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Herbarium A Botanical 5th Edition Supplement (Fez Inkwright) (Z-Library)

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Herbarium A Botanical 5th Edition Supplement (Fez Inkwright) (Z-Library)

Herbarium A Botanical 5th Edition Supplement (Fez Inkwright) (Z-Library)

51 distracted by the item’s charm effect. While distracted, the creature has disadvantage on Wisdom (Perception) checks and must use their movement to move towards the item. Once they are close enough to pick it up, its true nature is revealed and the diversion ends. The item has no effect if deployed during combat. Crafting requirements • Fresh goblin gold • A length of twine • Fragments of glass, common metals, or other low-value shiny items Hedge taper Wondrous item, uncommon 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 Dexterity (Stealth) checks. Crafting requirements • One asphodel stem, dried • A handful of moss, dried • A length of twine • Fat, suet, or other greasy substance Hunter’s Looking Glass Wondrous item, very rare (requires attunement) A long time ago, a poacher insisted upon hunting in lands that were protected by the fey. Seeking to be rid of him, they left in his path a mirror that would reflect whatever it faced as a more beautiful version of itself. Seeing it, the hunter picked it up and fell in love with his own beauty, eventually wasting away at the roadside in favour of studying his own reflection. Fearing the damage it could do if it was found by anyone else, the fey then shattered it into glittering fragments. Though the original looking glass was broken, fragments have occasionally been discovered and turned into smaller mirrors, though most of the original magic seems to have dissipated. While the looking glass is attuned to and held, you can use a bonus action to create a beam of light with a range of 90 feet extending in a straight line from the mirror’s surface. Any creature in its path who is also in your direct line of sight must succeed on a DC15 Intelligence saving throw or be distracted until the end of their next turn. While the target is distracted, you gain one of the following benefits of your choosing: • The next attack roll against the target is made with advantage. • 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. Invisibility Powder Adventuring gear, rare A powder made from the ground roots of a hellebore plant. A living creature sprinkled with this powder is considered subject to the effects of the invisibility spell for the next 10 minutes. Anything the target is wearing or carrying is 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. Crafting requirements •Hellebore roots • Proficiency with herbalism kit, or collaboration with a character with this proficiency • One available spell slot (of any level), to be expended in the process of crafting Ironbind Powder Wondrous item, rare A fine powder made from a single fern seed. When blown through the keyhole of a lock or other intricate iron mechanism, the DC to open the lock or use the mechanism Hedge Taper Hunter’s Looking Glass


52 is reduced by 5. The powder can also be used to loosen or damage any items made of iron, such as nails and horseshoes. Any item damaged in this way takes 2d10 acid damage. One bag of powder has five uses. Jani’s Favour Wondrous item, very rare A delicate cloth that is so thin it is almost translucent. The 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, impacted by environmental effects, or if the cloth is removed (either intentionally or unintentionally) the invisibility ends. Crafting requirements • A fern seed • 1 square foot of fine cloth • Fine embroidery threads • Proficiency with weaver’s tools, or collaboration with a character with this proficiency Juniper incense Wondrous item, uncommon Branches of juniper that, when burned, act as a fragrant incense that can be used in place of standard incense. When being burned as an offering to infernal deities, the branches are preferred to be green (undried), and if being burnt to ward away evil, the berries are more potent than the wood. 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, however, you may receive an answer of ‘unclear’ if the 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 flowers • A blessing by a cleric or priest (this person must pass a DC14 Intelligence (Religion) check) Liffson’s Ice Box Wondrous item, uncommon Created by the visionary botanist Lovjeri Liffson, 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 and/or 10lbs of 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 a similar magical property. When counting the petals, roll 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. Crafting requirements • A daisy with odd-numbered petals, picked at midnight Jani’s Favour Knyghten’s Lots Ironbind Powder


53 Lucky hand 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 of a hand with hooked fingers; this has then been dried 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 reblessed once per month at the new moon by passing a DC12 Intelligence (Religion) check. • A fire made on an auspicious day Lyre of the Muses Wondrous item, uncommon (requires attunement) This ornate instrument is made of equal parts rowan and willow wood; playing it regularly fills the user with a renewed desire to compose poetry and music. The bard who possesses it gains one extra Bardic Inspiration die (equivalent to the type of die permitted by the bard’s current level) whilst 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 24 hours, once per long rest the user can apply an additional 1d6 to one ability check, attack roll, or saving throw. 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 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 cannot attune to any new items for 1 week. Oak Gall ink Wondrous item, uncommon A dark brown ink made from ground gall nuts. This rudimentary product can be used in place of mundane ink that needs to be bought from a store. Crafting note: If agua aurea is used during crafting, the ink is imbued with a property that makes it suitable for transcribing spells and rituals, as per fine inks and rare inks. One pot of ink made in this way has three uses before it needs to be replenished. Crafting requirements • Dried gall nuts, ground •Gum arabic •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. Lucky Hand Lyre of the Muses Mandrake Charm


54 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 for 1 hour, attacking any creature within a 30-foot radius until it is either slain or the hour expires, at which point it returns to its original state. One pouch of powder has a single use. Crafting requirements •Henbane roots, dried and powdered • One available spell slot (of any level), to be expended in the process of crafting Rose petals Wondrous item, uncommon Rose petals that have been dried and blessed with magic. When scattered in an area no larger than a 20-foot radius, that area is considered under the effects of the silence spell for up to 1 minute. Once the petals have been used in this way, they lose all magical properties. Crafting requirements • A handful of rose petals, dried • One available spell slot (of any level), to be expended in the process of crafting Sandbox mine Wondrous item, rare A volatile item crafted from the fruit of the sandbox tree and stabilised to prevent it from exploding – for now. The seedpod has been augmented with thorns from the trunk of its parent tree, which adds an extra, toxic level of damage… if the initial explosion doesn’t kill the target outright. When triggered by movement within 10ft of the mine, it flings thorns and hard seeds outwards in a 15-foot radius. All 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; on a failure, the item will explode during the crafting process 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 Wondrous item, uncommon A bundle of dried plants that can be hung in doorways or windows. It must be left in a static position and has no magical potency when carried on a creature’s person. When present, the area in a 15-foot radius around the ward is protected by the turn undead spell. Any undead attempting to enter the area must succeed on a Wisdom saving throw equivalent to the spell modifier of the creature that created the item. Upon a failure the undead is repelled and cannot enter the area. The ward is effective for 1d4 hours (rolled by the DM – this result can be kept secret if desired) after placement. Crafting requirements • Stalks of dried boneset or butterwort • Red thread • A blessing by a cleric or priest (this person must pass a DC14 Intelligence (Religion) check) Powder of Invocation Rose Petals Sandbox Mine


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


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


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


58 Chapter 10: Armour, Weapons, & Apparel Bands of Grace 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 Charisma saving throw you instinctively know the identity of the corpse. By sitting with the body for 10 minutes or more, you are able to discern their dying thoughts. The body must have been dead for no longer than a year to hear these thoughts, but their identity can be discerned no matter how long ago they died. This feature can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Belgin’s Shot Ammunition, rare 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 you strike an inanimate object with this ammunition, you deal the maximum possible damage for the weapon type. You also have advantage on attack rolls made against inanimate objects. Crafting requirements • Black bryony roots • A source of fresh water • Feathers (for fletching) • A period of 4 hours to soak the roots (can be done during a long rest) Candlewood Cloak Wondrous item, uncommon This cloak, sewn by craftsmen in the heart of the Anauroch desert, is created from thousands of tiny hummingbird feathers. When the light catches it at different angles, it seems to shimmer and change colour. While wearing this cloak, you are able to cast dim light in a 20-foot radius centred on yourself. The light can be summoned or dismissed as a bonus action. While light is being cast, you also emit a faint warmth to all creatures within 5 feet of you. Carrion Ring Wondrous item, rare (requires attunement) Some years ago in the city of Waterdeep, a great crowd gathered to witness the rare blooming of a corpse flower. Once the blooming was over and the petals peeled back, inside the flower was discovered a jumble of bones… and this ring. The bones have never been identified, and the maker of this ring is unknown. While attuned to this ring, once per day you can summon a swarm of beetles for 1 minute. The swarm occupies the same space as you, and deals 1d6 piercing damage once 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. Candlewood Cloak Bands of Grace Belgin’s Shot Carrion Ring


59 Elfdans’ Gift Wondrous item, very rare (requires attunement) Legend says that the original mortal owner of this ring was gifted it by Titania, the Queen of the Seelie Court, after being tricked into joining a month-long fey ball. When, come the end of the revels, the woman had not died of exhaustion, Titania was so impressed by her fortitude that she gave her the ring – and the ability to summon her own revels whenever she desired. While attuned to this ring, you are able to cast hexenringe once per day without using a spell slot, even if it is not a class spell for you. 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 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. Forager’s Blade Dagger, uncommon A dagger forged from an unknown metal. Commonly carried by botanists and foragers, this blade is enchanted to protect the bearer against toxic plants. When any food or organic matter with poisonous properties is cut by this knife, the blade turns blue for 1 minute or until it is cleaned. What is considered poisoned depends on the creature who is holding the blade. For example, if the creature is immune to poisons, the blade will remain unchanged even if the organic matter is considered toxic to others. Gloves of Scorching Wondrous item, rare A pair of gloves created by Claus Dekker, a revolutionary tailor. Commissioned by an adventuring client who wanted a pair of gloves that could resist the fiery nature of a phoenix’s nest, Dekker experimented by using leather made from the spathe of a corpse flower, which creates its own heat when in bloom. The experiment was unsuccessful, and the gloves were soon on the market again – as part of the client’s estate sale. While wearing these gloves, if your attack roll is a crit, 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. Guardian’s Watch +1 Polearm (any), rare (requires attunement) A polearm crafted from a great yew tree that has stood over a gravesite. Its years as a guardian of the dead have turned the wood grey and cold. When it strikes, an almost supernatural presence seems to thirst for the life source of its target. When attuned, this weapon acts as a +1 polearm. When making an attack roll with this weapon, you can use one or more of the weapon’s five charges to deal a bonus 1d6 necrotic damage for each charge spent. If the fifth and final charge is used, roll a d20. On a 1, the Watch Elfdans’ Gift Forager’s Blade Evelina’s Crown Gloves of Scorching


60 turns its hunger back on its wielder, causing them to take 2d10 necrotic damage, and then breaking. The Guardian’s Watch has up to five charges. All expended charges are regained after a long rest. Halling’s Net Net, uncommon This net is so fine that when it is stored, it can be folded down to a fraction of its full size and fit in a pocket. Its fineness belies its strength: even the sharpest blade would struggle to cut through it. When a creature is restrained by this net, they must make a DC15 Constitution saving throw at the beginning of each of their turns. On a failed save, they take 1d8 poison damage. The net cannot be removed by slashing damage; the restrained creature can only escape by making a successful DC14 Strength check or being assisted by an ally who passes the check in their stead. Ice‘s Dream Quarterstaff, legendary (requires attunement) Twisted and strange, this silver staff looks every inch the Unseelie creation that it is. Once belonging to the leader of the Dark Hunt, this fey quarterstaff grants its wielder power over the realms of dreams and sleep, and all the dangers that come with them… Once per long rest, the wielder can sever their soul from their body whilst sleeping and become a dream walker. For 1 hour (or until the walker uses an action to end the effect), their physical body cannot be woken, and their soul can wander through their surrounding environment but cannot physically affect it. Whilst in this state, the walker’s spirit is vulnerable to magical effects; if attacked by magical means they take double damage (unless the walker already has resistance to magical attacks, in which case they take normal damage) and make saving throws against magical effects with disadvantage. If the walker’s spirit is killed whilst in this state, the character is mechanically dead, and their physical body will remain unconscious until it wastes away or is possessed by 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) •Whilst in this state, the walker can encounter, and speak 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 without detection, so long as that creature does not have True Sight. •When entering this state, the walker can choose to bring up to three willing creatures with them. However, this increase in spiritual presence will attract the attention of mazzeri and other fey of the Unseelie Court, who will locate the walkers within 1d10 minutes (rolled by the DM in secret). Any fey attempting to reclaim the staff will be blind to everything but the attuned person wielding it, and all other walkers will count as being under the effects of pass without trace, except for the holder of the staff, who cannot hide whilst holding it. •If the staff is dropped, the walkers will return to their physical bodies immediately and the staff will be reclaimed by the Feywild. Keiko’s Judgement +2 Warhammer, legendary (requires attunement) The legendary travelling monk Keiko once owned a great warhammer made of camellia wood. It is said that he never once missed a single blow whilst wielding this weapon, and after his death, the hammer was placed upright over his grave. Come spring, the hammer began to grow roots and soon was a great camellia, larger than any other on the mountain. Weapons made with the wood from this bush are thought to be imbued with some part of Keiko’s indomitable spirit. When attuned, this warhammer acts as a +2 warhammer. Whenever you have advantage on an attack roll using this weapon, you can reroll one of your damage die once. Additionally, once per turn, your first successful attack with this weapon forces the target to succeed on a DC15 Constitution saving throw or be stunned until the beginning of their turn. Ice’s Dream Halling’s Net Guardian’s Watch


61 Lesovo’s Blade Shortsword, legendary (requires attunement) This shortsword is always slightly cool to the touch. It has no maker’s mark, and no two smiths are able to agree 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. Lusmore’s Cloak Wondrous item, legendary The famous thief Lusmore made a pact with the fey in exchange for the ability to appear and disappear without making a sound. It is said that this ability aided him in the theft of treasures so valuable that the families of his victims are still recovering from their losses to this day. Though the nature of his pact remains unknown, items that supposedly belonged to him sell for high amounts under the belief that they must be magical in nature. Any time that poison damage is dealt by the wearer of this cloak, the damage die is rolled twice. Any damage dealt in this manner also ignores a target’s resistance to poison damage, if any. 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 Dexterity (Stealth) checks made in dim light conditions (unless detected by a creature with Dark Vision), and advantage on Dexterity (Stealth) checks made in total darkness, even against creatures with Dark Vision. 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 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. When you hit a creature with an attack using this weapon, you deal an extra 1d6 necrotic damage to the target, which takes this extra damage only once per turn. Hit points lost in this way can only be regained by means of a short or long rest, rather than by regeneration, magic, or any other means. Cursed: The Mallachtan blade thrives on hatred, and bears a deep-seated grudge against any who wield it. It is impossible to use this blade without being pierced by the thorns that cover its hilt, and any who have drawn it are left with deep scars across their dominant hand. The first time that the blade is unsheathed each day, it inflicts 1d6 necrotic damage on the wielder; these hit points can only be regained by means of a short or long rest. Keiko’s Judgement Lesovo’s Blade Lusmore’s Cloak and Gloves Mallachtan Blade


62 Phantom’s Warning Warhammer, rare (requires attunement) Deep within the forests of Chult lurk the tikbalang: horselike phantoms sent to guard entrances to the Feywild and 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 and has been carved in its likeness to channel the same ferocious energy. When making a successful attack with this weapon, you may use your bonus action to enhance your attack with the tikbalang’s strength. The hammer strikes the ground rather than the targeted creature, making the earth shudder and crack. All creatures within a 15-foot radius of the point of impact must make a DC14 Strength saving throw. On a failure, they are knocked 10 feet backwards and take 2d8 bludgeoning damage. On a success, they take half damage and remain in place. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest. Pins of Slumber Ammunition, uncommon 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 attack, the target must succeed on a DC15 Constitution saving throw or be paralysed for 1d4 minutes. The target can continue to repeat the saving throw at the end of each of their turns; if they succeed before the 1d4 minutes have elapsed, the paralysis effect ends early. Ring of Ensnarement Wondrous item, uncommon This item is formed of a handful of roots from the butterwort plant, skilfully braided and knotted into a simple ring. When in possession of this ring, the user has one use of the charm person or charm monster spell, so long as the target shares a common language with the caster. The spell can be cast in one of two ways. If the ring is placed under the caster’s tongue, the spell is cast verbally, and the target must succeed on a Wisdom saving throw in keeping with the typical spell parameters or be charmed. Alternatively, the user can cast the spell via touch by slipping the ring onto the target’s finger, in which case the target 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 Sandwalker’s Gorget Wondrous item, very rare (requires attunement) This piece of armour has been crafted from cactus leather. This gorget increases the wearer’s AC by +1, and provides advantage on Wisdom (Survival) checks made in desert and 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. Ring of Ensnarement Sandwalker’s Gorget Guardian’s Warning


63 Silk Archer’s Gloves Wondrous item, rare (requires attunement) The silk used to create these gloves was created by silkworms fed solely on mulberry leaves. The gloves always feel slightly warm to the touch, and those who wear them report that their hands never feel unsteady. When wearing these gloves and using a ranged weapon, you gain access to the true strike cantrip, which can now be cast as a bonus action once per day. Snakebane Bracelet Wondrous item, uncommon Legend has it that a great snake’s venom was once responsible for so many deaths that the fields were filled 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 • A thin, golden chain • Proficiency with jeweller’s tools or tinker’s tools, or collaboration with a character with one of these proficiencies Spear of Life-Giving Waters +1 Spear, rare (requires attunement) A spear, forged from metal ore gathered in the heart of the desert, and combined with parts of a saguaro cactus. Though the cactus was drained of water when it was cut down, it still feels cool and damp to the touch. This spear acts as a +1 spear. While attuned to this weapon, you can place the spear base-first into the ground as an action, upon which an amount of clean water up 30 feet diameter and up to 5 feet deep is summoned up through the ground, even if you are 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 disarm the target, forcing it to drop one item that it’s holding of your choice. Roll a Strength (Athletics) check, contested by the target’s own Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use). On a failed contest, the target drops the object you choose. The object lands at its feet. This feature can be used up to three times before replenishing on a long rest. Silk Archer’s Gloves Snakebane Bracelet Spear of Life-Giving Waters Staff of Disarming


64 Staff of the Warden Quarterstaff, uncommon This staff is made out of a single ocotillo stem that has been grown specifically for this purpose. Though long cut from the ground, every dusk, the staff still blooms with red, scented flowers. Once per day, the staff can be planted base-first into the ground. Within 1 minute, up to six new stalks will grow in an evenly spaced circle no larger than 30 feet in diameter and will remain in place for up to 8 hours. During this period, if a creature other than the user or any creature designated by the user comes within 10 feet of one of the stalks, the stalk will burst into flame and cause 1d6 fire damage, unless the creature succeeds on a DC14 Dexterity saving throw. Once a stalk has been triggered, it is destroyed. Sunstrike Bow +1 Shortbow, rare (requires attunement) A bow carved from mulberry wood. Weapons of this type are favoured by rangers of the Rauvin Mountains. The image of the three-legged sunbird, said to nest in a great mulberry tree at the end of the world, is carved into the bowstave – a blessing which ensures that every arrow flies true. When attuned, this bow acts as a +1 bow. 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. Once per long rest and whilst wielding this bow, you can 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. Titan’s Hood Wondrous item, rare (requires attunement) This hood is said to have been created by a tailor who desired to possess the might of dragons and live a life larger than his quiet, rural existence. Little is known of whether he succeeded, or what became of him after he created the hood… but perhaps the mending to the stitching is telling enough. Once per day, you can use the hood to increase your size for a period of up to 1 hour. Anything you are wearing or carrying is also affected by the transformation as long as it is on your person. You must use your action to trigger the transformation, and the transformation will not happen if you lack the space to reach your new size. This item cannot be worn by a Huge or Gargantuan creature. Winter’s Shillelagh Quarterstaff, uncommon A staff crafted from a young blackthorn sapling for use in traditional Moonshae stick fighting. Although the branches have been cut away, the entire trunk has been used, with the heavy rounded knob at the top of the staff formed from the knot of roots that once sat at the base of the tree. The wood is always cold to the touch, and carrying a weapon of this sort is said to protect a person whilst walking in cursed places. Staff of the Warden Sunstrike Bow Titan’s Hood


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


66 Part 3: The Players Chapter 11: Backgrounds The background that you choose for your character decides where they came from, how others in the world treat them, and what skills they learned before they became an adventurer. These important story cues can reveal a lot about your character’s identity, including their view of the world and how they interact with it. The following character backgrounds propose a few nature-themed backgrounds for Herbarium players. Whether your character has spent their life as a hedgewitch, gardener, or purveyor of botanical brews, the following options will help you flesh out the beginning of their story before the campaign starts. Alchemist There is something meditative to be found in the clink of glass vials and the smell of reagents. Never more at home than when surrounded by empty bottles awaiting salves, oils, and potions, you’re a dab hand at measuring the exact ingredients for each of your concoctions: and whatever the problem, you’re never without a bottled answer to hand. Skill Proficiencies: Medicine, Persuasion Tool Proficiencies: Alchemist’s supplies, herbalism kit, or poisoner’s kit Equipment: Empty glass bottle (2), a large glass jar, a mortar and pestle, a thermoscope, a pair of scales, a pouch containing 15 gp Feature: Bottle it Up You’ve made so many concoctions during your life, you could practically do it in your sleep. With steady hands and a perfect eye for measurements, you have advantage on any checks required whilst crafting potions and poisons. Feature: Canny Trader You have regular contacts who are able to source most common ingredients for you, often at a discount. They are also more likely to put you in touch with people who can source rarer components, and you have advantage on rolls pertaining to acquiring resources for potions and poisons. Your DM will rule how easily and affordably these items can be acquired. Feature: A Familiar Face If you spend more than a month in any location, you gain a reputation for your wares and can earn enough to maintain a comfortable lifestyle (2 gp per day). Feature: Nose For Trouble You’re familiar enough with commonplace potion ingredients that you can identify the nature of most components at a glance. By spending a few moments examining an unidentified plant, liquid, or powder, you can determine whether its properties are poisonous or healing. You have advantage on any further checks required to determine the substance’s exact nature. Forager You have spent your life relying on the earth to provide that which you can’t find elsewhere. Perhaps you come from a simple background that made food and medicines hard to afford, or perhaps you learnt young about the magic to be procured from nature’s bounty. Whatever the reason, you 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 harvest, and how. Skill Proficiencies: Nature, Survival Tool Proficiencies: Herbalism kit, navigator’s tools Equipment: 5m of twine, a walking stick, a small trowel, a bag of various common seeds, a hand axe, a pouch containing 10 gp Feature: Grow on the Go With nothing but a green thumb and your own determination, you have created a technique for growing plants in containers whilst travelling. You can grow a regular supply of two common or uncommon plants using this feature. Once every fortnight, you can change which plants you grow in these containers. Feature: A Budding Community You have an ‘in’ with everyone else in the business. From trading seeds to sourcing plant food and picking up on rumours about the locations of rarer specimens, you have advantage on Charisma-based rolls when speaking with other botanical merchants. Feature: The Knowledge When travelling, you have advantage when it comes to identifying plants that you encounter, as well as their primary uses. You may also select one type of biome listed in the Climates & Biomes chapter and gain intimate knowledge of the plants that grow in that biome. If you spend at least 1 minute observing or interacting with your environment, you can deduce what sort of plants might be found in the immediate area.


67 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.


68 Chapter 12: Guilds The Botanist’s Guild The Botanist’s Guild is an established craftsman’s and trading guild with outposts across the Realms. It is responsible for the cultivation and growth of rare, magical, and useful plants, as well as the development of herbal potions and medical supplies. Most famed for developing techniques to keep rare plants alive for the purposes of transport, the Guild’s members are mostly composed of gardeners, apothecarists, and botanical scholars. Plant cultivars developed by members of this guild are highly sought after by nobles for display in their orangeries and gardens, and a bidding war over one such 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 Lovjeri Liffson Lovjeri (LG NB human commoner) is one of the Roots of 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 the gold in the world; growing plants is their passion, and if there’s only one thing they love more, it’s inventing things to make their life easier. While their colleagues frequently have to barter and call in favours for the seeds and fertilisers they need, Lovjeri knows the value of paying adventurers for their help, and will often have a request or job on hand when asked. Payment may be delivered in coin, plant components, the location of rare plants, or – if the players are lucky – Lovjeri’s very own ice box invention. When speaking with Lovjeri, roll a d6 and consult the table for available jobs. Lovjeri Liffson Botanist’s Guild Ranks Renown Rank 1 Sapling Saplings are the lowest ranked in the Botanist’s Guild, and also the most numerous. Saplings provide mundane work, admin, financial support, and man the guildhouses. 3 Root The Roots are the foundation of the Botanist’s Guild. Gardeners, herbologists, and botanists, they grow everything the Guild needs to keep functioning, as well as cultivating new variants both magical and mundane. 10 Leaf This is the rank reserved for apothecarists of the Botanist’s Guild. These members have perfected the art of turning the 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. 25 Sepal Sepals are some of the most respected botanical scholars and researchers in the Realms. With years of travel and practical 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.


69 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. Liffson’s Jobs d6 Job Biome Complications 1 1d100 bunches of fresh, common plants Scrubland 2d4 feldgeister are also out gathering plants for a fey festival. They do not take kindly to anyone else trying to take flowers from their chosen site. 2 A bundle of fraxinella leaves Woodland The fraxinella plants are guarded by a revelry of 2d4 samovila, who attack when their territory is entered. 3 A vial of dew from the Numian Plant Farmland Harmless though the task might sound, the Numian plant is famed for having eaten the last several adventurers who dared approach it. 4 A small bag of freshly-picked belladonna berries Marshland The belladonna banks are guarded by a slumbering Cinstita. The only time that Cinstita leaves this site is on the night of a full moon. 5 Honey from the corpse of a maddened honey beast Mountain Honey beasts are animals that have been driven mad by eating poisoned azalea honey. On their quest, the party will encounter 1d4 honey beasts. 6 A bundle of soft wood from young elder branches Scrubland A waldgeister council is currently in session, deep in the trunk of the elder tree that Lovjeri wants the wood from. Disturbing them could cause political disaster (for the waldgeister, at least), and will trigger an attack from 1d6 waldgeister guards and 1 waldgeister captain. Adrie Bos The most senior of apothecarists at the Guild, Adrie Bos (CG female halfling noble) is a no-nonsense woman who runs her workshop as tightly as any ship. Once of sailing stock, she found her way to the Guild some years ago, turning her skills for potions to better use than treating seasick sailors. Adrie is keenly interested in acquiring components for her work without having to gather them herself. She will pay a fee equal to the market rate for common and uncommon plants gathered (see Buying, Selling, and Trading, page 7), and 50% more than the market rate for rare and legendary plants. These plants must be fresh when delivered. At the DM’s discretion, she is also a reliable source for rare and legendary items, though she does not outwardly advertise this fact. She is particularly attached to her rarest of items, and may have to be bribed or flattered out of possession of them. 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. Adrie Bos


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71 Chapter 13: Spells Magic suffuses the Forgotten Realms, and though the magically-inclined have studied it for thousands of years, it is impossible that every application should have been discovered. There is wild magic to be found in the depths of the forests, known only to the practitioners of the old ways, and only rarely are these spells recorded. This chapter features new spells for the adventurous and inventive alike, recently discovered in a grimoire of old, wild magics. The chapter begins with the spell lists for the spellcasting classes, followed by the spell descriptions (in alphabetical order). Spell List Bard Spells Jordfast Offring Trollhare Watcher of the Roads Cleric Spells Corpse Crushed Deathlight Last Words Offring Druid Spells Hexenringe Last Words Mother’s Blessing Paladin Spells Deathlight Jordfast Last Words Trollhare Ranger Spells Hexenringe Mother’s Blessing Trollhare Sorcerer Spells Hexenringe Offring Trollhare Watcher of the Roads Warlock Spells Corpse Crushed Hexenringe Watcher of the Roads Wizard Spells Corpse Crushed Deathlight Jordfast Spell Descriptions Corpse Crushed 2nd level necromancy Casting Time: 1 Action Range: 60 feet Components: S, M (a handful of earth from a grave site, a palm-sized rock) Duration: Concentration, up to 1 minute You summon a nearby spirit of the dead to aid you. You choose a target that you can see within 60 feet of you, forcing them to make a Constitution saving throw against your spell save DC. On a failure, the spirit attaches itself to the target and the target’s movement is halved. They may repeat the saving throw at the beginning of each of their turns; upon each successive failure, they become grappled, then prone, then incapacitated. The spell ends either when you choose to end it, your concentration is broken, or the target succeeds on their Constitution saving throw. Deathlight 4th level abjuration Casting Time: 1 Action Range: 60 feet Components: S, V Duration: Up to 1 minute A warding light is cast over one creature within range. While the spell is active, the creature has advantage on any death saving throws made. If the creature succeeds on three death saving throws or is stabilised, they are immediately healed for a number of hit points equal to 2d8 + your spellcasting ability modifier. Hexenringe 2nd level conjuration Casting Time: 1 Action Range: 30 feet (30-foot diameter) Components: S, V, M (a handful of earth from a feytouched location, a drop of blood) Duration: Concentration, up to 1 minute You trigger a momentary fluctuation in the barrier between the Material Plane and the Feywild, causing a ring of feytouched mushrooms to burst forth. The ring materialises in any space you can see within 30 feet of you, and can be of any diameter of your choosing, up to a maximum of 30 feet. The ring cannot be moved once cast. The mushrooms are no taller than ½ foot each and can be discerned as magical with a successful Wisdom (Perception) check against your spell save DC. When casting the spell, you choose from one of the two following rings: Ring of Harm: On your turn, you can use your action to choose up to three creatures who are standing inside the ring. These creatures must make a Charisma saving throw against your spell save DC, taking 2d8 poison damage on a failed save, and half as much on a success.


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


THE PLAYERS | SPELLS 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. 73


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


75 SUBCLASSES | BARD College of Arcanists Bard 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.


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


Ingivelse 7th-level Oath of the Endling feature Starting at 7th level, you can use a bonus action to summon your Vard. The Vard then attaches itself to any target that you can see, and casts suggestion upon them, prompting the standard parameters of the spell. This does not use any of your spell slots. At 18th level, you can choose to place the target under the effect of geas instead of suggestion. Once you use this feature, you can’t use it again until you’ve completed a long rest. 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 with. This feature does not have an effect on creatures with 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. Sjörå (Lake guardian): You gain the ability to breathe and speak underwater and gain a swimming speed of 30 feet. Skattrå (Treasure guardian): You gain truesight with a range of up to 120 feet. Skogsrå (Forest guardian): If you fail a saving throw, you can use your reaction to reroll it. You must use the result of the new roll. Vägrå (Road guardian): Enemy creatures within 10 feet of you have disadvantage on saving throws against any paladin spells that you cast. Oath of the Endling Paladin 77


78 Rogue: Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. This is the school of training that you have followed in order to learn your skills. 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 the right compounds, how to brew potions and coat your weapons. Assassin, murderer, opportunist – whatever they call you, you’ll be sure to have the last laugh. 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 at the end of each of its turns, ending the effect on itself 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. poisoner rogue


79 Sorcerer: Sorcerous Origin At 1st level, a Sorcerer gains the Sorcerous Origin feature; the source from which your innate power comes. Deep Roots From earth you came, and to earth you will return. There’s power to be found in the forest, and the orchards, and the 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. 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. deep roots sorcerer Green Magic Spells Sorcerer Level Spells 1st Animal Friendship, Earth Tremor 3rd Barkskin, Locate Animals or Plants 5th Plant Growth, Wind Wall 7th Control Water, Grasping Vine 9th Commune With Nature, Wrath of Nature 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. Sometimes, you can still hear it whispering to you. 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.


80 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 1st-level Deep Roots feature At 1st level, the earth already recognises you as its own. When natural ground is beneath you, it responds to your needs by changing its shape about you. Difficult terrain, if caused by natural materials, doesn’t affect you. When 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 and cliffs, you always seem to find good purchase; when making any climbing-related checks such as Athletics or Acrobatics, do so with advantage. Allelopathic Reaction 6th-level Deep Roots feature Starting at 6th level, you gain resistance to poison and acid damage. Whenever you start casting a spell that deals poison or acid damage, choose one of the following additional effects: • The air around you takes on a toxic quality. One creature of your choice within 5 feet of you takes an additional 2d6 poison or acid damage, depending on the damage type of the spell you are casting. • Acid or poison (depending on the damage type of the spell you are casting) suffuses the earth within a 30-foot radius. Up to four creatures of your choosing within the affected area take 1d6 of the applicable damage type. Sticks and Stones 14th-level Deep Roots feature Beginning at 14th level, the ground beneath you is as familiar to you as your own body and you are able to emulate its profound steadiness. As a bonus action, you can enter this meditative state and gain resistance to piercing, slashing, and bludgeoning damage for up to 1 minute. Additionally, while this state lasts, you make any concentration checks with advantage. Once you use this feature, you can’t use it again until you finish a long rest, or unless you spend 5 sorcery points to use it again. Master of All 18th-level Deep Roots feature 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, and deals damage as normal. Warlock: Otherworldly Patrons At 1st level, the Otherwoldly Patron feature provides warlocks with a patron through whom their powers are granted. Below are two new patrons for warlocks who feel a greater pull towards the power of nature. The Flower Bride Spring blooms sweet and eager, bringing with it new growth, sunlight, and most importantly… life. The creatures who identify themselves as Flower Brides are inextricably connected to the earth and the warmer seasons. By binding yourself to one of them, you have made a pact to uphold their values: aiding creation, healing blight, birthing new beginnings from the ashes of endings. The Brides are life itself, and their servants act to further their work. The warlocks who serve the Brides do so for many different reasons. They may wish to see nature reign victorious over civilisation’s creeping presence, or perhaps they seek to protect others where they themselves were abandoned. Whatever the reason you’ve made your pact, you’re sure to feel the benefits of the Brides’ patronage. But be warned: what is given is easily taken away, and the Brides are not always benevolent… The Flower Brides are commonly higher-ranking fey of 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. Expanded Spell List 1st-level Flower Bride feature The Flower Bride 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. Helping Hand 1st-level Flower Bride feature At 1st level, you gain the ability to perform a healing blessing on someone. As a bonus action, choose one creature Flower Bride Expended Spells Spell Level Spells 1st Cure Wounds, Druidcraft 2nd Healing Spirit, Lesser Restoration 3rd Life Transference, Revivify 4th Aura of Life, Offring 5th Deathlight, Enervation


81 (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 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. Blodeuwedd 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…


82 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. 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, The Cailleach The Crone Expended Spells Spell Level Spells 1st Absorb Elements, Ice Knife 2nd Dragon’s Breath, Rime’s Binding Ice 3rd Elemental Weapon, Glyph of Warding 4th Offring, Deathlight 5th Cone of Cold, Hallow


SUBCLASSES | WARLOCK 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. 83


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85 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. Various Feldgeister Feldgeister Small fey, chaotic neutral —Armor Class 14 (natural armor) Hit Points 72 (18d6 + 18) Speed — 30 ft. 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) 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. Proficiency Bonus +2


86 Waldgeister Waldgeister are small wood sprites who guard old trees, 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 Challenge — 3 (700 XP) One With the Forest. The waldgeister captain has advantage on Dexterity (Stealth) checks when hiding in terrain that contains at least one living tree. Trained Rider. The waldgeister captain has advantage on melee attacks made while riding a mount. If dismounted, the mount will flee at a speed of 30 ft. Tree Walk. The waldgeister captain 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 waldgeister captain makes two attacks, either with its shortsword or its crossbow. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Crossbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Commander of the Pack. The waldgeister captain uses their action to shout a command to all allies who can hear them. The allies can then immediately use their full movement to change positions as a reaction. This movement still results in any normal opportunity attacks. Waldgeister Guard Small fey, neutral evil —Armor Class 14 (studded leather) Hit Points 78 (12d6 + 42) Speed — 30 ft. STR DEX CON INT WIS CHA —12 (+1) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0) Damage Vulnerabilities fire Languages Sylvan Challenge — 1 (200 XP) One With the Forest. The waldgeister guard has advantage on Dexterity (Stealth) checks when hiding in terrain that contains at least one living tree. Tree Walk. The waldgeister guard 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 waldgeister guard makes two attacks, either with its shortsword or its bite. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Waldgeister Captain and Guards Proficiency Bonus +2 Proficiency Bonus +2


87 Honey Beast Wolves, bears, and other wild beasts are dangerous foes to encounter at the best of times. The wary traveller is wise to give them a wide berth, and these beasts will usually do likewise – but the same cannot be said for those among them driven mad by feasting on poisoned honey. No longer 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) 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. Sweet Deception Honey is a rare treat for any who discover it, especially when harvested wild from the bees that build their hives in the deep forests. But not all honey is as sweet as it tastes; indeed, some is as toxic as the flowers that provided the nectar. Contaminated honey, especially honey made from azalea bushes, can cause symptoms such as violent drunkenness, fits of madness, despondency, and vomiting. Proficiency Bonus +2 Honey Beast


88 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. Samovila Samovila —Medium elemental, chaotic neutral Armor Class 13 (natural armor) Hit Points 104 (16d8 + 32) Speed — 30 ft. STR DEX CON INT WIS CHA —10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 13 (+1) Condition Immunities charmed Senses passive Perception 14 Languages Common, Primordial Challenge — 3 (700 XP) Innate Spellcasting (Humanoid form only). The Samovila’s spellcasting ability is Wisdom (Spell save DC 13, +4 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components: At will: Fire Bolt, Produce Flame 3/day each: Burning Hands, Scorching Ray Illumination (Humanoid form only). The samovila sheds bright light in a 20 ft radius and dim light for an additional 20 feet. This can be extinguished at will for up to 10 minutes at a time. Pack Tactics (Wolf form only). The samovila has advantage on an attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t incapacitated. Bonus Actions 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 humanoid form. Its statistics, other than its AC, are the same in 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 in its wolf form. Actions Bite (Wolf form only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. 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) Saving Throws Dex +5, Con +3, Wis +5 Condition Immunities charmed Senses passive Perception 18 Languages Common, Primordial Challenge — 9 (5,000 XP) Innate Spellcasting (Humanoid form only). The samodiva’s spellcasting ability is Wisdom (Spell save DC 16, +7 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components: At will: Fire Bolt, Produce Flame 3/day each: Burning Hands 1/day each: Fireball, Wall of Fire Illumination (Humanoid form only). The samodiva sheds bright light in a 20 ft radius and dim light for an additional 20 feet. This can be extinguished at will for up to 10 minutes at a time. Flyby (Avian form only). The Samodiva doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Bonus Actions Samorel. The samodiva can use its bonus action to transform into a large, flaming bird. It can also use a bonus action to return to its humanoid form. Its statistics are the same in both forms. It reverts to its true, humanoid form if it is reduced to 0 hp. Once 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. Actions Multiattack. The samodiva makes two attacks - when in humanoid form these are made with a shortsword, when in Avian form these are made with its talons. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Woodland Revels Samovila flock to older, wiser nymphs known as samodiva, 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. Proficiency Bonus +2 Proficiency Bonus +4


89 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) 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). 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. 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. Proficiency Bonus +2


90 Numian Plant Numian plants vary in shape and size dependent on the environment that they grow in. Some are formed of twisting vines coated in a sticky mucus to trap their prey; others grow pitchers with digestive enzymes inside to devour the unwary. They all have one thing in common: They’re hungry. Numian Dew The liquid that Numian plants use to trap and digest their prey is known as Numian dew. Due to the dangers that come alongside gathering it, it is highly prized by botanists and alchemists. Its 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) 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 Proficiency Bonus +2


91 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 in life 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. 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 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 Proficiency Bonus +3


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


93 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) 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. 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. 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… Proficiency Bonus +3 Lieschi


94 CREATURE STATISTICS | TIKBALANG


95 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) 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. Proficiency Bonus +3 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


96 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, branchlike 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 nonfey 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) 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. Proficiency Bonus +4


97 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) 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 Proficiency Bonus +5 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.


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99 PART 5: credits Writer: Fez Inkwright (main text, encounter seeds for asphodel, azalea, belladonna, dragon’s blood tree, mandrake, upas tree), Kit Buss and Matt Reiner (encounter seeds for aconite, alder, anemone, banyan, birch, black bryony, boneset, darnel, giant hogweed, ivy, goblin gold, mountain clubmoss, mugwort, ocotillo, rose, saguaro, sandbox tree) Editing and Proofreading: Kit Buss Design and typesetting: Fez Inkwright Cover illustration: Fez Inkwright Interior Illustrations Houda Belgharbi Character artwork: Character backgrounds, Lovjeri Liffson, Adrie Bos, Samodiva Margarita Bourkova Item artwork: Bands of grace, candlewood cloak, carrion ring, desert’s blessing, duskbloom, Evelina’s crown, gloves of scorching, Lesovo’s blade, sandwalker’s gorget, spear of life-giving waters, staff of the warden, titan’s hood Anna (Newt) Doušová Chapter page: Contents (page 2), introduction (page 4), registry of plants (page 20), credits (page 98) Character artwork: Rusalka, waldgeister Item artwork: Clay body, dragon’s blood ink, Elfdans’ gift, forager’s blade, goblin’s deception, Halling’s net, hedge taper, hunter’s boon, hunter’s looking glass, Jani’s favour, lucky hand, lyre of the muses, ring of ensnarement, rowan wine, sandbox mine, snakebane bracelet 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 65), stormy skies (page 73), evening sky (page 75), dark woodland (page 83), autumn field (page 84) Fez Inkwright Item artwork: Alder leaves, Belgin’s shot, dead man’s curse, flying ointment, ironbind powder, Keiko’s judgement, knyghten’s lots, silk archer’s gloves, sylph’s whistle, willow stake Spot illustrations: Herbarium logo, herbalist’s kit (page 19), all illustrations in Registry of Plants (pages 21-39), woody nightshade (page 44) subclass logos (pages 74, 76, 78, 79, 80) Ivyteas Chapter page: Crafting & Items (page 40) CoupleOfKooks Character artwork: College of Arcanists Bard, Oath of the Endling Paladin, Poisoner Rogue, Deep Roots Sorcerer, the Flower Bride, the Crone Item artwork: Lusmore’s cloak, Lusmore’s gloves, mallachtan blade, sunstrike bow Christopher Lindkvist Chapter artwork: Spells (page 70) Character artwork: Alraune, mazzeri, patasola Item artwork: Guardian’s watch, mandrake charm, phantom’s warning, potion of paralysis, powder of invocation, staff of disarming, war paint, winter’s shillelagh, witch ward Martin Mottet Spot illustrations: Coastland (page 10), garden (page 16), Tropical Forest (page 94) Mariya Svirincova Character artwork: Cinstita, feldgeister, honey beast, lieschi, numian plant, tikbalang Co-Creators The following names backed the original crowdfunding campaign at a pledge level that allowed them to request a plant to be included in the book. Three items in matching sets were then designed for these plants. Cameron Nelson: Corpse Flower; Carrion Ring, Gloves of Scorching, Titan’s Hood Kaisa Boese: White birch; Bands of Grace, Evelina’s Crown, Lesovo’s Blade Sara ‘Surrah’ Evangelista: Ocotillo; Candlewood Cloak, Desert’s Blessing, Staff of the Warden Sam Dawley: Rubroboletus spp; Elfdans’ Gift, Forager’s Blade, Halling’s Net Will & Meredith Lavasque: Saguaro Cactus; Duskbloom, Sandwalker’s Gorget, Spear of Life-Giving Waters Further Thanks Further thanks to the real-world inspirations for all of the stories within this book, including but not restricted to: The Old Guardians (page 7): Inspired by the Sacred Guardian Trees of Ireland A Deadly Crop (page 23): The Buonna Donna being traditional herbalists and ‘wise women’ of Italy The First Teachers (page 26): Inspired by South American origin stories of the Datura plant The Court of the Ashen Fey (page 28): Inspired by the Cornish folk tale of St Nectan’s death, and also the Welsh legend of St Collen and Gwyn ab Nudd, the lord of the Otherworld Fungi (page 28): Regarding fungi being Kelemvor’s fingers reaching up to feed the poor; based on a Lithuanian belief about Velnias, the god of the dead Fly Agaric (page 29): Containing tales of the Norse Huginn and Muninn, and also the Irish hero Cuchulainn Hawthorn: In which the roots are believed to be the gateway to the Welsh Otherworld, particularly the roots of the famous Hawthorn that grows on Glastonbury Tor in Somerset www.artstation.com/zoica www.houdabelgharbi.com www.margawart.com www.annathenewt.com www.rosdottir.com www.ivyteas.wixsite.com/puddlesong www.instagram.com/highchaoskooks www.martinmottet.com www.instagram.com/hanghul


100 Juniper (page 31): The legendary ‘hatred’ between juniper and ash trees is a belief held in Iceland The Moss People (page 33): A race of Germanic elves, known as schrat, similar to the old Norse skratti, or goblins Mulberry (page 34): The Chinese believe that a sunbird nests in an ancient mulberry tree in the eastern sea, linking the earth and the Eastern Heaven. The very first bow was crafted from a mulbery tree by the legendary archer Huangdi The Great Disaster (page 34): Merlin’s Oak in the Welsh town of Carmarthen, blessed by the wizard himself to protect the town, until it was removed in the same year that a great flood then devastated the town Odetta’s Lament (page 35): A German folktale told to explain the origin of the pimpernel plant Friends in High Places (page 36): Another Icelandic tale about the friendship between rowan and juniper Gift of the Sea (page 37): A Greek legend about the mortal fisherman Glaucus Upas Tree (page 38): A ‘real’ tree supposed to have existed in Java, as per reports by naturalist John Nichols Foersch in 1773 A Shared Origin (page 39): Inspired by a belief of the Japanese Ainu people Hunter’s Looking Glass (page 51): The Romans tell tales of an object called Venus’s Looking Glass. This mirror 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 Mazzeri (page 89): Corsican ‘dream hunters’, who could foretell future local deaths by hunting souls at night Numian plant: A combination of carnivorous plants reported to have existed by early explorers in the 15-1700s Patasola (page 91): A Colombian vampire Alraune (page 92): A Germanic helper spirit said to be created from mandrake roots Lieschi (page 93): A Slavic forest spirit Tikbalang (page 95): A trickster spirit of Philippine folklore, thought to protect portals between the spirit and mortal worlds Rusalka (plural rusalki, page 96): A Slavic water sprite, said to live within river banks and willow trees The Cinstita (page 97): A great black hen said in Italian lore to guard the Devil’s poisons. Made with the support of 1,956 backers on Kickstarter. Thank you for your support, feedback, enthusiasm, and passion. Open Game Content: This book is made under the Open Gaming License. The content of this book that falls under the Open Gaming License includes locations and deities of Faerûn, creature names, spell names, and effects. No other portion of this work may be reproduced in any form without permission.


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