## How to Use This Reference When a character spends at least 1 hour foraging and succeeds on a Wisdom (Survival) or Herbalism Kit check, consult the appropriate terrain table below. **Check Difficulty:** - **DC 10:** Common herbs - **DC 15:** Useful or uncommon herbs - **DC 20:** Rare, valuable, or dangerous herbs **Results represent one foraging attempt. Quantity assumes a single character working carefully.** --- ## Temperate Forest ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Yarrow**|White or pink clustered flowers, feathery leaves|Stops bleeding (+2 to Medicine checks for stabilizing), mild pain relief|1 sp per bundle| |**Wild Garlic**|Small white flowers, strong onion smell, broad leaves|Antibacterial, aids in fighting infection (+1 to CON saves vs disease for 1 hour)|5 cp per bundle| |**Chamomile**|Daisy-like white flowers with yellow centers|Calming tea, helps with sleep (advantage on saves vs exhaustion after rest)|1 sp per bundle| |**Bitterroot**|Low-growing plant with pink star-shaped flowers|Reduces fever, basic poultice ingredient|5 cp per root| |**Healing Moss**|Soft green moss found on north side of trees|Natural bandage, absorbs blood, prevents infection|1 sp per handful| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Foxglove** (POISONOUS)|Tall purple bell-shaped flowers|Heart medicine in tiny doses; deadly poison in larger amounts (1d6 poison damage if ingested improperly)|5 gp per flower| |**Moonleaf** (Solare)|Silver-edged leaves that glow faintly in moonlight|Healing draughts ingredient (potion of healing component), +1d4 HP when properly prepared|10 gp per leaf| |**Comfrey**|Large fuzzy leaves, small purple/white bell flowers|Bone-setting aid, heals fractures faster (reduce healing time by half)|3 gp per bundle| |**Silver Thistle** (Solare)|Purple thistle with metallic silver thorns|Stabilizer for dying creatures (+2d4 HP when used with healer's kit)|8 gp per plant| |**St. John's Wort**|Yellow star-shaped flowers, small oval leaves|Antidepressant properties, +1 to WIS saves for 8 hours|2 gp per bundle| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Nightbloom Orchid** (Solare)|Black petals that open only at night, glows faintly purple|Potion of healing component (superior quality, +2 to healing), also used in resurrection rituals|50 gp per flower| |**Verdant Resin** (Solare)|Thick amber sap from ancient oaks, smells of fresh rain|Rare reagent for restoration magic, preserves other herbs indefinitely|75 gp per vial| |**Belladonna** (DEADLY)|Black berries, purple bell flowers, dark green leaves|Deadly nightshade - ingredient in powerful poisons (save DC +2) and rare antidotes|25 gp per plant| --- ## Deep or Ancient Forest ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Glowcap Fungus** (Solare)|Mushrooms with bioluminescent caps (blue-green glow)|Provides light (10ft radius for 8 hours when crushed), edible|2 sp per mushroom| |**Dreamflower Stems** (Solare)|Pale blue flowers with drooping petals|Mild sedative, helps with nightmares (peaceful sleep, no exhaustion recovery bonus)|1 sp per stem| |**Bark Resin**|Sticky sap from pine or fir trees|Adhesive, waterproofing, basic salve base|5 cp per handful| |**Oak Moss**|Grey-green lichen hanging from old trees|Antiseptic, wound covering|1 sp per bundle| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Fey Ivy** (Solare)|Shimmering green vines with tiny golden flowers|Creates connection to Feywild, +2 to CHA checks with fey creatures for 1 hour|15 gp per vine| |**Whisperleaf** (Solare)|Translucent leaves that seem to whisper in the wind|Ingredient in potions of invisibility, grants advantage on Stealth for 10 minutes when chewed|12 gp per leaf| |**Ghost Nettle** (Solare)|Pale white nettle that doesn't sting the living|Communicating with spirits, component for Speak with Dead spell|10 gp per bundle| |**Bloodmoss**|Dark red moss found on ancient trees|Coagulant, stops bleeding immediately (heals 1d4 HP instantly)|8 gp per handful| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Heartwood Sap** (Solare)|Golden sap from trees blessed by Eshuall|Restoration magic component, cures diseases, can revive dying trees|100 gp per vial| |**Fae Lotus** (Solare)|Iridescent flower that shifts colors, grows near fey crossings|Potion of heroism component, grants temporary courage (+1d4 to attack rolls for 1 hour)|80 gp per flower| |**Spirit Spores** (Solare)|Ghostly white mushroom that releases shimmering spores|Component for divination magic, allows brief communion with nature spirits|60 gp per mushroom| |**Mandrake Root**|Humanoid-shaped root, screams when pulled from earth|Powerful sedative and cure component, dangerous to harvest (CON save DC 13 or stunned)|50 gp per root| --- ## Swamp or Wetlands ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Marsh Reed**|Tall brown reeds with fuzzy tops|Basket weaving, paper making, basic fiber for bandages|2 cp per bundle| |**Leechroot**|Gnarled brown root that resembles a leech|Draws out toxins, +1 to saves against poison for 1 hour|1 sp per root| |**Bog Mint**|Small green plant with purple flowers, minty smell|Settles stomach, masks bad odors, brewing ingredient|5 cp per bundle| |**Cattail**|Brown cylindrical seedhead on tall stalk|Edible, can be made into flour, fluffy seeds used for tinder|1 cp per plant| |**Swamp Willow Bark**|Grey-brown bark from willows in wetlands|Pain reliever (like aspirin), reduces inflammation|5 cp per strip| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Black Lotus Fibers** (Solare)|Dark purple lotus with black-veined petals|Antitoxin component, neutralizes most natural poisons|15 gp per flower| |**Venomleaf**|Slick green leaves with purple veins, caustic sap|Poison ingredient (contact poison, 2d4 poison damage), antivenom component paradoxically|12 gp per leaf| |**Dusk Fungus** (Solare)|Purple-grey mushroom that only grows in twilight areas|Sleep aid, component for potions of sleep, resistance to necrotic damage for 1 hour|10 gp per mushroom| |**Pitcher Plant Extract**|Carnivorous plant with digestive enzymes|Acid component for alchemy, dissolves organic matter|8 gp per plant| |**Witch Hazel**|Shrub with yellow ribbon-like flowers|Astringent, heals bruises and wounds (+1d4 HP when applied)|5 gp per bundle| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Deathcap Variant** (DEADLY)|Black-capped mushroom with white spots|Extremely lethal poison (3d6 poison damage, CON save DC 15 or poisoned), rare antidote component|40 gp per mushroom| |**Shadow Reed Essence** (Solare)|Black reeds that seem to absorb light|Invisibility potion component, grants advantage on Stealth in dim light for 1 hour|70 gp per reed| |**Blood Lily**|Deep crimson flower that grows on graves|Necromancy component, vampire hunting aid (they avoid it), cure for undead curses|55 gp per flower| --- ## Hills & Grasslands ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Sungrass**|Tall golden grass that bends toward the sun|Edible grain, can be brewed into mild stimulant tea (removes 1 level of exhaustion)|1 sp per bundle| |**Yarrow**|White clustered flowers, feathery leaves|Blood clotting, wound treatment (+2 to Medicine checks)|1 sp per bundle| |**Ironweed**|Purple flower clusters on tall tough stems|Tonic for strength, +1 to STR checks for 1 hour|5 cp per bundle| |**Dandelion**|Yellow flowers that turn to white seed puffs|Liver tonic, diuretic, edible greens|1 cp per plant| |**Clover** (red or white)|Three-leafed plants with round flower heads|Livestock feed, mild healing tea|1 cp per bundle| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Kingsfoil** (Athelas)|Star-shaped white flower, sweet fragrance|Powerful healing herb, removes poisons (+2d4 HP, advantage on saves vs poison)|20 gp per plant| |**Emberbloom** (Solare)|Orange-red flower that feels warm to touch|Fire resistance component, grants resistance to fire damage for 10 minutes|15 gp per flower| |**Arnica**|Yellow daisy-like flowers on mountain slopes|Reduces bruising and inflammation, speeds healing|8 gp per bundle| |**Milk Thistle**|Purple spiky flower with white-veined leaves|Detoxifies liver, +2 to saves vs alcohol and ingested poisons|5 gp per plant| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Dawnpetal** (Solare)|Golden flower that blooms only at sunrise|Potion of greater healing component, removes exhaustion entirely|90 gp per flower| |**Bloodgrass Seeds** (Solare)|Crimson grass with dark seeds|Berserker rage component, +2 to melee damage for 1 minute but -2 AC|45 gp per handful| |**Four-Leaf Clover**|Rare mutation of common clover|Good luck charm, can be used to reroll one failed save (consumed)|100 gp per leaf| --- ## Mountains & High Altitude ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Frost Lichen**|White-blue crusty growth on rocks|Cold resistance aid, edible (tastes terrible), prevents frostbite|2 sp per handful| |**Stoneleaf**|Grey-green succulent with thick waxy leaves|Water storage plant, provides hydration in mountains|5 cp per plant| |**Mountain Sage**|Silver-green leaves, purple flowers|Cleansing smoke, respiratory aid at high altitude|1 sp per bundle| |**Alpine Thyme**|Low-growing herb with tiny purple flowers|Culinary, mild antiseptic properties|5 cp per bundle| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Ice Blossom** (Solare)|Crystal-like white flower that never melts|Cold damage enhancement, resistance to cold for 1 hour|18 gp per flower| |**Storm Root** (Solare)|Gnarled root with blue-white veins that spark faintly|Lightning resistance component, +1d6 lightning damage to weapon strikes|15 gp per root| |**Edelweiss**|Star-shaped white fuzzy flower|Symbol of courage, +1 to WIS saves for 1 hour|10 gp per flower| |**Rhodiola**|Yellow-green flower cluster, grows on cliffs|Stamina enhancer, advantage on CON saves vs exhaustion for 8 hours|12 gp per bundle| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Sky Lotus** (Solare)|Translucent blue flower that grows at peaks above clouds|Levitation potion component, grants feather fall effect for 10 minutes|120 gp per flower| |**Thunder Resin** (Solare)|Amber sap that crackles with electricity|Powerful lightning magic component, weapon coating (+2d6 lightning damage, 3 uses)|85 gp per vial| |**Phoenix Flower** (Solare)|Red-gold flower that reignites if extinguished|Resurrection ritual component (lesser), stabilizes dying automatically|150 gp per flower| --- ## Arctic / Frozen Regions ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Snow Moss**|White moss with blue tinge|Insulation material, edible in emergencies|2 sp per bundle| |**Pale Root**|White root that grows under snow|Emergency food source, mild warmth when consumed|5 cp per root| |**Tundra Grass**|Hardy brown grass that survives freezing|Animal fodder, basic rope fiber|1 cp per bundle| |**Arctic Willow**|Low shrub with fuzzy catkins|Pain reliever, prevents scurvy (vitamin C source)|5 cp per bundle| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Winterbane** (Solare)|Black flower with frost-covered petals|Resist cold permanently for 24 hours, immune to frostbite|25 gp per flower| |**Icecap Fungus** (Solare)|Blue-white mushroom that grows on glacier ice|Cold immunity component, flash-freezes water touched to it|20 gp per mushroom| |**Snowbell**|Delicate white bell-shaped flower|Calming effect, treats hypothermia symptoms|10 gp per flower| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Frostflower** (Solare)|Flower made entirely of magical ice that never melts|Potion of cold resistance component, permanent ice creation|110 gp per flower| |**Crystal Marrow** (Solare)|Crystalline substance from frozen giant bones|Restoration magic, cures petrification and paralysis|95 gp per vial| |**Winter's Heart** (Solare)|Solid ice sphere that pulses with inner light|Ultimate cold resistance, grants immunity to cold for 8 hours|200 gp per sphere| --- ## Desert & Badlands ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Cactus Pulp**|Fleshy interior of various cacti|Water source, prevents dehydration, edible|1 sp per cactus| |**Saltbloom**|White crystalline flower growing near salt flats|Salt harvesting, food preservation|2 cp per flower| |**Desert Sage**|Grey-green aromatic bush|Smudging, purification rituals, insect repellent|5 cp per bundle| |**Mesquite**|Thorny tree with bean pods|Flour source, wood for fire (hot burning)|1 cp per pod bundle| |**Agave**|Large succulent with thick pointed leaves|Fiber for rope, sap for sweetener, fermentation base|5 cp per plant| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Fire Reed** (Solare)|Rust-red reed that's hot to the touch|Fire resistance, can be lit without fuel (burns for 1 hour)|15 gp per reed| |**Mirage Vine** (Solare)|Shimmering purple vine that seems to shift position|Illusion magic component, creates minor mirage (similar to Minor Illusion)|18 gp per vine| |**Peyote**|Small spineless cactus, button-shaped|Vision quest aid, +2 to Insight and Perception for 4 hours (hallucinogenic)|10 gp per button| |**Ghost Pepper**|Extremely hot chili pepper, pale white color|Intense heat, weapon coating (1d4 fire damage on hit, 1 use)|8 gp per pepper| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Sun Lotus** (Solare)|Golden flower that glows like sunlight|Radiant damage component, daylight spell component, vampire deterrent|100 gp per flower| |**Glass Thorn Sap** (Solare)|Clear crystalline sap from rare desert cactus|Hardens into unbreakable glass, alchemy component for permanent effects|130 gp per vial| |**Sandsilver** (Solare)|Metallic plant with silver sheen that grows in dunes|Valuable metal substitute, electricity conductor, +1 AC coating for armor|175 gp per plant| --- ## Coastal & Shorelines ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Sea Kelp**|Long brown rubbery seaweed|Iodine source, edible, basic healing wraps|1 sp per bundle| |**Brineweed**|Salt-encrusted green seaweed|Preservative, flavoring, +1 to CON saves vs disease|5 cp per bundle| |**Beach Rose**|Pink flowers on thorny bushes near dunes|Rose hips for vitamin C, prevents scurvy|5 cp per bundle| |**Sea Oats**|Tall grass with drooping seed heads|Edible grain, sand dune stabilization|1 cp per bundle| |**Samphire**|Succulent green plant growing in salt marshes|Edible vegetable, pickling ingredient|2 cp per bundle| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Siren Grass** (Solare)|Iridescent seaweed that hums in current|Charm resistance component, advantage vs being charmed for 1 hour|20 gp per strand| |**Coral Fungus** (Solare)|Fungus growing on dead coral, looks like brain coral|Water breathing component, grants 10 minutes underwater breathing|18 gp per piece| |**Bladderwrack**|Brown seaweed with air bladders|Thyroid health, metabolism boost, +1 to initiative for 8 hours|8 gp per bundle| |**Sea Lavender**|Purple flowers on coastal cliffs|Calming aid, salt tolerance component|6 gp per bundle| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Pearl Kelp** (Solare)|Rare kelp that grows small pearls inside its fronds|Potion of water breathing component, each pearl worth 25 gp|90 gp per plant (3d4 pearls)| |**Tide Lotus** (Solare)|Blue-green flower that blooms only at high tide|Control water component, allows breathing water and air for 24 hours|115 gp per flower| |**Mermaid's Hair** (Solare)|Silken golden seaweed, extremely rare|Charm person component, +3 to CHA for 1 hour, underwater communication|140 gp per strand| --- ## Urban & Ruins ### DC 10 - Common Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Mold Spores**|Various colored fungi growing on damp walls|Antibiotic source (penicillin-like), treats infections|2 sp per sample| |**Alley Herbs**|Weeds growing in cracks: plantain, chickweed|Basic healing, edible greens, poultice base|1 cp per bundle| |**Rat's Bane**|Small white flowers, toxic to rodents|Pest control, mild poison component|5 cp per plant| |**Cobblestone Moss**|Green moss between paving stones|Wound packing, antiseptic properties|1 sp per handful| |**Ivy**|Climbing vine on walls and buildings|Rope substitute, minor healing salve|1 cp per vine| ### DC 15 - Uncommon Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Grave Moss**|Dark green moss growing on tombstones|Necromancy component, speaks to recent dead (once), preserves corpses|15 gp per handful| |**Alchemical Runoff Plants** (Solare)|Mutated flowers with unnatural colors near labs|Random magical effect when consumed (DM rolls on wild magic table)|10 gp per plant| |**Wallflower** (literal)|Yellow flowers growing from mortar|Stone shaping aid, softens stone temporarily|8 gp per flower| |**Thief's Friend**|Thorny vine with black berries|Climbing aid (natural grappling hook), berries grant darkvision 1 hour|12 gp per vine| ### DC 20 - Rare Herbs |Herb Name|Appearance|Effect/Use|Value| |---|---|---|---| |**Philosopher's Weed** (Solare)|Golden cannabis-like plant near old wizard towers|Intelligence enhancement (+2 INT for 1 hour), deep thought aid, alchemy component|80 gp per bundle| |**Arcane Residue Flora** (Solare)|Crystalline flowers growing where magic was heavily used|Spell power component, regain 1 expended spell slot (1st-3rd level, consumed)|200 gp per flower| |**Memory Bloom** (Solare)|Translucent flower growing on sites of strong emotions|Allows viewing of past events at that location (1 minute of history)|120 gp per flower| --- ## Value & Use Guidelines |Rarity|Typical Use|Average Gold Value|Market Availability| |---|---|---|---| |**Common**|Poultices, salves, minor remedies, cooking|1 cp - 2 sp|Readily available in settlements| |**Uncommon**|Healing draughts, antitoxins, alchemical reagents|5 sp - 25 gp|Available from herbalists and apothecaries| |**Rare**|Potions, powerful poisons, ritual components, magic item creation|40 gp - 200 gp|Special order only, attracts attention| --- ## DM Guidelines for Foraging ### Quantity Found - **Common herbs:** 2d4 doses per successful forage - **Uncommon herbs:** 1d4 doses per successful forage - **Rare herbs:** 1d2 doses per successful forage (often just 1) ### Time Requirements - **Standard foraging:** 1 hour minimum - **Rushed foraging:** 30 minutes, disadvantage on check - **Careful foraging:** 2 hours, advantage on check ### Area Depletion - After harvesting, an area is depleted for **1d4 weeks** (common), **1d6 months** (uncommon), or **1d4 years** (rare) - Mark foraged locations on maps to track depletion - Different seasons may yield different herbs ### Additional Complications (Optional) Roll 1d6 when foraging rare herbs: 1. **Attracted predator** - Something dangerous notices you 2. **Rival forager** - Someone else wants this herb 3. **Dangerous location** - Herb grows in hazardous spot (cliff edge, quicksand, etc.) 4. **Poisonous lookalike** - Make Nature check DC 15 or grab wrong plant 5. **Protected grove** - Fey, druids, or nature spirits object to harvesting 6. **Perfect specimen** - Double the value, but word spreads of your find ### Selling Herbs - Most common herbs sell for **half listed value** in cities - Rare herbs may attract: - Rival herbalists - Unscrupulous buyers who might rob you - Wizards seeking components - Alchemists offering jobs - Selling to the right buyer (successful Investigation or Persuasion check) can net **full value or more** ### Crafting with Herbs - **Healing poultice:** 2 common herbs + Medicine check DC 10 = heals 1d4 HP - **Antitoxin:** 3 uncommon herbs + Herbalism Kit DC 15 = advantage on saves vs poison for 1 hour - **Potion of Healing:** 1 rare + 2 uncommon herbs + Alchemist's Supplies DC 15 = potion of healing - **Custom effects:** DM discretion based on herb combinations --- ## Regional Herb Summary Quick reference for what terrain types are richest in different herb categories: |Terrain Type|Best For|Unique Features| |---|---|---| |**Temperate Forest**|Healing herbs, general remedies|Balanced variety, good for beginners| |**Deep/Ancient Forest**|Magical components, fey-touched herbs|Most mystical herbs, dangerous to harvest| |**Swamp/Wetlands**|Poisons, antitoxins, rare fungi|High-risk, high-reward, many dangerous plants| |**Hills/Grasslands**|Medicinal herbs, cooking ingredients|Most accessible, depletes slowly| |**Mountains**|Rare/powerful herbs, elemental components|Difficult terrain, best rewards| |**Arctic**|Cold resistance, preservation|Least variety, highly specialized| |**Desert**|Fire/heat related, survival herbs|Valuable but sparse| |**Coastal**|Aquatic components, unique seaweeds|Tide-dependent, requires timing| |**Urban/Ruins**|Alchemical, arcane components|Unusual finds, legal complications| --- _This reference is designed to give concrete, flavorful results to herbalism checks while maintaining game balance. Adjust values and effects to suit your campaign's economy and power level._