shape and size dependent on the Numian Dew
environment that they grow in. Some are formed of twisting The liquid that Numian plants use to trap and digest their prey is
vines coated in a sticky mucus to trap their prey; others grow known as Numian dew. Due to the dangers that come alongside
pitchers with digestive enzymes inside to devour the unwary. gathering it, it is highly prized by botanists and alchemists. Its
They all have one thing in common: They’re hungry. mildly acidic properties make it a valuable component in many
potions, and even in some recreational drinks.

Numian Plant
Large plant, unaligned


Armor Class 14 (natural armor)
Hit Points 112 (14d10 + 42)
Speed 0 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 15 (+2)

Damage Resistances acid
Senses passive Perception 12
Challenge 4 (1,100 XP) Proficiency Bonus +2

Allure. The Numian plant emits an alluring scent in a circle 60 ft
wide, centred on itself. Any creature within this area must make
a DC14 Wisdom saving throw or be charmed for up to 1 minute.
Affected creatures may repeat the saving throw at the beginning
of each turn.
While Charmed, the affected creatures must use all of their
movement and the Dash action (if required) to move towards
the Numian plant by the safest available route, unless there is
nowhere to move. If the creatures end their turn in a location
where they do not have line of sight to the Numian plant, they
can make an additional Wisdom saving throw. On a successful
save, the charm effect ends for that creature.
Once a creature has been charmed in this manner, it cannot
be affected again for the next 24 hours.

Actions
Grasping Vine. Melee Weapon Attack: +5 to hit, reach 15 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Upon a successful attack roll, the target must succeed on a
DC15 Strength saving throw or be grappled. At the start of each
of their turns that they are grappled, the creature takes an
additional 2d8 acid damage.

Plunge. This action can only be taken on a creature that has


been grappled by the Grasping Vine action. Unless the creature
succeeds on a DC15 Strength save, the Numian plant plunges
their prey into an acid-filled pitcher and then releases them
there, whereupon they take 9 (2d8) acid damage. On their turn
they must succeed on a DC15 Dexterity (Athletics or Acrobatics)
save to climb back out, or will continue to take the damage at the
end of each turn.
If the pitcher is attacked from the inside and reduced to 0 hp
(AC 12, 25 hp), it is destroyed. A Numian plant has 1d4 pitchers
and after all have been destroyed, the Plunge attack can no
longer be used.

Numian
Plant

90
Patasola
On the road, at home,
on the mountain and the river,
in the air and in the clouds,
all that exists is mine...

In far jungles and mountainous regions, tales abound of a


beautiful woman who lures lone men into the undergrowth Patasola
before devouring them. Her singing can be heard from
some distance away, and is said to be so sweet that many are
instantly charmed by it.

Patasola
Medium undead, neutral evil


Armor Class 15 (natural armor)
Hit Points 132 (24d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 16 (+3)

Skills Perception + 3, Persuasion + 5
Senses darkvision 120 ft, passive Perception 12
Languages Whatever languages it knew inProficiency
life Bonus +3
Challenge 5 (1,800 XP)

Salt in the Wound. When a creature within 30 feet of the
Patasola fails a saving throw, the creature takes an additional 7
(2d6) psychic damage instantly and the Patasola gains that much
as temporary hit points.

Actions
Multiattack. The Patasola makes two attacks with either her
Bite or with Hurl Darkness.

Bite. Melee Weapon Attack: +6 to hit, reach 30 ft., one target.


Hit: 9 (2d6 + 3) piercing damage.
The target must make a DC15 strength saving throw or be
grappled. Once grappled, the Patasola can use future actions to
attack with her Bite without having to make an attack roll.

Hurl Darkness. Ranged Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 18 (4d6 + 4) psyhic damage.

All that Exists is Mine. The Patasola targets a creature within


60 feet of her, luring them in with her hideous song. The target
must make a DC 15 Charisma saving throw or lose the ability to
speak, cast spells, and concentrate. They may make the saving
throw again at the end of each of their turns, ending the effect
on a success. By using a full Action to focus their will, they have
advantage on the roll. Whilst under the effects of this ability,
the target has disadvantage on saving throws against attacks by
the Patasola.

91
Alraune
The alraune is a homunculus created from the roots of a
Alraune
Small fiend, lawful evil
mandrake plant. Though knowledge of how to do this is
rare, it is said that possession of such a creature can bring —
Armor Class 15 (natural armor)
great fortune – so long as it is kept well fed. Though a new Hit Points 165 (30d6 + 60)
alraune is no bigger than a man’s hand, a well-cared for one Speed 30 ft., burrow 20ft.
can grow to the size of a small child, with an appetite for —
STR DEX CON INT WIS CHA
fresh meat to match. These creatures can often be appeased 15 (+2) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 7 (-2)
with food, though they are capricious and quick to turn to —
Senses darkvision 60 ft, passive Perception 14
cruel temper.
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3


Burrow. The Alraune can use its action to burrow into the
ground, completely obscuring itself from sight. It can use up
to 20ft of movement either vertically or horizontally, and in the
same action decide to either reemerge in a location within range
of its burrowing movement, or remain in its tunnel. If choosing
to remain obscured, it can use the movement on its next turn to
reemerge in a location within range of its movement allowance.
Whilst obscured, it cannot be targeted by attacks, unless
it is an attack that affects an area beneath the ground. Its
approximate location can be determined with a successful
DC14 Perception check. The Alraune cannot burrow into solid
ground, such as stone or brick, but may be able to pry up some
constructed ground types, such as floorboards.
Alraune
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) slashing damage.
On a successful attack, the target must make a DC16 Dexterity
saving throw or have the alraune latch onto them. The alraune
occupies the same space as the target and moves as the
target does, until removed by a DC16 strength saving throw
by either the target or any other creature within 5 ft. Whilst
latched on, the alraune will continue to Bite the target once per
turn, dealing an additional 7 (2d6) piercing damage with each
successful attack.

Screech. (Recharges on 5-6) The alraune emits an ear-piercing


screech. All creatures within 60 ft of the alraune must make a
DC15 Constitution saving throw or be deafened and stunned
until the end of their next turn.

No Mercy. Grabbing roots burst forth from the ground and fill
an area no larger than 20 square feet in an area that the alraune
can see until the end of its next turn. For the duration, this area
is considered to be difficult terrain.
When a creature enters the affected area for the first time
on a turn or starts its turn there, the creature must succeed
on a DC14 Dexterity saving throw or take 2d6 bludgeoning
damage and be restrained until the spell ends. A creature that
starts its turn in the area and is already Restrained takes 2d6
bludgeoning damage.
A creature restrained by the roots can use its action to make a
DC14 Strength or Dexterity check. On a success, it frees itself.

92
Lieschi
Uncle Lieschi, Uncle Lieschi.
Ascend thou, not as a grey wolf,
not as an ardent fire,
but as resembling myself…

In a forest of birch trees, it’s easy to feel like you’re being watched.
And perhaps you are… The Lieschi stalk through the forests they
call home, moving almost invisibly through the trees, aware of
every creature who crosses their path. And they don’t take kindly
to intruders…

Lieschi
Medium fiend, unaligned


Armor Class 15 (natural armor)
Hit Points 165 (30d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 10 (+0)

Skills Perception +3, Stealth +7
Damage Vulnerabilities fire
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 feet, passive Perception 16
Languages understands Sylvan, but can’t speak
Challenge 6 (2,300 XP) Proficiency Bonus +3

Treemerge. The Lieschi can merge with a source of living
wood. It may move up to 50 ft and reemerge (treat this as
teleportation). In addition, the Lieschi may choose to remain
merged with the wood at the end of this movement. While
merged it may not be seen or targeted by attacks. It may use the
ready action to reemerge and make an attack when a target or
opponent comes within range.

Tree walk. The Lieschi can move across and climb trees and
wooden surfaces without needing to make an ability check.
Additionally, difficult terrain composed of wood or plantlife
doesn’t cost it extra moment.

Actions
Multiattack. The Lieschi makes two attacks: one with its claws,
and one with its spines. When its spore attack is available, it can
use this in place of its spines.

Spines. Ranged Weapon Attack: +6 to hit, reach 30 ft., one


target. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 14 (3d6 + 4) slashing damage. Lieschi

Spores (Recharge on a 6). A 15-­foot-­radius cloud of toxic


spores extends out from the Lieschi. Each creature in that area
must succeed on a DC16 Constitution saving throw or become
poisoned. While poisoned in this way, a target takes 4 (1d8)
poison damage at the start of each of its turns. A target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Rootbind (1/day). The Lieschi calls on nearby living trees to lift


their roots above the earth. Each unallied creature within 30ft
of the lieschi must make a DC16 Dexterity saving throw or be
grappled until it uses its action to pass a DC16 strength check.

93
CREATURE STATISTICS | TIKBALANG
94
Tikbalang
Lurking in the shady depths of tropical forests, the Tikbalang
is a bony creature with a horse-like head and hooves, and legs
that are uncannily long, to the extent that when it crouches
down, its knees reach above its head. A dedicated guardian
of gates to the spirit world, it waits inside of hollow trees
to lead passing travellers astray, or return them to the same
path no matter how far they might try to walk. Occasionally,
encountering a Tikbalang can result with it becoming
spiritually attached to the passer-by, causing illness and
misfortune to follow them even beyond the edges of the forest.

Tikbalang
Large monstrosity, lawful neutral


Armor Class 16 (natural armor)
Hit Points 170 (20d10 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages understands Sylvan and Abyssal, but can’t speak
Challenge 7 (2,900 XP) Proficiency Bonus +3

Guardian’s Warning. As a reaction to being hit by a melee
attack, the Tikbalang can use its reaction to make one Kick attack.
If it is against the creature that hit it, the Tikbalang has advantage.

Sentinel. Whenever the Tikbalang hits a creature with an


opportunity attack, the creature’s speed drops to 0 for the rest
of the turn. This stops any movement they may have been taking.

Actions
Multiattack. The Tikbalang makes two Kick attacks with
one action.

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
16 (3d6 + 6) bludgeoning damage.

Hoof Bash (recharges on a 5-6). The Tikbalang drives its back


hooves into the ground, making the ground shudder and crack.
All creatures within 30 ft must make a DC17 Strength saving
throw. On a failure they are knocked 30 ft backwards and take
6d6 bludgeoning damage. On a success they take half damage.

Tikbalang

95
Rusalka
Tales abound of unwary travellers who set foot into a
willow grove without first asking permission of the rusalka
(pl. rusalki) who guards it. Rusalki are violently protective
creatures, who wind their magic into their long, branch-
like hair, encapsulating spells within the knots. Stories exist
of rusalka who have married and reproduced with other
humanoid races, but these encounters are rare, as the rusalki
are more often than not instantly violent towards any non-
fey who enter their homes.

Rusalka
Medium Fey, lawful evil


Armor Class 16 (natural armor)
Hit Points 210 (28d8 + 84)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 20 (+5)

Savng Throws Dex + 4, Wis + 2. Cha + 5
Skills Deception + 4, Perception + 4
Condition Immunities charmed
Senses Darkvision 120 ft, passive Perception 17
Languages Common, Sylvan
Challenge 9 (5,000 XP) Proficiency Bonus +4

Innate Spellcasting. The Rusalka’s spellcasting ability is Wisdom
(Spell save DC 15, +6 to hit with spell attacks). It can innately
cast the following spells, requiring only somatic components:
At will: Gust of Wind, Water Walk
1/day: Wind Walk

Unstoppable. The Rusalka can concentrate on any number


of spells, and only makes one Constitution saving throw for
concentration. On a failure the Rusalka drops concentration on
only one spell, which is chosen randomly. At the start of each
turn, if it is concentrating on more than one spell, it takes 3d6
psychic damage.

Illusory Appearance. The Rusalka covers herself and anything


she is wearing or carrying with a magical illusion that makes her
look like an average humanoid creature of her choosing. The
effect ends if the Rusalka takes a bonus action to end it, or if
she dies. A creature must take an action to visually inspect the
illusion and succeed on a DC 16 Intelligence (Investigation)
check to discern that the Rusalka is disguised.

Actions
Multiattack. The Rusalka makes two attacks with her claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 16 (3d6 + 6) slashing damage.

Knot Magic (3/Day). Once per turn, the Rusalka can unknot
one of the braids tied into her willow-hair. Each spell cast stacks
on top of the other.
The first knot casts Control Winds.
The second knot casts Investiture of Wind.
The third knot casts Whirlwind, after which the Rusalka cannot
take any further actions (apart from controlling the spells, within
their standard parameters) until she uses a bonus action to drop
the effects.

96
Cinstita
Huge and monstrous, Cinstita is a guardian spirit who
was sent to the Material Plane by the deity Talona to deter
travellers away from grounds where the most deadly poisons
grew – and to protect them from thieving hands. Taking
form as a huge, fearsome bird, its cry is said to summon
storms, and the spurs on its legs drip with a deadly poison.

Cinstita
Large monstrosity, lawful evil


Armor Class 18 (natural armor)
Hit Points 272 (34d10 + 102)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 10 (+0)

Damage Resistances lightning, thunder
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 feet, passive Perception 14
Languages understands Abyssal, but can’t speak
Challenge 14 (11,500 XP) Proficiency Bonus +5

Heart of the Storm. Cinstita is resitant to thunder or lightning
damage. Additionally, the next time that Cinstita makes an attack
that hits, then half of the lightning or thunder damage that has
been taken by Cinstita since the end of its last turn is added to
the attack’s regular damage. This extra damage takes the same
form as the initial damage type.

Actions
Multiattack. Cinstita makes three attacks: two with its beak and
one with its spurs.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 18 (4d6 + 4) piercing damage.

Spurs. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 15 (2d10 + 4) slashing damage.
If the attack hits, the target must succeed on a DC15 Constitution
saving throw or else take 14 (4d6) poison damage and be
Poisoned for up to 1 minute. If the target succeeds on the saving
throw they take half of the damage and do not become Poisoned.
While Poisoned, the target takes 4 (1d8) points of Poison damage
at the start of each of its turns. Afflicted creatures may repeat
the saving throw at the end of their turn, and on a success are
cured of the poison’s effect.

Guardian’s Warning (1/Day). Cinstita summons a burst of


thunderous force in a line that is 30 ft long and 10 ft wide. Each
creature in that line must make a DC 14 Dexterity saving throw,
taking 49 (11d8) thunder damage on a failed save, or half as
much damage on a successful one.
Cinstita can choose to use their next action to continue
the attack, converting its damage type to lightning. All targets
who were struck by the first attack must make another DC 14
Dexterity saving throw, taking 49 (11d8) lightning damage on a
failed save, or half as much damage on a successful one.

Cinstita

97
98
PART 5: credits Item artwork: Lusmore’s cloak, Lusmore’s gloves,
mallachtan blade, sunstrike bow
Writer: Fez Inkwright (main text, encounter seeds
for asphodel, azalea, belladonna, dragon’s blood tree, Christopher Lindkvist www.artstation.com/zoica
mandrake, upas tree), Kit Buss and Matt Reiner
Chapter artwork: Spells (page 70)
(encounter seeds for aconite, alder, anemone, banyan,
Character artwork: Alraune, mazzeri, patasola
birch, black bryony, boneset, darnel, giant hogweed, ivy,
Item artwork: Guardian’s watch, mandrake charm,
goblin gold, mountain clubmoss, mugwort, ocotillo, rose,
phantom’s warning, potion of paralysis, powder of
saguaro, sandbox tree)
invocation, staff of disarming, war paint, winter’s
Editing and Proofreading: Kit Buss
shillelagh, witch ward
Design and typesetting: Fez Inkwright
Cover illustration: Fez Inkwright
Martin Mottet www.martinmottet.com
Spot illustrations: Coastland (page 10), garden (page 16),
Interior Illustrations Tropical Forest (page 94)

Houda Belgharbi www.houdabelgharbi.com Mariya Svirincova www.instagram.com/hanghul


Character artwork: Character backgrounds, Lovjeri Character artwork: Cinstita, feldgeister, honey beast,
Liffson, Adrie Bos, Samodiva lieschi, numian plant, tikbalang

Margarita Bourkova www.margawart.com


Co-Creators
Item artwork: Bands of grace, candlewood cloak, carrion
ring, desert’s blessing, duskbloom, Evelina’s crown, gloves The following names backed the original crowdfunding
of scorching, Lesovo’s blade, sandwalker’s gorget, spear of campaign at a pledge level that allowed them to request a
life-giving waters, staff of the warden, titan’s hood plant to be included in the book. Three items in matching
sets were then designed for these plants.
Anna (Newt) Doušová www.annathenewt.com Cameron Nelson: Corpse Flower; Carrion Ring, Gloves of
Chapter page: Contents (page 2), introduction (page 4), Scorching, Titan’s Hood
registry of plants (page 20), credits (page 98) Kaisa Boese: White birch; Bands of Grace, Evelina’s Crown,
Lesovo’s Blade
Character artwork: Rusalka, waldgeister
Sara ‘Surrah’ Evangelista: Ocotillo; Candlewood Cloak,
Item artwork: Clay body, dragon’s blood ink, Elfdans’ gift,
Desert’s Blessing, Staff of the Warden
forager’s blade, goblin’s deception, Halling’s net, hedge
Sam Dawley: Rubroboletus spp; Elfdans’ Gift, Forager’s
taper, hunter’s boon, hunter’s looking glass, Jani’s favour,
Blade, Halling’s Net
lucky hand, lyre of the muses, ring of ensnarement, rowan
Will & Meredith Lavasque: Saguaro Cactus; Duskbloom,
wine, sandbox mine, snakebane bracelet
Sandwalker’s Gorget, Spear of Life-Giving Waters
Spot Illustrations: Mossy branch (pages 6-7), foggy river,
mushrooms (pages 8-9), scrubland (page 13), moss (page
15), autumn woodlands (page 40), marshland (page Further Thanks
65), stormy skies (page 73), evening sky (page 75), dark Further thanks to the real-world inspirations for all of the
woodland (page 83), autumn field (page 84) stories within this book, including but not restricted to:
The Old Guardians (page 7): Inspired by the Sacred
Fez Inkwright www.rosdottir.com Guardian Trees of Ireland
Item artwork: Alder leaves, Belgin’s shot, dead man’s curse, A Deadly Crop (page 23): The Buonna Donna being
flying ointment, ironbind powder, Keiko’s judgement, traditional herbalists and ‘wise women’ of Italy
knyghten’s lots, silk archer’s gloves, sylph’s whistle, The First Teachers (page 26): Inspired by South American
willow stake origin stories of the Datura plant
Spot illustrations: Herbarium logo, herbalist’s kit (page The Court of the Ashen Fey (page 28): Inspired by the
19), all illustrations in Registry of Plants (pages 21-39), Cornish folk tale of St Nectan’s death, and also the Welsh
woody nightshade (page 44) subclass logos (pages 74, legend of St Collen and Gwyn ab Nudd, the lord of
76, 78, 79, 80) the Otherworld
Fungi (page 28): Regarding fungi being Kelemvor’s fingers
Ivyteas www.ivyteas.wixsite.com/puddlesong reaching up to feed the poor; based on a Lithuanian belief
Chapter page: Crafting & Items (page 40) about Velnias, the god of the dead
Fly Agaric (page 29): Containing tales of the Norse Huginn
CoupleOfKooks www.instagram.com/highchaoskooks and Muninn, and also the Irish hero Cuchulainn
Hawthorn: In which the roots are believed to be the
Character artwork: College of Arcanists Bard, Oath of the
gateway to the Welsh Otherworld, particularly the roots
Endling Paladin, Poisoner Rogue, Deep Roots Sorcerer,
of the famous Hawthorn that grows on Glastonbury
the Flower Bride, the Crone
Tor in Somerset

99
Juniper (page 31): The legendary ‘hatred’ between juniper Mazzeri (page 89): Corsican ‘dream hunters’, who could
and ash trees is a belief held in Iceland foretell future local deaths by hunting souls at night
The Moss People (page 33): A race of Germanic elves, Numian plant: A combination of carnivorous plants
known as schrat, similar to the old Norse skratti, or goblins reported to have existed by early explorers in the 15-1700s
Mulberry (page 34): The Chinese believe that a sunbird Patasola (page 91): A Colombian vampire
nests in an ancient mulberry tree in the eastern sea, Alraune (page 92): A Germanic helper spirit said to be
linking the earth and the Eastern Heaven. The very first created from mandrake roots
bow was crafted from a mulbery tree by the legendary Lieschi (page 93): A Slavic forest spirit
archer Huangdi Tikbalang (page 95): A trickster spirit of Philippine
The Great Disaster (page 34): Merlin’s Oak in the Welsh folklore, thought to protect portals between the spirit and
town of Carmarthen, blessed by the wizard himself to mortal worlds
protect the town, until it was removed in the same year Rusalka (plural rusalki, page 96): A Slavic water sprite,
that a great flood then devastated the town said to live within river banks and willow trees
Odetta’s Lament (page 35): A German folktale told to The Cinstita (page 97): A great black hen said in Italian lore
explain the origin of the pimpernel plant to guard the Devil’s poisons.
Friends in High Places (page 36): Another Icelandic tale
about the friendship between rowan and juniper Made with the support of 1,956 backers on Kickstarter.
Gift of the Sea (page 37): A Greek legend about the mortal Thank you for your support, feedback, enthusiasm,
fisherman Glaucus and passion.
Upas Tree (page 38): A ‘real’ tree supposed to have
existed in Java, as per reports by naturalist John Nichols Open Game Content: This book is made under the Open
Foersch in 1773 Gaming License. The content of this book that falls under
A Shared Origin (page 39): Inspired by a belief of the the Open Gaming License includes locations and deities of
Japanese Ainu people Faerûn, creature names, spell names, and effects. No other
Hunter’s Looking Glass (page 51): The Romans tell tales portion of this work may be reproduced in any
of an object called Venus’s Looking Glass. This mirror form without permission.
reflected everything as a more beautiful version of itself.
When a shepherd picked it up and fell in love with his
own beauty, Cupid shattered it for fear of such an item
causing war between vain humans. The shards turned into
the first bluebells
Keiko’s Judgment (page 60): Inspired by a similar hammer
wielded by the Japanese Emperor Keiko (71—130AD)
Sandwalker’s Gorget (page 62): Taken from a belief of
the Pima people of Arizona, who believe that the saguaro
are ancestors who were transformed into cactuses to keep
watch over them
Spells (pages 71-73): Thanks to Swedish traditional magic,
which inspired many of the spells included in this book, as
well as the Oath of the Endling paladin
Blodeuwedd (page 80): A Welsh mythological figure and
wife of the hero Lleu Llaw Gyffes
The Cailleach (page 82): A Gaelic deity of
winter and storms
Feldgeister (page 85): Germanic harvest goblins of varying
malignance, including characters such as the Gerstenwolf
(barley wolf), Windkatze (wind cat), îserne Range
(iron sow), Weizengeiß (wheat goat), and Getreidehahn
(grain rooster).
Waldgeister (page 86): Germanic forest spirits, trusted
guardians of old trees
Honey Beast (page 87): Inspired by an account by the
Greek military leader Xenophon, of the results of eating
corrupted honey in 401BC
Samovila and Samodiva (page 88): Belgian forest nymphs
said to guard streams and lakes

100

You might also like