sandmote
2020-10-09, 04:05 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/ARR_OapbC).
Basic
Where magical healing is rare or unavailable, medicinal herbs and poisons are often used to approximate. In areas with less knowledge of the subject, medicinal herbs are sometimes treated as a type of magic, and their effects can match those of low level spells.
You can spend an hour in the wild in a particular environment searching for medicinal herbs. At the end of the hour, make a Nature (Intelligence) check, upon which you find a medicinal plant or animal with a DC to identify on the table below. If an animal is listed with an Animal Handling DC, this is the DC to milk the animal, and the DC - 5 to identify it using a Nature (intelligence) check.
When you find a medicinal plant or poisonous animal, you can harvest enough material to craft 1d4 doses of herbal medicine or poison from it. Some of these can be harmful, and the rules for determining any injury can be found in the appropriate plant or animal description.
Herbalism and Favored Terrain
When in its favored terrain, a ranger can attempt to make two checks to identify medicinal plants and poisons whenever they would normally be able to make one. The ranger needs no additional time to make the second check.
Creating Herbal Treatments
A herbalism kit or poisoners kit is necessary to craft poisons or herbal remedies. Both types of kits come with 5 vials for storing doses of material, and more vials can be purchased. Alchemist's Supplies and Brewer's Supplies work in a similar manner.
Attempting to craft materials from these tools requires a check to be made. Milking the poisons from a creature must be done immediately, although some creature can be held on to for later use with specially designed equipment. Actually milking a creature using a poisoner's kit or alchemist's supplies requires an Animal Handling (Wisdom) check made, with the DC listed on the creature tables. A creature without proficiency using the associated tools has disadvantage on the check as they struggle to properly use their equipment.
A creature does not need proficiency with the appropriate tools to craft items from plants using a Brewer's Supplies, Herbalism Kit, or Poisoner's Kit. However, crafting the material does require an Intelligence check using the appropriate tool proficiency.
This section describes the herbs a character might encounter while out in the wild.
Achotlin The bush's waxy green leaves don't stand out very well, and it is often recognized by the rods of tiny white flowers sticking up from the stem and bending over.
Adder's Tongue This fern has a single, large leaf from which extends a rod of tiny yellowish-green bundles of spores and grows in moist meadows, shady clearings, and dunes.
Agave Agaves have thick leaves arranged in a rosette. Most varieties produce a single massive flowering stalk before they die. Most of a leaf's surface is smooth, but the needles on the edges are strong enough to be used for sowing.
Angelica This plant looks very much like celery, growing up to eight feet tall after its first year. Its roots are often used in cooking for their pleasant aroma.
Arjuna Beside the rounded leaves growing off the sides and fruit with center folds, this tree can recognized by the roots spreading out over the top of the ground at the base.
Ashwagandha In winter, this shrub grows red, inedible berries with a surrounding papery cover. Dull green leaves grow close to the central stem.
Basilisk These monstrosities can petrify creatures with their gaze. Their saliva can reverse these effects, allowing them to eat the creatures they have petrified.
Basket Stinkhorn This fungus grows an egg-like structure, from which the fruit erupts, smelling of death. It is named from the hollow structure surrounding the spores, which resembles crossing veins.
Boswellia This tree grows segmented leaves, each with an odd number of leaflets, and has small white flowers with pink centers. When the trunk is cut the resin forms large globs along the surface, which can be gathered for later use.
Brahmi The thick, rounded leaves of this plant grow even underwater, with small white flowers growing in portions above the surface.
Candlenut This large tree grows in tropical climates, growing oily green nuts that float on the sea.
Carrion Crawler Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. More information on them can be found in the Monster Manual. A character milking a Carrion Crawler must make a DC 12 Sleight of Hand (Dexterity) check to avoid being exposed to the mucus on its tentacles.
Comfrey This herb grows up to three feet tall, with hairy leaves and bell shaped flowers and grows in wet ditches. The roots are black on the outside, but when broken reveal a white inside as they ooze clear sap.
Coneflower Coneflowers are recognized by their large purple flowers, which grow on prairie or the edge of trees. Chewing a flower numbs the mouth.
Dart Frog These brightly colored frogs possess horrible tasting and paralysis inducing chemicals in their skin. A character that works with a dart frog must make a DC 12 Sleight of Hand (Dexterity check or Make a DC 15 constitution saving throw. on a failed save the creature is paralyzed for 1 minute.
Devil's Club This large plant's large leaves and long stems would make it look tropical, if it weren't for the long spines covering every inch of it. The bright red berries grow on top, and are loved by bears. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1d4 piercing damage.
Devil's Fingers This mushroom erupts from a white covering, sending out seven blood red tentacle structures covered in spores on the upper side.
Foxglove This plant grows a stalk from which a vertical row of flowers extends out.
Garlic This small bulb has a powerful smell, particularly when the dark green leaves are crushed, and grows in open meadows.
Giant Spearmoss This moss is noteworthy for growing underwater in small pools as well as for each part of the plant being significantly larger than those of other mosses.
Ginseng Ginseng grows in a mound, with large, deeply divided leaves and a small bundle of flowers extended from a separate stem. The roots extend into the ground before dividing in two.
Golden Root The stems of this plant rarely extend more than a foot above the stocky, scaly root. The stems are stocky, with serrated leaves and end in a bundle of yellow flowers.
Gotu Kola This plant grows low to the ground, with circular leaves that have a raised lip around the edge. It is also sometimes used as a leafy vegetable.
Great Mullein This herb grows a central stalk, with large leaves growing out forming a rosette.
Hensbane This smelly plant has large leaves bunching on the ground and short stalks with yellow, veined flowers and grows along clearings.
A creature that ingests hensbane must make a DC 10 Constitution saving throw or take 2d6 poison damage.
Juniper Juniper is an evergreen shrub easily recognized by its large purple berries.
Man-O-War Actually a grouping on animal-like creatures, a man-o-war looks a bit like a jellyfish, with a gas filled bell floating on the surface and singing tentacles dragging into the water behind it. They float with the current, sometimes washing up on shore. A creature that attempts to work with a man-o-war must make a Sleight of Hand (Dexterity) check or take 1d4 poison damage.
Maral Named for a type of deer, this plant grows a bundle of large leaves from the root, from which a long stem extends bearing a large, purple flower. The inside of the roots is orange, as are the smaller stringy off growths.
Marsh-Mallow Named for where it grows, this entire plant is hairy, with large leaves branching off of white stalks. The roots are stringy and reddish-brown.
Mesquite This large tree grows small waxy leaves and large seed pods that can be pounded for food in an emergency. The gum in particular has several medicinal uses.
Milk Thistle This plant's smaller leaves are pointed and sharp, growing from a large central stem. It can be recognized by the light purple flowers and the white sap that flows from damaged sections of the plant. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1 piercing damage.
Mugwort This plant grows unevenly divided leaves on branches coming off a central stem, with bundles of tiny white flowers on the plant's extremities.
Osha Osha resembles a giant carrot above ground, but can be recognized by the spicy, celery like smell of its roots.
Passionflower This vine is named for the large, cross shaped stamen of the white and purple flowers. It grows in the shade of the jungle canopy.
Poisonous Snake Some snakes are highly venomous, with long, hollow fangs. Some particularly massive snakes possess, such as black mambas and king cobras possess particularly strong venom. A creature that tries to milk a snake and fails its check by 10 or more is bitten by the snake, which uses the stat block of the poisonous snake or giant poisonous snake as listed in the Monster Manual.
Poppy This flower has a noticeable shape, but the flower buds can be collected to make a powerful sleeping drug.
Purple Worm Massive and incredibly powerful, purple worms live in deep deserts. The venom in their stingers is vicious, and used to drive away competitors for mates and territory. A creature that tries to milk a snake and fails its check by 10 or more is bitten by the worm, which uses the stat block of the giant purple worm as listed in the Monster Manual.
Scorpion Relatives of spiders, scorpions possess the venomous stinger. Typically smaller scorpions have stronger venom, but the most massive specimens often have venom strong enough to kill a horse after a single string. A creature that tries to milk a snake a fails its check by 10 or more is bitten by the snake, which uses the stat block of the scorpion or giant scorpion as listed in the Monster Manual.
Sea Buck-Thorn This thorny plant can handle salt, but not shade. The bright orange berries are sour and difficult to collect but can me mixed into drinks. Despite the name it can also be found above the tree line of mountains. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1 piercing damage.
Sea Urchin These animals are related to starfish, but a covered in venomous spines. A creature that attempts to work with a sea urchin must make an Animal Handling (Wisdom) check or take 1 piercing damage. A creature that takes this damage must make a DC 8 Constitution saving throw or take 1d4 poison damage.
Sphagnum Moss This think moss grows in swamps, sometimes growing so thickly it appears to be solid ground before you step on it.
Sponge Actually an animal, these highly absorbent creatures' remains can be used to soak up liquid.
Stingray Shaped flat like other skates and rays, stingrays possess a pair of stingers on the base of their tails. This venom is fairly weak, but still painful for longer periods.
Sweetgale This favorite of beavers grows in in water, with large rounded leaves and bundles of fruit on a stick.
Tabebuia This tree is most easily recognizable by the trumpet shaped flowers and bundles of oval leaves.
Tamanu This tree has a whirled brown trunk, and waxy leaves. The flowers grow in clusters and produce spherical green, oily nuts.
Touch-Me-Not This bright green plant has neatly divided leaves on low stems. The easiest way to identify it is by touch, as the plant quickly folds in on itself when you brush against it.
True-Love True-love grows in woodland, with bundles of leaves bearing a white flower or purple berry rising from the roots.
Valerian This plant has rounded leaflets, and bunches of white to red flowers the grow above them. The roots are string, with only the center turning from brown to white.
Yarrow This plant grows in fields, marshes, and ditches, and is recognized by its stalks bearing sharp leaves and white spotted magenta flowers.
Wyvern Relatives of dragons, wyverns possess a vicious stinger on the ends of their tails.
Name
DC to Identify
Season
Applications
Angelica
12 Nature
Spring and Autumn
Health Booster, Remedy
Devil's Club
15 Nature
Autumn
Health Booster, Gut Flush
Giant Spearmoss
7 Nature
Summer
Dressing
Golden Root
17 Nature
Summer and Autumn
Remedy, Strength Booster
Juniper
10 Nature
Autumn
Gruit, Poison Cure, Gut Flush
Maral
12 Nature
Autumn
Powermind, Strength Booster
Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit
Name
DC to Identify
Season
Applications
Candlenut
5 Nature
Year Round
Candlenut Clock, Oil
Touch-Me-Not
12 Nature
Year Round
Dressing, Restful Tea
Garlic
10 Nature
Spring
Remedy, Vampire's Bane
Man-O-War
17 Nature
Winter
Paralysis Toxin
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Sea Buck-Thorn
7 Nature
Autumn and Winter
Restful Tea
Sweetgale
10 Nature
All but Winter
Clearbreath, Gut Flush
Tamanu
12 Nature
Year Round
Dressing, Gut Flush
Name
DC to Identify
Season
Applications
Adder's Tounge
15 Nature
Spring and Summer
Recovery Tea
Agave
7 Nature
Year Round
Burn Slave, Distillation, Dressing
Ashwagandha
15 Nature
Autumn
Powermind
Boswellia
17 Nature
Spring and Autumn
Powermind, Painkiller
Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)
Hensbane
10 Nature
Summer and Autumn
Health Booster, Knockout Draught, Shaking Poison
Mesquite
10 nature
All but Winter
Eye Clearer, Dressing
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Name
DC to Identify
Season
Applications
Comfrey
10 Nature
Spring
Recovery Tea, Staunching Wrap
Coneflower
5 Nature
Summer
Remedy, Painkiller
Ginseng
7 Nature
Fall
Clearbreath, Lifebring Tea
Juniper
10 Nature
Autumn
Poison Cure, Gruit, Gut Flush
Mesquite
15 Nature
All but Winter
Eye Clearer, Dressing
Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Sphagnum Moss
15 Nature
Summer
Absorbant, Dressing
True-Love
17 Nature
Spring
Gut Flush, Remedy
Name
DC to Identify
Season
Applications
Coneflower
5 Nature
Summer
Remedy, Painkiller
Comfrey
12 Nature
Spring
Recovery Tea, Staunching Wrap
Garlic
7 Nature
Spring
Remedy, Vampire's Bane
Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)
Great Mullein
15 Nature
Spring
Lifebring Tea, Painkiller
Milk Thistle
7 Nature
Autumn
Gut Flush
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Valerian
10 Nature
Spring and Autumn
Powermind, Knockout Draught
Name
DC to Identify
Season
Applications
Achotlín
15 Nature
Year Round
Remedy, Restful Tea, Staunching Wrap
Candlenut
5 Nature
Year Round
Candlenut Clock, Oil
Dart Frog
7 Animal Handling
Year Round
Health Booster, Paralysis Toxin
Passionflower
10 Nature
Spring
Knockout Draught, Painkiller
Poisonous Snake
15 Animal Handling
Year Round
Antitoxin, Poison (2d4, 10)
Scorpion
15 Animal Handling
All But Winter
Antitoxin, Poison (1d8, 9)
Tabebuia
15 Nature
Year Round
Oil, Recovery Tea, Remedy
Name
DC to Identify
Season
Applications
Comfrey
15 Nature
Spring
Recovery Tea
Foxglove
10 Nature
Summer
Poison (2d4, 10), Recovery Tea
Garlic
5 Nature
Summer
Oil, Vampire's Bane
Hensbane
15 Nature
Summer
Knockout Draught, Shaking Poison
Juniper
10 Nature
Autumn
Poison Cure, Gruit, Gut Flush
Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit
Osha
7 Nature
Spring
Clearbreath
Sea Buck-Thorn
7 Nature
Autumn and Winter
Restful Tea
Name
DC to Identify
Season
Applications
Arjuna
15 Nature
Winter
Lifebring Tea
Brahmi
15 Nature
Autumn
Powermind, Painkiller
Gotu Kola
17 Nature
Summer and Autumn
Burn Salve, Staunching Wrap
Marsh-Mallow
17 Nature
Summer and Autumn
Burn Salve, Staunching Wrap
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Sphagnum Moss
7 Nature
Year Round
Absorbant, Dressing
Sweetgale
10 Nature
All but Winter
Clearbreath, Gut Flush
Yarrow
10 Nature
Spring
Gruit, Staunching Wrap
Name
DC to Identify
Season
Applications
Basket Stinkhorn
25 Nature
Spring and Summer
Poison (3d6, 11)
Devil's Fingers
10 Nature
Summer and Autumn
Poison Dust
Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)
Scorpion
15 Animal Handling
Year Round
Antitoxin, Poison (1d8, 9)
Name
DC to Identify
Season
Applications
Man-O-War
17 Nature
All but Summer
Paralysis Toxin
Poisonous Snake
15 Animal Handling
Year Round
Antitoxin, Poison (2d4, 10)
Sea Urchin
10 Nature
All but Winter
Antitoxin, Poison (1d4, 8)
Sponge
12 Nature
Year Round
Absorbent
Stingray
15 Animal Handling
Year Round
Shaking Poison
Name
DC to Milk
Applications
Basilisk
25 Animal Handling
Petrification Cure
Carrion Crawler
25 Animal Handling
Strong Paralysis Toxin
Giant Scorpion
25 Animal Handling
Antitoxin, Poison (4d10, 12)
Purple Worm
35 Animal Handling
Poison (12d6, 19)
Wyvern
30 Animal Handling
Antitoxin, Poison (7d6, 15)
Basic
Where magical healing is rare or unavailable, medicinal herbs and poisons are often used to approximate. In areas with less knowledge of the subject, medicinal herbs are sometimes treated as a type of magic, and their effects can match those of low level spells.
You can spend an hour in the wild in a particular environment searching for medicinal herbs. At the end of the hour, make a Nature (Intelligence) check, upon which you find a medicinal plant or animal with a DC to identify on the table below. If an animal is listed with an Animal Handling DC, this is the DC to milk the animal, and the DC - 5 to identify it using a Nature (intelligence) check.
When you find a medicinal plant or poisonous animal, you can harvest enough material to craft 1d4 doses of herbal medicine or poison from it. Some of these can be harmful, and the rules for determining any injury can be found in the appropriate plant or animal description.
Herbalism and Favored Terrain
When in its favored terrain, a ranger can attempt to make two checks to identify medicinal plants and poisons whenever they would normally be able to make one. The ranger needs no additional time to make the second check.
Creating Herbal Treatments
A herbalism kit or poisoners kit is necessary to craft poisons or herbal remedies. Both types of kits come with 5 vials for storing doses of material, and more vials can be purchased. Alchemist's Supplies and Brewer's Supplies work in a similar manner.
Attempting to craft materials from these tools requires a check to be made. Milking the poisons from a creature must be done immediately, although some creature can be held on to for later use with specially designed equipment. Actually milking a creature using a poisoner's kit or alchemist's supplies requires an Animal Handling (Wisdom) check made, with the DC listed on the creature tables. A creature without proficiency using the associated tools has disadvantage on the check as they struggle to properly use their equipment.
A creature does not need proficiency with the appropriate tools to craft items from plants using a Brewer's Supplies, Herbalism Kit, or Poisoner's Kit. However, crafting the material does require an Intelligence check using the appropriate tool proficiency.
This section describes the herbs a character might encounter while out in the wild.
Achotlin The bush's waxy green leaves don't stand out very well, and it is often recognized by the rods of tiny white flowers sticking up from the stem and bending over.
Adder's Tongue This fern has a single, large leaf from which extends a rod of tiny yellowish-green bundles of spores and grows in moist meadows, shady clearings, and dunes.
Agave Agaves have thick leaves arranged in a rosette. Most varieties produce a single massive flowering stalk before they die. Most of a leaf's surface is smooth, but the needles on the edges are strong enough to be used for sowing.
Angelica This plant looks very much like celery, growing up to eight feet tall after its first year. Its roots are often used in cooking for their pleasant aroma.
Arjuna Beside the rounded leaves growing off the sides and fruit with center folds, this tree can recognized by the roots spreading out over the top of the ground at the base.
Ashwagandha In winter, this shrub grows red, inedible berries with a surrounding papery cover. Dull green leaves grow close to the central stem.
Basilisk These monstrosities can petrify creatures with their gaze. Their saliva can reverse these effects, allowing them to eat the creatures they have petrified.
Basket Stinkhorn This fungus grows an egg-like structure, from which the fruit erupts, smelling of death. It is named from the hollow structure surrounding the spores, which resembles crossing veins.
Boswellia This tree grows segmented leaves, each with an odd number of leaflets, and has small white flowers with pink centers. When the trunk is cut the resin forms large globs along the surface, which can be gathered for later use.
Brahmi The thick, rounded leaves of this plant grow even underwater, with small white flowers growing in portions above the surface.
Candlenut This large tree grows in tropical climates, growing oily green nuts that float on the sea.
Carrion Crawler Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. More information on them can be found in the Monster Manual. A character milking a Carrion Crawler must make a DC 12 Sleight of Hand (Dexterity) check to avoid being exposed to the mucus on its tentacles.
Comfrey This herb grows up to three feet tall, with hairy leaves and bell shaped flowers and grows in wet ditches. The roots are black on the outside, but when broken reveal a white inside as they ooze clear sap.
Coneflower Coneflowers are recognized by their large purple flowers, which grow on prairie or the edge of trees. Chewing a flower numbs the mouth.
Dart Frog These brightly colored frogs possess horrible tasting and paralysis inducing chemicals in their skin. A character that works with a dart frog must make a DC 12 Sleight of Hand (Dexterity check or Make a DC 15 constitution saving throw. on a failed save the creature is paralyzed for 1 minute.
Devil's Club This large plant's large leaves and long stems would make it look tropical, if it weren't for the long spines covering every inch of it. The bright red berries grow on top, and are loved by bears. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1d4 piercing damage.
Devil's Fingers This mushroom erupts from a white covering, sending out seven blood red tentacle structures covered in spores on the upper side.
Foxglove This plant grows a stalk from which a vertical row of flowers extends out.
Garlic This small bulb has a powerful smell, particularly when the dark green leaves are crushed, and grows in open meadows.
Giant Spearmoss This moss is noteworthy for growing underwater in small pools as well as for each part of the plant being significantly larger than those of other mosses.
Ginseng Ginseng grows in a mound, with large, deeply divided leaves and a small bundle of flowers extended from a separate stem. The roots extend into the ground before dividing in two.
Golden Root The stems of this plant rarely extend more than a foot above the stocky, scaly root. The stems are stocky, with serrated leaves and end in a bundle of yellow flowers.
Gotu Kola This plant grows low to the ground, with circular leaves that have a raised lip around the edge. It is also sometimes used as a leafy vegetable.
Great Mullein This herb grows a central stalk, with large leaves growing out forming a rosette.
Hensbane This smelly plant has large leaves bunching on the ground and short stalks with yellow, veined flowers and grows along clearings.
A creature that ingests hensbane must make a DC 10 Constitution saving throw or take 2d6 poison damage.
Juniper Juniper is an evergreen shrub easily recognized by its large purple berries.
Man-O-War Actually a grouping on animal-like creatures, a man-o-war looks a bit like a jellyfish, with a gas filled bell floating on the surface and singing tentacles dragging into the water behind it. They float with the current, sometimes washing up on shore. A creature that attempts to work with a man-o-war must make a Sleight of Hand (Dexterity) check or take 1d4 poison damage.
Maral Named for a type of deer, this plant grows a bundle of large leaves from the root, from which a long stem extends bearing a large, purple flower. The inside of the roots is orange, as are the smaller stringy off growths.
Marsh-Mallow Named for where it grows, this entire plant is hairy, with large leaves branching off of white stalks. The roots are stringy and reddish-brown.
Mesquite This large tree grows small waxy leaves and large seed pods that can be pounded for food in an emergency. The gum in particular has several medicinal uses.
Milk Thistle This plant's smaller leaves are pointed and sharp, growing from a large central stem. It can be recognized by the light purple flowers and the white sap that flows from damaged sections of the plant. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1 piercing damage.
Mugwort This plant grows unevenly divided leaves on branches coming off a central stem, with bundles of tiny white flowers on the plant's extremities.
Osha Osha resembles a giant carrot above ground, but can be recognized by the spicy, celery like smell of its roots.
Passionflower This vine is named for the large, cross shaped stamen of the white and purple flowers. It grows in the shade of the jungle canopy.
Poisonous Snake Some snakes are highly venomous, with long, hollow fangs. Some particularly massive snakes possess, such as black mambas and king cobras possess particularly strong venom. A creature that tries to milk a snake and fails its check by 10 or more is bitten by the snake, which uses the stat block of the poisonous snake or giant poisonous snake as listed in the Monster Manual.
Poppy This flower has a noticeable shape, but the flower buds can be collected to make a powerful sleeping drug.
Purple Worm Massive and incredibly powerful, purple worms live in deep deserts. The venom in their stingers is vicious, and used to drive away competitors for mates and territory. A creature that tries to milk a snake and fails its check by 10 or more is bitten by the worm, which uses the stat block of the giant purple worm as listed in the Monster Manual.
Scorpion Relatives of spiders, scorpions possess the venomous stinger. Typically smaller scorpions have stronger venom, but the most massive specimens often have venom strong enough to kill a horse after a single string. A creature that tries to milk a snake a fails its check by 10 or more is bitten by the snake, which uses the stat block of the scorpion or giant scorpion as listed in the Monster Manual.
Sea Buck-Thorn This thorny plant can handle salt, but not shade. The bright orange berries are sour and difficult to collect but can me mixed into drinks. Despite the name it can also be found above the tree line of mountains. A creature that harvests any part of the plant must make a DC 10 Sleight of Hand (Dexterity) check or take 1 piercing damage.
Sea Urchin These animals are related to starfish, but a covered in venomous spines. A creature that attempts to work with a sea urchin must make an Animal Handling (Wisdom) check or take 1 piercing damage. A creature that takes this damage must make a DC 8 Constitution saving throw or take 1d4 poison damage.
Sphagnum Moss This think moss grows in swamps, sometimes growing so thickly it appears to be solid ground before you step on it.
Sponge Actually an animal, these highly absorbent creatures' remains can be used to soak up liquid.
Stingray Shaped flat like other skates and rays, stingrays possess a pair of stingers on the base of their tails. This venom is fairly weak, but still painful for longer periods.
Sweetgale This favorite of beavers grows in in water, with large rounded leaves and bundles of fruit on a stick.
Tabebuia This tree is most easily recognizable by the trumpet shaped flowers and bundles of oval leaves.
Tamanu This tree has a whirled brown trunk, and waxy leaves. The flowers grow in clusters and produce spherical green, oily nuts.
Touch-Me-Not This bright green plant has neatly divided leaves on low stems. The easiest way to identify it is by touch, as the plant quickly folds in on itself when you brush against it.
True-Love True-love grows in woodland, with bundles of leaves bearing a white flower or purple berry rising from the roots.
Valerian This plant has rounded leaflets, and bunches of white to red flowers the grow above them. The roots are string, with only the center turning from brown to white.
Yarrow This plant grows in fields, marshes, and ditches, and is recognized by its stalks bearing sharp leaves and white spotted magenta flowers.
Wyvern Relatives of dragons, wyverns possess a vicious stinger on the ends of their tails.
Name
DC to Identify
Season
Applications
Angelica
12 Nature
Spring and Autumn
Health Booster, Remedy
Devil's Club
15 Nature
Autumn
Health Booster, Gut Flush
Giant Spearmoss
7 Nature
Summer
Dressing
Golden Root
17 Nature
Summer and Autumn
Remedy, Strength Booster
Juniper
10 Nature
Autumn
Gruit, Poison Cure, Gut Flush
Maral
12 Nature
Autumn
Powermind, Strength Booster
Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit
Name
DC to Identify
Season
Applications
Candlenut
5 Nature
Year Round
Candlenut Clock, Oil
Touch-Me-Not
12 Nature
Year Round
Dressing, Restful Tea
Garlic
10 Nature
Spring
Remedy, Vampire's Bane
Man-O-War
17 Nature
Winter
Paralysis Toxin
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Sea Buck-Thorn
7 Nature
Autumn and Winter
Restful Tea
Sweetgale
10 Nature
All but Winter
Clearbreath, Gut Flush
Tamanu
12 Nature
Year Round
Dressing, Gut Flush
Name
DC to Identify
Season
Applications
Adder's Tounge
15 Nature
Spring and Summer
Recovery Tea
Agave
7 Nature
Year Round
Burn Slave, Distillation, Dressing
Ashwagandha
15 Nature
Autumn
Powermind
Boswellia
17 Nature
Spring and Autumn
Powermind, Painkiller
Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)
Hensbane
10 Nature
Summer and Autumn
Health Booster, Knockout Draught, Shaking Poison
Mesquite
10 nature
All but Winter
Eye Clearer, Dressing
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Name
DC to Identify
Season
Applications
Comfrey
10 Nature
Spring
Recovery Tea, Staunching Wrap
Coneflower
5 Nature
Summer
Remedy, Painkiller
Ginseng
7 Nature
Fall
Clearbreath, Lifebring Tea
Juniper
10 Nature
Autumn
Poison Cure, Gruit, Gut Flush
Mesquite
15 Nature
All but Winter
Eye Clearer, Dressing
Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Sphagnum Moss
15 Nature
Summer
Absorbant, Dressing
True-Love
17 Nature
Spring
Gut Flush, Remedy
Name
DC to Identify
Season
Applications
Coneflower
5 Nature
Summer
Remedy, Painkiller
Comfrey
12 Nature
Spring
Recovery Tea, Staunching Wrap
Garlic
7 Nature
Spring
Remedy, Vampire's Bane
Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)
Great Mullein
15 Nature
Spring
Lifebring Tea, Painkiller
Milk Thistle
7 Nature
Autumn
Gut Flush
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Valerian
10 Nature
Spring and Autumn
Powermind, Knockout Draught
Name
DC to Identify
Season
Applications
Achotlín
15 Nature
Year Round
Remedy, Restful Tea, Staunching Wrap
Candlenut
5 Nature
Year Round
Candlenut Clock, Oil
Dart Frog
7 Animal Handling
Year Round
Health Booster, Paralysis Toxin
Passionflower
10 Nature
Spring
Knockout Draught, Painkiller
Poisonous Snake
15 Animal Handling
Year Round
Antitoxin, Poison (2d4, 10)
Scorpion
15 Animal Handling
All But Winter
Antitoxin, Poison (1d8, 9)
Tabebuia
15 Nature
Year Round
Oil, Recovery Tea, Remedy
Name
DC to Identify
Season
Applications
Comfrey
15 Nature
Spring
Recovery Tea
Foxglove
10 Nature
Summer
Poison (2d4, 10), Recovery Tea
Garlic
5 Nature
Summer
Oil, Vampire's Bane
Hensbane
15 Nature
Summer
Knockout Draught, Shaking Poison
Juniper
10 Nature
Autumn
Poison Cure, Gruit, Gut Flush
Mugwort
12 Nature
Summer
Burn Salve, Powermind, Gruit
Osha
7 Nature
Spring
Clearbreath
Sea Buck-Thorn
7 Nature
Autumn and Winter
Restful Tea
Name
DC to Identify
Season
Applications
Arjuna
15 Nature
Winter
Lifebring Tea
Brahmi
15 Nature
Autumn
Powermind, Painkiller
Gotu Kola
17 Nature
Summer and Autumn
Burn Salve, Staunching Wrap
Marsh-Mallow
17 Nature
Summer and Autumn
Burn Salve, Staunching Wrap
Poisonous Snake
15 Animal Handling
All but Winter
Antitoxin, Poison (2d4, 10)
Sphagnum Moss
7 Nature
Year Round
Absorbant, Dressing
Sweetgale
10 Nature
All but Winter
Clearbreath, Gut Flush
Yarrow
10 Nature
Spring
Gruit, Staunching Wrap
Name
DC to Identify
Season
Applications
Basket Stinkhorn
25 Nature
Spring and Summer
Poison (3d6, 11)
Devil's Fingers
10 Nature
Summer and Autumn
Poison Dust
Giant Poisonous Snake
20 Animal Handling
Year Round
Antitoxin, Poison (3d6, 11)
Scorpion
15 Animal Handling
Year Round
Antitoxin, Poison (1d8, 9)
Name
DC to Identify
Season
Applications
Man-O-War
17 Nature
All but Summer
Paralysis Toxin
Poisonous Snake
15 Animal Handling
Year Round
Antitoxin, Poison (2d4, 10)
Sea Urchin
10 Nature
All but Winter
Antitoxin, Poison (1d4, 8)
Sponge
12 Nature
Year Round
Absorbent
Stingray
15 Animal Handling
Year Round
Shaking Poison
Name
DC to Milk
Applications
Basilisk
25 Animal Handling
Petrification Cure
Carrion Crawler
25 Animal Handling
Strong Paralysis Toxin
Giant Scorpion
25 Animal Handling
Antitoxin, Poison (4d10, 12)
Purple Worm
35 Animal Handling
Poison (12d6, 19)
Wyvern
30 Animal Handling
Antitoxin, Poison (7d6, 15)