Also called Dante’s Rose, this is a spiky red thistle, always grows with exactly six hundred and sixty six needles across all its leaves. The blossom itself grows into a black crown when fully ripe. Rarity: Very Rare Gathering: DC 25 Quantity: 1d2 Potency: 4 Effects: Damage (fire) Locations: desert
This flower found in higher elevations can be identified by its bright yellow flowers which are very sticky. Rarity: Uncommon Gathering: DC 15 Quantity: 1d4 Potency: 2 Effects: Charm, Climb Locations: mountain, forest/jungle, Higher Elevations Overdose If you take more than three Hightop Bloom within a 24 hour period, you must make an Con Saving Throw (DC 14) or are put under an effect identical to Phantasmal Force, the creature or object created is determined by the Dungeon Master.
This large grass like stalk grows along roads that have been well travelled, and they can provide respite to those who are weary. Eating a stalk will heal 1 HP. If you eat more than 3 however you must make a DC 12 Con check or be poisoned for 1 hour. Rarity: Common Gathering: DC 10 Quantity: 1d6 Potency: 1 Effects: heal, Life Locations: Any
These berries grow on mountains high in iron content, these grey berries grow like grapes on Ironberry Bushes. The Berries can even be forged into an armour. They also can be ground and used in some potions Rarity: Uncommon Gathering: DC 15 Quantity: 1d4 Potency: 2 Effects: Petrification, Protection Locations: mountain
This white ragweed grows in dark places, when it senses living creatures around it, and it is in a dark place, the plant releases an ear-splitting wail, all other creatures within the location of the ragweed must make a DC 13 constitution saving throw or drop to 0 hit points, after it has released this wail, it turns to ash. To harvest a DC 13 stealth check must be made. Also the check to harvest it should be made with DEX. This ash glows dimly, and can be used to make a glowing ink, and it can be ingested to grant the imbiber Truesight out to 10ft for 1 minute. Rarity: Common Gathering: DC 10 Quantity: 1d6 Potency: 1 Effects: Protection, special Locations: Any
This tall grass with white tips releases spores when you walk through it that causes those who breathe them in to start uncontrollably laughing. You must make a DC11 con saving throw or laugh loudly and uncontrollably for as long as you are within them. If dried and burned, the smoke carries and enhances the laughter-producing properties of the plant, anyone breathing in the smoke must make a DC 15 con save or suffer an effect similar to Tasha's Hideous Laughter. Additionally, if processed properly it can be used in a variety of potions Rarity: Rare Gathering: DC 15 Quantity: 1d4 Potency: 3 Effects: air, Damage (psychic) Locations: grassland, swamp, forest/jungle
This brown flower acts as a powerful laxative. Causing those who allow the petals to melt under the tongue to instantly empty their bowels and their bladder, as well as their stomach contents. However, a skilled herbalist can combine this with other ingredients to produce healing properties as well. Rarity: Rare Gathering: DC 20 Quantity: 1d3 Potency: 3 Effects: Life, Damage (poison)
A weed that grows in swampy areas. On its own, the weed only causes mild numbness, but once refined it is a decent paralytic. Rarity: Common Gathering: DC 10 Quantity: 1d6 Potency: 1 Effects: Damage (poison) Locations: swamp
Similar to Hightop Bloom this deep blue flower has pain dulling effects and can effect as well as some other magical proprieties Rarity: Very Rare Gathering: DC 20 Quantity: 1d3 Potency: 4 Effects: movement, heal Locations: coast, grassland
This strange vine like pant grows along the ground. It is stringy and can be boiled and strained for it's magical properties. Rarity: Rare Gathering: DC 20 Quantity: 1d3 Potency: 3 Effects: Transmute Locations: Any
A Large black flower that drips a poisonous nectar. Rarity: Uncommon Gathering: DC 15 Quantity: 1d4 Potency: 2 Effects: Damage (poison) Locations: swamp
This rare nettle absorbs moonlight, growing best in areas where the skies are clear. When made into a tea and imbibed, if the drinker is a druid they regain all of their uses of the Beast Shape class feature. Rarity: Rare Gathering: DC 25 Quantity: 1d2 Potency: 3 Effects: air, heal Locations: Any
Growing in graveyards of consecrated soil, or near holy places, Moonhallow absorbs sunlight, and releases it back to the sky during the night, causing it to give off a yellow glow, this mushroom of the Agaric family looks exactly like a death cap, save for the glow it gives off. Rarity: Rare Gathering: DC 20 Quantity: 1d3 Potency: 3 Effects: Petrification, Damage (radiant) Locations: Any
This plant has a think stem with a milky substance in it. It can only be found on Islands in the high peaks of the mountains on the island. Rarity: Very Rare Gathering: DC 25 Quantity: 1d2 Potency: 4 Effects: Damage (poison) Locations: coast, mountain
Found in thick forests and jungles this flower grows in the shade of large trees. It has a black flower that’s petals do not open unless it is exposed to sunlight which does not generally happen. However when it does, it can be harvested for it's magical properties. Rarity: Very Rare Gathering: DC 10 Quantity: 1d6 Potency: 4 Effects: Petrification, air Locations: forest/jungle
Nightmare root comes from a plant deep within the abyss. When ground into a paste, it can be mixed into food or drink without significantly altering its taste, colour, or odour, but it does add the texture of fine sand. Those that consume the root find themselves haunted by the greatest fears upon falling asleep Rarity: Very Rare Gathering: DC 20 Quantity: 1d3 Potency: 4 Effects: Damage (Poison) Locations: Underborea or someplace with a demonic taint
Deep within damp caves and frequently in the Underborea, there is a rare fluorescent mushroom that slowly secretes a thick, acrid substance Rarity: Rare Gathering: DC 15 Quantity: 1d4 Potency: 3 Effects: Damage (Poison) Locations: Underborea, Caves
This leafy herb can be harvested and used in a variety of potions though it makes a tasty seasoning as well. Rarity: Uncommon Gathering: DC 15 Quantity: 1d4 Potency: 2 Effects: heal, Protection Locations: forest/jungle, swamp, grassland
This red-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist. Rarity: Common Gathering: DC 10 Quantity: 1d6 Potency: 1 Effects: heal, Life Locations: forest/jungle, swamp
This fungus grows in strings across the ground, like hundreds of tiny rivers of silver flowing through moss and stones, small white blossoms grow from this stringy mycelium, these tiny antennae shaped blossoms can be eaten to grant user an unearthly beauty, and great skill in the arts, allowing those trained in the bardic colleges to recover 1 inspiration die. Rarity: Rare Gathering: DC 20 A potion or other concoction require: 1d3 Potency: 3 Effects: Charm, Ability (Con) Locations: Any
This vine has sharp, stinging hairs covering it. If touched or if there is a failed attempt to harvest the target takes 1d4 piercing damage. Rarity: Very Rare Gathering: DC 25 Quantity: 1d2 Potency: 4 Effects: Climb, Protection Locations: mountain, Underborea, caves.
This hemlock gives off a soft radiant glow. It can often be found on holy ground such as near churches and temples. Rarity: Very Rare Gathering: DC 25 Quantity: 1d2 Potency: 4 Effects: Petrification, Damage (radiant) Locations: Any
When used instead of normal hops in making beer, these hops cause the alcohol they are made from to constantly stay ice cold. Also you gain the ability to materialize snow in your hand for as long as you have alcohol in your system. You can make up to three snowballs from one glass of Snow Hop Beer. They can also be used in the creation of cold based potions. Rarity: Uncommon Gathering: DC 15 Quantity: 1d4 Potency: 2 Effects: Damage (cold) Locations: arctic
Otherwise known as Steel Sakura, this cherry blossom tree is incredibly dangerous, the tree itself is made of solid Adamantine. The leaves are small pink cherry blossoms, made from razor sharp titanium shards that swirl and shift in even the slightest breeze. If someone is near these blossoms when the wind blows, they take 6d6 damage from the whirling tiny blades, they may make a DC 15 dexterity saving throw to half the damage. The trees are held in high value by blacksmiths for the titanium the petals are made from. Rarity: Rare Gathering: DC 20 Quantity: 1d3 Potency: 3 Effects: Damage (Physical) Locations: Any
This large grey willow tree grows deep blue leaves and vines. The branches are often used by the law to deal lashes for crimes committed. They leaves are also poisonous. Rarity: Common Gathering: DC 10 Quantity: 1d6 Potency: 1 Effects: Damage (Physical), Damage (poison) Locations:
This rose is named after the shape of its blossom, when in full bloom they appear to be the shape of an hourglass. It is a component for wizard's time spells but has other magical properties as well. It grows close to water and the stems are very moist. Rarity: Common Gathering: DC 10 Quantity: 1d6 Potency: 1 Effects: Water, Damage (poison) Locations: Any