Herbs Dungeons & Dragons - D&D 5e
Herbs Dungeons & Dragons - D&D 5e
D&D 5 Herbs
www.aidedd.org - 2022-07-17
A ldaka A rchangelic
altering (maceration) - 100 po fortifying (maceration) - 75 po
↪ mushroom - underdark - spring, summer, fall ↪ bark - arctic - fall
An aldaka is a dark red mushroom that grows underground, away from An archangelic is a very rare small tree less than three feet high and
daylight. Prepared with a skillful mixture of oils and spices, it makes a which grows in extremely cold climates such as on the tops of the
maceration with an ignoble smell which has the virtue of immediately highest mountains. Its bark is sought after by herbalists because it
restoring sight to a blind creature if it is applied directly to the eyes. serves as basis for a maceration which makes possible to resist the
A creature who temporarily suffers from the blinded condition and on whom this greatest cold.
cream is applied recovers their sight immediately. In addition, a creature who is A creature that absorbs an archangelic preparation gains cold resistance for 1 hour.
permanently blinded for natural reasons has 50% of chance to recovering their sight The subject notices the end of the effects by a gradual return of the sensation of cold.
after applying it for 10 minutes, provided their eyeballs are perfectly intact.
A rkasu
A lkanet curative (decoction) - 15 po
antipoison (decoction) - 50 po ↪ bark - arctic - fall
↪ roots - forest - spring, fall An arkasu is a tree that grows in very arid lands such as deserts. It is
This thick red-brown leaves plant does not like bright light and grows often found alone in the middle of nothing. The preparation based on
in thick forests. Its leaves look like a brown cabbage from a distance arkasu sap, applied to wounds, has healing properties.
but, if these are edible, it is especially the roots of this plant that are The decoction heals 1d6 hit points but only for cut wounds, such as
sought after for its anti-poison effects. damage from sharp or piercing weapons. For a given wound the decoction only
This concoction grants advantage on saving throws against all Ingested poisons for works once.
the next 8 hours, and on saving throws to negate the poisoned condition and any
other effects from an Ingested poison that has been absorbed into the hour preceding A rlan
the consumption of the beverage. The subject does not, however, recover any hit curative (infusion) - 10 po
points lost due to the poison. ↪ plant - forest - summer
An arlan is a plant with large green leaves and small flowers that grows
A lleha mainly undergrowth. The pollen of this plant has healing properties.
boost (infusion) - 30 po An infusion of arlan heals 2 hit points per level, for a maximum of 20
↪ plant - grassland - summer hit points. Each tea must be taken at least 2 hours apart to take effect.
An alleha is a 12 inches tall wild plant that bears small bright yellow
flowers. Its infusion with walnut or olive oil is commonly used after a A rpusar
hard day at work to recover and fight the effects of fatigue. boost (infusion) - 30 po
Drinking the infusion reduces the exhaustion level by 1, if you are not ↪ plant - mountain - summer
already dead of course, for the next 8 hours. If the creature still has exhaustion levels An arpusar is a shrub about 3 feet height with a twisted trunk and long
after this time, it takes one more level. pointed serrated leaves that grows in altitude. The infusion drawn
from the leaves of arpusar gives a brief burst of physical strength.
A mrans This infusion gives a +1 bonus to damage with a melee weapon for the
curative (direct absorption) - 5 po next minute. It is usually kept in a vial.
↪ plant - grassland - summer
An amrans is an unusual plant but easy to spot due to the pink and A sarabacca
purple colors of its small fruits which are half the size of a grape. altering (direct absorption) - 10 po
These, if eaten fresh, like just after picking, revitalize the organism. ↪ plant - grassland - summer
Eating amrans fruit recovers 1 hit point per level. Absorbing a large An asarabacca is a tall plant that gives gooseberry size red fruits. These
amount does not stack the effects and only allows you to recover 1 hit point per level fruits, which have no real taste, have the ability to appease animals if
between deux short rests. they eat them.
A beast creature that ingests asarabacca fruit becomes docile and
A ngelic incapable of violence for the next hour, unless of course you show aggression
fortifying (direct absorption) - 10 po towards it, in which case its nature quickly takes over. These fruits have no effect on
↪ plant - underdark - summer humanoids or monsters.
This very rare plant with large brown leaves only grows underground
on rocky ground. Its size rarely exceeds 20 inches in height, but its A shine
diameter can be greater than 3 feet. These nut-like fruits are highly fortifying (infusion) - 30 po
prized for fortifying eyesight. ↪ plant - forest - summer
Eating angelic nuts gives a +1 bonus to saving throws against being blinded for the An ashine is a creeper and parasitic ivy-like plant that grows along
next 8 hours. Absorbing a large amount does not stack the bonus. trees in forests. Its yellow-spotted shoots prepared as infusion make
easier to resist to the bites of lycanthropes in order to avoid catching
A nserke this disease. One also said that the very smell of this plant repels
fortifying (decoction) - 50 po lycanthropes, but this ability is not really proven.
↪ roots - desert - spring, fall Absorbing an infusion of ashine gives a +2 bonus to Constitution saving throws
An anserke is a kind of very spiny cactus that grows in hot deserts. The against being afflicted by lycanthropy. The infusion is active in the organism for 1d4
main element of the preparation that is drawn from it and which hours.
strengthens immunity against very many types of disease are its roots
which sink more than six feet under the ground. A tigax
Drinking the anserke decoction gives advantage on Constitution checks against all altering (maceration) - 100 po
nonmagical diseases for a number of days equal to the creature's Constitution ↪ mushroom - underdark - spring, summer, fall
modifier (minimum 1). This black and itchy fungus grows in the Underdark. The maceration
made from it is sought after by some nocturnal or underground
creatures to move around the surface during the day without any
problem because it removes sunlight sensitivity.
An atigax preparation removes the disadvantage on attack rolls and Wisdom
(Perception) checks based on sight imposed by the Sunlight sensitivity ability for 1d4
hours.
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
A ttanar B iset
boost (decoction) - 50 po boost (infusion) - 30 po
↪ roots - arctic - spring, fall ↪ plant - grassland - summer
An attanar is a whitish moss that grows on rocks in extremely cold The infusions of this pretty plant with bright blue flowers and thin
climates such as on the tops of very high mountains. Nicknamed the purple stems enhance a creature's natural dexterity.
"dragonborn moss", it makes the Breath of this race more powerful. For the minute following its absorption, the biset infusion gives a +1
A dragonborn who chews attanar moss increase the DC to resist his bonus to hit and to Dexterity checks. Be careful however, the
Breath by +2 until his next short or long rest, when the drop in adrenaline absorption of more than one biset herbal tea between two short rests causes vision
counteracts these effects. problems and can even make you temporarily blind in case of excess.
B alme B labert
curative (infusion) - 20 po boost (decoction) - 50 po
↪ bark - underdark - fall ↪ bark - desert - fall
A balme is a tree with sparse oval-shaped black-red leaves that can The bark of this kind of green-yellow cactus found in deserts is used to
measure up to 6 or 7 feet in height and grows underground, away from combat the effects of fatigue.
sunlight. An infusion of its bark, when drunk hot, is a very good A blabert decoction reduces a creature's exhaustion level by 2.
antidote against all types of poison. Incidentally, it also puts an end to any dysentery problem very quickly.
The brew restores 1d8 hit points lost due to poison damage. It has no preventive Its effects are not cumulative as long as you have a level of exhaustion.
virtue, so has no action if drunk before taking poison damage.
B larot
B arr curative (decoction) - 20 po
fortifying (infusion) - 30 po ↪ roots - swamp - spring, fall
↪ plant - forest - summer This low, bushy plant found at the edge of some marshes has clusters
A barr is a small shrub that can reach 5 feet in height. The preparation of bell-shaped purple flowers that float on the surface of the water. Its
that can be made from the small red fruits of this plant strengthens the roots have healing properties.
spirit. A decoction of blarot roots heals superficial wounds and restores 1d4
An infusion of barr gives a +1 bonus to saving throws against being hit points if the subject still had half or more of his hit points before drinking the
charmed for 8 hours. brew.
B astit B orage
boost (infusion) - 30 po boost (direct absorption) - 10 po
↪ plant - swamp - summer ↪ plant - grassland - summer
The bastit is a carnivorous plant that grows in marshes and feeds by This shrub with fine and long stems of about 20 inches has bright red
insects that pass near it. Its red and yellow flowers are particularly fruits which have the shape of a grape. These are used by frequent
sought after by sorcerers because it allows them to recover more travelers to support long walks.
quickly. A bastit infusion should not be drunk but inhaled. The smell it Eating borage fruits after 8 hours of walking grants a +2 bonus to
gives off, rather pleasant by the way, has on the other hand the annoying tendency to Constitution saving throws to resist the additional hours of walking. The effect
attract mosquitoes. disappears on the first failed saving throw.
Inhaling a bastit infusion allows a sorcerer to recover one sorcery point previously
spent. Its effects are not cumulative, and it only works once between two long rests. B reakthroughs
antipoison (maceration) - 75 po
B elan ↪ bark - desert - fall
fortifying (maceration) - 75 po This rare shrub with branches covered with prickles grows on arid
↪ roots - desert - spring, fall lands such as deserts. Its trunk, once dry, becomes porous. It's a great
A belan is a small tree about 6 or 7 feet with a massive trunk and a very antipoison. It makes possible to prevent poisons of all kinds and types.
dark color that grows in very arid lands. The maceration that is carried This maceration grants advantage on saving throws against all poisons
out with its roots, very deep, makes possible to resist strong heat and for 4 hours after it is absorbed.
even burns.
A belan Maceration grants resistance to fire damage for 1 hour. B ursthelas
boost (infusion) - 30 po
B elramba ↪ plant - coast - summer
fortifying (decoction) - 50 po The bursthelas is a plant that grows by the sea or salt water and has
↪ roots - forest - spring, fall pink flowers that attract attention. The infusion made from it increases
The belramba is a kind of lichen with a reddish hue found mainly in aquatic performance.
forests. Its preparation helps to overcome fear. Many barbarians take Drinking an infusion of bursthelas gives a +2 bonus to Strength
it before battle to give themselves courage. (Athletics) checks to swim or climb in difficult conditions for 1 hour. The somewhat
A decoction of belramba gives advantage on saving throws against unpleasant side effect is that, after this time, the bursthelas causes terrible stomach
being frightened, whether the cause of the fear is magical or not, for the next hour. pain for the next hour.
B irnot C alamus
fortifying (maceration) - 75 po altering (maceration) - 100 po
↪ plant - mountain - summer ↪ plant - coast - summer
The birnot is a tree with hairy leaves that grows in altitude. Its acorns, The calamus is an aquatic plant similar to water lilies that grows in
which have a very bad taste, are used to make a drink that strengthens warm, humid climates on the surface of waters such as lakes or ponds.
the organism. Its maceration, which among other ingredients includes several small
The maceration grants advantage on Constitution saving throws for 1 insects, is a sought-after preparation because it helps to recover
hour. It should be noted, however, that this preparation is not effective for all hearing.
organisms and has only a 20% chance of working for a non-humanoid creature. A creature who temporarily suffers the deafened condition immediately recovers
their hearing. In addition, a creature permanently deaf for natural reasons has a 50%
chance of recovering hearing equivalent to approximately 25% of normal hearing for
1 hour.
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
C alcena C ulkas
curative (maceration) - 75 po fortifying (decoction) - 50 po
↪ mushroom - forest - spring, summer, fall ↪ roots - mountain - spring, fall
The calcena is a small pinkish-brown mushroom. Anyone who inhales The roots of culkas, a type of innocuous-looking bramble, have the
its spores too much will hallucinate for a few minutes. On the other particularity of closing the inner pavilions of the ears for humanoid
hand, meticulously mixed with oils, we get an invigorating cream that races. The decoction made from it is usually sold in the form of a
helps heal faster. cream. Applying it in your ears reduces your hearing by about 50%,
Applying calcena cream to the lips of a dying creature grants advantage to the first which still allows you to listen to someone talking in front of you, but above all it
Wisdom (Medicine) check made to stabilize the subject. prevents you from being deafened, whatever is the volume, the inner pavilions
closing completely in case of excessive volume.
C allin A creature that coats the inside of its ears with culkas cream gains advantage on all
boost (infusion) - 30 po saving throws against being deafened for 1 minute. Applying several doses in his ears
↪ plant - grassland - summer accumulates the duration without however reducing hearing by more than 50%.
Also called the "lover's flower", the callin is a plant with small yellow
flowers that grows in temperate environment. It owes its nickname to D amater
the fact that the infusion drawn from it makes people likable, which curative (maceration) - 30 po
helps to convince. ↪ plant - swamp - summer
The brew gives a +1 bonus to Charisma checks for the next hour. The damater is a black-colored plant of the nettle family. It usually
grows deep in marshes. Crushed and mixed with pure water, lemon
C hasground juice, and some oils, its maceration helps heal wounds caused by acid.
antipoison (decoction) - 50 po The application is very painful, the scar that will remain is usually
↪ mushroom - underdark - spring, summer, fall horrible, but the damage will be healed.
The chasground is a large mushroom that once grew on the surface, A preparation of damater applied to a wound restores 1d8 hit points lost due to acid
but nowadays it is only found underground. Some drow communities damage.
cultivate it, even if the chasground is fragile because it does not resist
to excess or lack of water. If it has been well cultivated, it is a highly D arsurion
prized anti-poison. boost (maceration) - 75 po
A decoction of chasground gives advantage on saving throws against Contact or ↪ plant - swamp - summer
Injury type poisons for the next hour. The chasground is on the other hand The leaves of this plant, which a novice will surely confuse with nettles,
inoperative if the poison is already in the organism. are the basis of a preparation prized by the barbarians.
Drinking a darsurion maceration increases the duration of a
C ofrail barbarian's rage by 1 round if this one is triggered within 10 minutes of
curative (infusion) - 20 po drinking the brew. Its effects are cumulative if you drink more than one potion, with
↪ plant - mountain - summer a maximum of 5 additional rounds, meaning 30 seconds.
This tree that grows in the mountains can reach a height of 16 feet. But
if the cofrail is sought after, it is for the yellow pollen of its flowers D echale
which heals bruises. curative (maceration) - 30 po
Cofrail pollen infusions recover 1d6 hit points lost due to bludgeoning ↪ mushroom - swamp - spring, summer, fall
damage. For a given injury, the infusion only works once. Incidentally, it is also very This red-spotted black fungus grows in swamps with a terrible smell
effective against headaches. and an awful taste. But its maceration has the great virtue of healing
necrotic damage.
C olerte Drinking a dechale maceration restores 1d8 hit points lost due to
fortifying (direct absorption) - 10 po necrotic damage.
↪ plant - coast - summer
The colerte is a plant with large leaves and pretty yellow flowers that D egiik
grows in warm climates at low altitudes. Drinking a colerte infusion boost (decoction) - 50 po
before drinking alcohol helps to stay sober. ↪ bark - mountain - fall
The harmful effects on the brain are eliminated for an hour, but the The degiik is a tree that grows in mountainous regions and has black
alcohol is not eliminated from the organism. If too much alcohol is ingested, and white colored leaves. It is, however, its bark that is sought after for
alcoholic coma can still occur. its brain-activating effects in humanoid creatures. The preparation has
no effect on animals or other creatures.
C oparnia The degiik decoction grants a +1 bonus to proficiency bonus on all Intelligence,
boost (maceration) - 75 po Wisdom and Charisma checks for a duration of 1 minute. This does not work for
↪ roots - arctic - spring, fall attack rolls and saving throws.
The coparnia is a very rare completely white plant that grows only on
land with a small permanent snow cover, which designates very D elrean
particular places, the depth of snow normally varying from season to curative (maceration) - 30 po
season. The preparation made from its roots is particularly sought ↪ roots - arctic - spring, fall
after by clerics and priests for its effects on the undead. The delrean is a very rare plant that grows in extreme cold climates. Its
A cleric who drinks a coparnia maceration doubles the Turn Undead duration for roots, boiled and properly prepared, yield a kind of oil that helps heal
one minute. radiant damage.
A delrean maceration restores 1d8 hit points lost from radiant damage.
C ovet One has to wait at least one minute between each dose so that their effects
altering (decoction) - 50 po accumulate.
↪ bark - coast - fall
This tree, which can reach 40 feet height, requires mild temperatures D itania
and has a thick bark similar to cork, with which wine bottle stoppers boost (infusion) - 30 po
are made. But a decoction of covet bark has the property of purifying ↪ plant - coast - summer
water. This 15 to 20 inches heigh herb found in warm climates yields an
The equivalent of one vial of this preparation eliminates all bacteria in 5 gallons of infusion that heightens the creature's senses.
water. Note however that it only acts on bacteria and microbes, therefore protects The ditania grants a +2 bonus to all Wisdom checks for 1 minute. Its
against all kinds of diseases, but in no case the covet neutralize a poison effect. effects are not cumulative, and you even have to wait until the end of a
long rest so that a second vial can act in the same way.
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
D orose F ennely
boost (direct absorption) - 10 po antipoison (infusion) - 30 po
↪ plant - grassland - summer ↪ plant - grassland - summer
The dorose is a tall plant that exceeds 20 inches and sometimes The fennely is a pretty plant that is grown as much to decorate a
reaches 40 inches. Its large yellow flowers are up to 8 inches in garden as for its ability to counter poisons. In some royal courts cooks
diameter. Eating its almond-flavored raw pollen temporarily increases add chopped fennely leaves to their sovereign's dish.
insight. In some cities, the guards eat it when questioning a stranger to Eating fennely leaves gives a +2 bonus to saving throws against all
help them guess their true intentions. Ingested poisons for the next hour. On the other hand, the plant is without effect if
Dorose pollen grants a +1 bonus to Wisdom (Intuition) checks for 1 minute. You can the poison is already in the organism.
eat as much as you want, no side effects are known to date.
F etrefe
D raffe fortifying (decoction) - 50 po
curative (direct absorption) - 5 po ↪ roots - forest - spring, fall
↪ plant - coast - summer The fetrefe is a dark green moss dotted with white dots that grows
The draffe is a plant with very pretty pink flowers found in hot along the trunks of certain trees in forests. The preparation made from
climates, usually by the sea. Chewing its unconventionally shaped this foam makes more resistant to bruises.
leaves helps to recover faster. A fetrefe decoction grants advantage on Constitution saving throws
Chewing draffe leaves restores 1 hit point if the subject still had half or against being unconscious for 1 hour. Also note that sucking a fetrefe moss, although
more of his hit points before that, meaning he was not really injured. In the latter the taste is not the most pleasant, helps relieve headaches.
case the draffe has no effect. Absorbing several doses accumulates the effects.
F iveleaves
D ramallon boost (infusion) - 30 po
curative (decoction) - 20 po ↪ plant - grassland - summer
↪ bark - forest - fall This five flower petals plant with pink leaves is much rarer than the
This massive tree grows in the heart of forests, where the air is humid, callin because it is eaten by many insects of all types, but its effects are
and sunlight does not reach the ground. Its bark is sought after for its much more powerful. The infusion of fiveleaves is actually a powerful
healing properties. The preparation of dramallon requires bee honey aphrodisiac that increases sexual attraction and charisma.
and salt. The fiveleaves infusion gives advantage to Charisma checks for the next 10 minutes if
An infusion of dramallon restores 1d8 hit points lost from lightning damage, the roll is used in some way to seduce a creature your species can normally attract.
provided the damage was inflicted less than an hour before it was absorbed. Otherwise, the creatures in front of you do not perceive any difference. If a creature
has been seduced, it does not change its mind after 10 minutes because it was not
E bure magically charmed. The seducer, on the other hand, must maintain his effect on his
boost (decoction) - 50 po own.
↪ roots - swamp - spring, fall
The ebure is a plant that grows at the edge of stagnant water in F loos
marshes, preferably on muddy ground. Its roots, once cleaned, serve as boost (direct absorption) - 10 po
the basis for a preparation that effectively helps to cure madness. ↪ plant - grassland - summer
A decoction of ebure halves the time of a short or long madness. This tall plant bears small fruits similar to blackcurrant seeds in size
Multiple decoctions do not reduce this duration to less than half the original time. and color. Their acidic taste is similar to lemon. Eating its berries has
the property of increasing the tension in the eyeballs with the
E ldas consequence of breaking certain small blood vessels which fill the eyes
boost (infusion) - 30 po with blood. Vision is not affected, however. One can doubt the interest of eating
↪ bark - mountain - fall these fruits given the consequences that this entails. In fact, several barbarian tribes
This tree grows on sunny mountain slopes. It is used by mountaineers are fond of floos because the bloody eyes of warriors who consume it only further
who are lucky enough to have it near their homes because its effects in intimidate their opponents.
the fight against fatigue are well established. The doses must be precise Eating floos berries gives a +2 bonus to Charisma (Intimidation) checks for a
and moderate, because overconsumption of eldas can cause the duration of 1 minute. There is no known contraindication to abusing these fruits,
opposite effects, even a heart attack. despite the spectacular appearance it can give.
An infusion of eldas bark reduces the level of exhaustion by 2 until the next long rest.
Only one infusion per day is recommended. F oulain
boost (direct absorption) - 10 po
E ntrist ↪ plant - grassland - summer
antipoison (maceration) - 75 po The foulain is a shrub about 15 inches high which gives very small dark
↪ plant - forest - summer blue fruits. In addition to the alcohol that is drawn from them, these
The entrist is a stinging plant that grows in forests. Its leaves but berries have the virtue of slightly increasing the speed of movement,
especially its pollen cause severe itching on simple contact. On the without however increasing fatigue.
other hand, it is an excellent antipoison. Eating foulain berries increases movement speed by 5 feet per round, regardless of
The entrist maceration grants advantage on saving throws against base speed. One dose keeps this pace for about 1 minute, so the effect is quick. Some
vegetal poisons for the next hour. On the other hand, the entrist is ineffective if the people eat it before having to make a jump, for example. Only one dose takes effect
poison is already in the organism. between two short rests.
F alsifal G abruche
fortifying (maceration) - 75 po curative (decoction) - 50 po
↪ mushroom - forest - spring, summer, fall ↪ bark - mountain - fall
The falsifal is a brown mushroom found in the forests. Its shape is This tree, which trunk measures up to 6 feet in diameter, is better
curved and when you cut it, it releases a small harmless gas. But a known in some regions as the "tree of the braves". It is sought after for
talented herbalist who knows how to recover this gas will make a the virtues of its bark. A large quantity of bark is necessary to prepare
maceration with surprising effects on breathing. its decoction which is generally made in a large cauldron to draw an
A falsifal maceration doubles the value of the Constitution modifier (minimum +1) to elixir which will ultimately only fill a few vials. This elixir has the power to increase
calculate the time you can hold your breath and the number of rounds you can physical resistance. Many fighters are fond of it and do not hesitate to spend large
survive when you can't breathe. sums to obtain it.
Drinking a gabruche decoction grants 1 temporary hit point per level. These points
persist until the first strike that hits the subject, regardless of the amount of damage
taken, or for a maximum of 10 minutes if no damage is taken during that time.
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
G ardax I ronar
curative (decoction) - 20 po fortifying (decoction) - 25 po
↪ roots - forest - spring, fall ↪ roots - mountain - spring, fall
This poisonous bramble with red spines can be fatal to small mammals The "dwarven grass" is another name for ironar. This 20 inches tall
such as rats or small cats. Properly prepared, however, its roots are plant with dark blue leaves and bright orange flowers grows almost
used to heal very special damage. exclusively on mountainous terrain full of iron and minerals, which
A decoction of gardax restores 1d8 hit points lost due to thunder explains the legend that says ironar only grows in the entrance to the
damage. Do not administer to animals! dwarven mines. Anyway, the thick roots of this plant (up to 2 inches in diameter!) is
used to protect from paralysis.
G arigne A decoction of ironar gives a +1 bonus to saving throws against being paralyzed for 1
curative (decoction) - 15 po hour.
↪ bark - grassland - fall
The garigne is a very old tree that has a somewhat skeletal shape due I ronsplit
to its very low number of leaves. The brew drawn from it heals all types altering (infusion) - 30 po
of wounds. However, there is a small side effect: a temporary loss of ↪ plant - forest - summer
vision for about ten seconds, which means that drinking several vials The ironsplit is a shrub that is most often found at the edge of forests.
of garigne immediately is not recommended. An infusion of its leaves makes easier to see in the dark.
A decoction of garigne bark restores 1d4 hit points. The duration of vision loss is Drinking the beverage allows you to see in a lightly obscured area as if
exponential if more than one dose is drunk in less than 10 minutes. visibility were normal for 1 minute. In a heavily obscured area, having
drunk the infusion is without effect. You can drink multiple vials of ironsplit
G olcorone consecutively without any problem. The durations do not accumulate, but with each
boost (infusion) - 30 po new absorption the sight will be improved.
↪ plant - forest - summer
The leaves of this shrub are highly sought after. We indeed draw an J affray
infusion that apothecaries initially recommended to stop tremblings. antipoison (infusion) - 30 po
But archers who had access to this preparation quickly realized that it ↪ plant - grassland - summer
also improved their performance, so much that nowadays many This plant with tiny flowers of less than 0.2 inch is a very good
archery competitions prohibit its use. The elite archers of the city of Laelith would counterpoison for vegetal poisons. Its effects last a few hours, but too
have a small stock of them which they would use for missions of high importance. frequent use would immunize against its beneficial effects.
An infusion of golcorone gives a +1 bonus to ranged attacks made with a weapon that An infusion of jaffray gives a +2 bonus to saving throws against vegetal
uses ammunition (bow, crossbow, blowgun, etc) for a duration of 1 minute. poisons for 1d4 hours. On the other hand, the jaffray is ineffective if the poison is
already in the organism.
G ylvira
altering (maceration) - 75 po J ojopopo
↪ plant - coast - summer curative (infusion) - 20 po
The gylvira is a kind of yellow algae with green stems. The maceration ↪ roots - swamp - spring, fall
that we get from it allows to breathe much longer under water. It is The jojopopo is a black-colored plant found in some swamps. The
sold in one pint flask which are equivalent to 5 doses. Note that the white milk that drips from its thick roots when cut is used to treat
gylvira gives very bad breath for the next hour. frostbite and other cold damage.
For a swallowed dose of gylvira, the subject can breathe underwater for 1 minute An infusion of jojopopo restores 1d8 hit points lost due to cold
longer than his constitution allows. As a reminder, a creature can normally breathe damage.
underwater for a number of minutes equal to 1 + its Constitution modifier. The
organism is saturated after 10 doses and the duration of breathing under water no K elventari
longer increases after that. The gylvira works only underwater and has no effect if curative (infusion) - 10 po
the subject cannot breathe for any other reason. ↪ plant - mountain - summer
This shrub grows on the sunniest side of high hills or low mountains.
H aquedi Its leaves are known to herbalists and apothecaries for their healing
boost (direct absorption) - 10 po properties.
↪ plant - grassland - summer An infusion of kelventari restores 2 hit points per level, up to 50% of
This plant has small leaves that change color with the seasons, going the creature's maximum hit points. Between two short rests, a single infusion has
from green in spring, to red in late summer, then to a coffee color in effect.
autumn. It is during the two hottest months of summer that its
blackcurrant-sized fruits come out. The haquedi is a plant particularly K ilmatur
famous among rangers and druids who use it to coax wild animals, taking care not to curative (decoction) - 20 po
abuse because the haquedi tends to be increasingly rare over the years. ↪ roots - desert - spring, fall
Any creature that attempts a Wisdom (Animal Handling) check on an animal that ate The kilmatur is a large cactus (more than 6 feet high) that is logically
haquedi berries less than an hour ago gains a +1 bonus. found in the deserts. Its roots, which sink more than thirty feet
underground to find water, give an oil that heals burns or any other
H arir damage caused by fire. The kilmatur also acts on the scars of these
fortifying (infusion) - 30 po wounds, making them almost invisible after a short treatment of two weeks. Druids
↪ plant - mountain - summer often use it for facial burns.
This plant, which leaves similar to holly but much less thick, grows at Kilmatur oil restores 1d8 hit points lost from fire damage.
altitude. The consumption of its infusion which mixes its leaves and its
acorns hardens the epidermis after a delay of 10 minutes. L aumpor
An infusion of harir reduces bludgeoning, piercing, and slashing curative (infusion) - 10 po
damage you take from nonmagical weapons by 1 for 10 minutes. Several doses do not ↪ plant - grassland - summer
accumulate the bonus, but in some mountain dwellers who have consumed it The laumpor is a pretty plant with large, beautiful yellow flowers that
regularly for years, the effect would become permanent. even adorns some gardens. On the other hand, it is fragile because it
does not support cold at all and dies with the first frosts. Its infusion is
H elival known for its healing properties.
curative (direct absorption) - 5 po An infusion of laumpor recovers 2 hit points per level. Between one and four
↪ plant - forest - summer infusions per day are effective, no more.
This rather common plant gives very fragile fruits that look like tiny
raspberries. The peasants who know it consume them to treat
scratches, insect bites or small cuts.
Helival fruits heal 1 hit point per level if the subject has not lost a
number of hit points greater than his level (1 hp at level 1, 2 hp at level 2, etc).
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
L essentor M ilort
fortifying (decoction) - 50 po antipoison (infusion) - 30 po
↪ bark - grassland - fall ↪ plant - forest - summer
The lessentor bark, brown-orange in color, has the particularity of This plant with pretty pink flowers is a very good antipoison against
being extremely smooth. The preparation with a sweet taste increases venoms. Incidentally, its infusion also helps to cure diarrhea and
the reflexes. Some experienced rogues like to use the lessentor on vomiting.
high-risk exploration missions. An infusion of milort gives a +2 bonus to saving throws against venom
A decoction of lessentor grants a +2 bonus to initiative and Dexterity saving throws poisons for the next hour. This plant is on the other hand inoperative if the poison is
for 1 minute. Several potions do not stack bonuses, and lessentor has no effect on already in the organism.
other Dexterity checks.
M irena
L unort curative (infusion) - 10 po
boost (infusion) - 30 po ↪ bark - underdark - fall
↪ plant - forest - summer The mirena is a small tree with white bark that does not exceed 16 feet
This small shrub gives few flowers but lots of leaves. Its infusion high. It is particularly recognizable in summer by its orange leaves.
stimulates the brain and increases memory. It is used in some cases to An infusion of mirena bark heals 2 hit points per level, for a maximum
try to restore the memory of amnesiacs, but the price of the treatment of 20 hit points. Its effects are not cumulative in the hour that follows,
reserves it for the elite. so it is necessary to space each infusion by at least one hour.
The lunort preparation grants a +2 bonus to Intelligence checks for 1 minute.
M ogarli
M acabate boost (infusion) - 30 po
antipoison (decoction) - 50 po ↪ bark - mountain - fall
↪ roots - coast - spring, fall The mogarli is a rare and huge tree that can measure up to more than
The macabate is a tree that grows in tropical climates. It is no more 130 feet. It is also called "the saint" or "the holy tree". The infusion
than 6 feet high, but its roots extend horizontally for more than thirty made from its bark helps clerics ward off evil spirits and undead more
feet in diameter. These must be peeled because it is their heart that is effectively.
used to make a very good antipoison sold in powder form. A creature with the Turn Undead ability (typically a cleric) who drinks this infusion
A little macabate decoction powder in the nose and throat gives advantage on saving has its DC increased by +1 when using this ability within one hour of drinking it.
throws against all Inhalation poisons, which are among the most dreadful, for 1d4 However, the brew has no effect on a creature that does not have the ability to turn
hours, and on saving throws to remove the poisoned condition and any other effects undead.
due to an Inhalation poison that was breathed in the previous hour. The subject does
not, however, recover any hit points lost due to the poison. N avouh
antipoison (infusion) - 30 po
M andrake ↪ plant - grassland - summer
fortifying (decoction) - 50 po The navouh, a plant with pretty blue flowers, helps fight against
↪ roots - mountain - spring, fall Inhalation poisons. But its infusion clogs the respiratory tract, which
This plant, which roots has the shape of a human body, is surrounded immediately tires you when you want to run, for example. An overdose
by a thousand legends and is used as ingredient in many magic of navouh can even cause death by asphyxiation.
formulas, aphrodisiacs or medicines to fight against insomnia. Drinking a navouh infusion gives a +2 bonus to saving throws against all Inhalation
However, the real effect of all these applications is not proven. On the poisons for the next hour. The subject does not, however, recover any hit points lost
other hand, experienced herbalists make a decoction of it which effectively prevents due to the poison.
petrification.
A mandrake decoction gives advantage on saving throws against being paralyzed for O ede
1 hour. curative (infusion) - 30 po
↪ plant - swamp - summer
M armallow The oede is a type of reed that grows in marshes. The milk flowing
curative (maceration) - 75 po through its stalks is reputed to "push the limits of life" as herbalists
↪ plant - mountain - summer say.
This particular-looking plant is the basis of a preparation that helps to Drinking a vial of oede infusion grants a +1 bonus to death saving
stop bleeding. In its raw state, applying its flowers to a small cut puts throws for the next minute. This bonus is to be considered as the raw result of the
an end to bleeding. Prepared by an herbalist, maceration can do the die, meaning it's impossible to roll 1 and a 19 on the d20 becomes a natural 20.
same on much larger wounds.
A marmallow maceration grants advantage on all death saving throws for the hour O lus V eritis
after it is absorbed, if the wound caused bleeding. So, it doesn't work against all altering (decoction) - 100 po
damage types. ↪ mushroom - underdark - spring, summer, fall
Olus veritis is the name given to a fungus that grows in the Underdark.
M aserote The decoction that is drawn from it acts on the pupils in an
boost (maceration) - 75 po unexplained way and makes it possible to see incredible things. On the
↪ plant - grassland - summer other hand, its effect makes the eye hyper-sensitive to light, which is
The maserote is a fragile plant with red flowers found mainly in the why the olus veritis is only used underground.
plains, because it does not support extreme temperatures, whatever This decoction gives true vision for 1 minute. This allows to see in magical darkness,
they are. Experienced druids are particularly fond of it as it helps to see invisible creatures and objects, and automatically detecting visual illusions. On
maintain their animal form longer. the other hand, the light of a torch dazzles and the sunlight blinds.
The maceration of maserote increases the duration a druid can use his Wild Shape by
1 hour, if they have access to this ability. The side effect caused by this brew when its O lvar
effect wears off is that the druid's eyes turn red with blood for about 1 hour. boost (direct absorption) - 10 po
↪ plant - grassland - summer
M eland This plant with black flowers has the particularity of making it more
fortifying (direct absorption) - 10 po convincing. The pupils of the creature that eats it grow enormously
↪ plant - grassland - summer and its gaze becomes almost hypnotic.
The meland is the plant of the doctors. It does not prevent contracting Swallowing olvar flowers gives a +1 bonus to Charisma (Persuasion)
a disease, but fights against the effects of these once a subject is checks for the next hour.
contaminated. A meland cure usually consists of eating a few nuts
every 8 hours. Note that unlike plants which only take effect within an
hour of picking, meland nuts retain their properties for a whole day.
Eating meland nuts less than 8 hours before gives a +1 bonus to any saving throw to
end a disease.
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
P almath S entaye
curative (infusion) - 30 po altering (decoction) - 50 po
↪ plant - forest - summer ↪ mushroom - underdark - spring, summer, fall
The palmath is a plant with yellow flowers much sought after by The sentaye is a black mushroom that gives off a slight smell of coffee.
apothecaries, because it allows to recover from all kinds of injuries Its double-edged preparation means that it is generally only used at
more quickly. And when a creature is between life and death, a few night.
seconds can make the difference. The subject's breath, on the other A decoction of sentaye acts on the pupils and allows you to see in
hand, becomes horrible for a few minutes. darkness as if you were in a zone of dim light for a period of 1 hour. However, during
Giving a dying person an infusion of palmath allows him to stabilize on the second this delay, the subject gains the Sensitivity to sunlight ability with all the penalties it
successful death saving throw, instead of the third. On the other hand, it always entails if exposed to sunlight, such as disadvantage on attack rolls and Wisdom
takes three failures to die. (Perception) checks.
P arlas S herpur
altering (infusion) - 30 po boost (direct absorption) - 10 po
↪ plant - swamp - summer ↪ plant - forest - summer
This grass, also called "herb of youth", visually and temporaly This plant rarely exceeds 15 inches in height. Its thin stems support
rejuvenates a subject. The parlas was once used to fight smallpox, but large green leaves and small yellow leaves. These have a stimulating
as the plant is becoming extremely hard to find, this use is no longer effect on the auditory system.
the main one. Be careful though, the parlas seems to be addictive on Eating sherpur flowers gives a +1 bonus to Wisdom (Perception)
many creatures. checks based on hearing for about 1 hour. Absorbing large quantities (more than one
Drink an infusion of parlas rejuvenates in minutes the subject's appearance by 1d6 dose) gives a +2 bonus, but the subject then becomes very sensitive, and a high
years for 8 hours. Then, slowly over the next 8 hours, this effect disappears and the volume can deafen him for 5 minutes. An exceptionally loud volume might even
subject returns to its true appearance. make it permanently deaf.
P attran T amors
fortifying (decoction) - 50 po fortifying (direct absorption) - 10 po
↪ bark - mountain - fall ↪ roots - desert - spring, fall
This robust tree with thick bark over 2 inches grows in the mountains. The tamors is a kind of cactus of small size but with a very large body.
The decoction of its bark is reputed to strengthen barriers and mental Its roots go very deep underground to find water. Sucking its roots has
defenses. It also causes a small insomniac effect during the following the ability to dissipate the feeling of thirst. It does not replace water in
night. the body, but suppresses the feeling of thirst for 1d4 hours.
A preparation of pattran bark grants advantage to Wisdom saves for 1 hour. Tamors roots grant a +5 bonus to DC 15 Constitution saving throws if the subject has
been able to drink only half the recommended amount of water per day, or qualify
Q url for a DC 15 Constitution saving throw with no bonus if he drank less water than that
boost (infusion) - 30 po instead of automatically taking a fatigue level.
↪ plant - mountain - summer
The qurl is a tall plant that produces almond-flavored peanut-like T anarisk
fruits, but it's its leaves that provide a boost that helps during intense boost (direct absorption) - 10 po
efforts. ↪ plant - grassland - summer
A qurl infusion gives a +2 bonus to Strength (Athletics) checks to climb The tanarisk is a plant with thick leaves and fluffy orange flowers. It is
or swim for 1 hour. its flowers that have a beneficial effect on eyesight.
Eating tanarisk flowers gives a +1 bonus to Wisdom (Perception)
R ibolan checks based on sight.
fortifying (maceration) - 75 po
↪ mushroom - underdark - spring, summer, fall T oreape
The ribolan is a white mushroom with blue spots that grows in the fortifying (maceration) - 75 po
Underdark. It is particularly effective in resisting the effects of ↪ plant - coast - summer
paralysis. The leaves of this invasive plant that grows by the sea or lakes helps to
A maceration of ribolan gives advantage on saving throws against lift his mental barriers against any magic aimed at taking control of
being paralyzed for 1 hour. mind.
The toreape maceration gives advantage on saving throws against
S anilca being charmed for the hour after taking the brew.
altering (maceration) - 100 po
↪ bark - swamp - fall T rovas
The sanilca is a tree found in marshes and whose bark has the fortifying (decoction) - 50 po
particularity of crumbling at the slightest touch. The powder that is ↪ roots - grassland - spring, fall
recovered from this bark, mixed with wine, preferably white, makes The trovas is a plant that rotates during the day depending on the
possible to obtain a paste that is applied to the scars. After 6 to 7 days, position of the sun, a bit like the sunflower, but green in color and
the crust formed by the dried paste is removed, and the scars have then almost much smaller. Its roots help fight against glare.
disappeared. Note that this only works for cut scars, and not for burns, frostbite, acid A decoction of trovas grants advantage on saving throws against being
damage or the like. blinded if the subject is actually exposed to a strong light source. This does not work
if the effect is entirely magical and don't produce a light source.
S araceco
fortifying (direct absorption) - 10 po Ur
↪ plant - grassland - summer fortifying (direct absorption) - 10 po
This 40 to 60 inches high plant produces fruits similar to currants but ↪ plant - grassland - summer
with a very acid taste. These fruits have the reputation of calming The ur is a particular plant which, at the ends of its branches, has
headaches but above all they help to resist loud noises. yellow bulbs. Within these are black fruits, themselves enveloped in a
Eating saraceco fruits gives a +1 bonus on saving throws against being thin red rind. This black fruit, called "urita", is used as a food
deafened. substitute.
A single dose of urita is equivalent to 250 g of food, which is the nutritional intake
necessary for half a day.
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07/11/23, 02:12 Herbs » Dungeons & Dragons - D&D 5e
V ilerge X osorrel
fortifying (infusion) - 10 po fortifying (decoction) - 50 po
↪ plant - forest - summer ↪ bark - forest - fall
The vilerge is a plant that grows in forests. Its small flowers are pink or The xosorrel is a tree with a particularly resistant bark, practically
purple. An infusion of vilerge has the property of comforting the unbreakable with the hands. The preparation made from this bark
subject. In the past it was used as an antidepressant, but the plant makes more resistant to shocks.
becoming increasingly rare, it is no longer the main effect attributed to A xosorrel decoction grants advantage on saving throws against being
it today. stunned for 1 hour.
An infusion of vilerge gives a +1 bonus to saving throws against being frightened for
1 hour. Y aretalion
fortifying (decoction) - 50 po
W odero ↪ bark - arctic - fall
boost (infusion) - 30 po A yaretalion is an extremely rare tree that grows only in extreme cold
↪ plant - grassland - summer climates. Its bark is white in winter and cream in summer. It has very
The wodero is a small plant with hairy and slightly stinging leaves. Its special properties that help against the powers of some undead. This is
infusion causes a kind of euphoria which results in combat to make what makes it one of the most sought-after plants by clerics fighting
more effective. against these creatures.
Drinking a wodero potion gives a +1 bonus to melee attack rolls for 1 The yaretalion bark decoction grants advantage on saving throws against energy
minute. drain, an ability possessed by creatures such as wights, specters, and wraiths, for a
duration of 1 hour.
W olfhunter
antipoison (decoction) - 50 po
↪ roots - coast - spring, fall
This shrub about 30 inches high has green leaves streaked with black.
Its properly prepared roots are a very good antipoison against venoms.
A wolfhunter infusion grants advantage on saving throws against
Venom category poisons for the next hour. The wolfhunter, on the
other hand, is ineffective if the poison is already in the organism.
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