Magical Plants/Herbs and their effects (1d80)

Originally from r/d100

An incomplete dndspeaks list from Reddit, I included a few entries from the comments that hadn't been added to the list just to round it out to 80

1d80 Result

1

Moonroot: This strange blue plant uproots itself during a full moon, so that the tips of the roots are in direct moonlight. If picked and eaten during this time, the root grants darkvision for 1d4 days.

2

Dragon's Breath: This plant grows to be 3 ft. tall. It's skinny stem can support up to 8 massive leaves that resemble dragon wings. When brewed into a tea, this plant can produce an effect similar to a Dragon's Breath ability, dealing fire damage. This effect can only happen once per day, per drink.

3

Mort Moat: This creepy little plant grows primarily in graveyards. The small white flowers that bloom look suspiciously like skulls. If the oils of the plant are harvested, it acts as a mild poison.

4

Lion's Mane: This herb grows into a shape that resembles a small lion's face. It's roots/stems grow quickly and close together, resembling the hair of a great lion. When diced up and ingested, the herb gives the user an amazing feeling of courage.

5

Troll's Finger: This odd plant grows in the swamps. It resembles a Troll's finger sticking upright in the muck, and usually grows in clumps of 7 or 8. When picked and squeezed, a disgusting red liquid pours out that can be used as a mild poison.

6

Silvered Tongue: This plant literally silvers the tongue of those that eat it, making them unable to speak for 1d12 hours, as their tongue is unable to move. Afterwards, they become much more persuasive with a quicker wit to their tongue for 1d4:1 days (+1 to relevant checks or similar)

7

Magical Beanstalk: This beanstalk looks normal when it is first planted, but very rapidly grows until it stretches far into the sky. After 2d10 hours it will reach full size and even extend far above the clouds, making it visible for miles in either direction. The bean pods are normally filled with mundane oversized beans, but if one climbs to the very top of a fully grown beanstalk they may find a magical bean pod containing 1d4 magical beans that may be planted to create more of these gargantuan plants.

8

Bright Heroism: This bright luminescent yellow and orange herb only grows in full sunlight. When the flower petals are ingested they provide you with a burst of courage, ambition and courage, granting you advantage against saving throws for being frightened and an extra 1d4 temporary hit points for the next hour.

9

Ogre Root: When this rare radish-like plant is left to go mouldy, it can be eaten to grant the effect of enlarge spell for 10 minutes.

10

Mad Eric’s leaf: When brewed into a tea, this spiky, shiny poisonous leaf induces nightmares for one night, preventing the drinker from benefiting from a long rest and granting a point of exhaustion.

11

Mire Bells: Little brown bulb-like flowers that grow in swamps, the flowers on their own will not do anything inherently magical. However, if crushed into a paste or salve, mire bells have the ability to siphon poisons or venoms from the body like a sponge.

12

Cairnweed: A dull grayish vine plant that tends to grow over gravestones and marked burial sites, it is rumored that drinking tea made from the leaves of this plant allows you to speak with the dead, particularly those who were buried where the plant was harvested.

13

Ruby-Fringed Primrose: A standard primrose flower save for the fine red edge on the petals, this somewhat unassuming plant eases the sting of heat, granting resistance to fire if the petals and stems are consumed raw. Should they be prepared in any way, the inverse effect is applied, granting vulnerability to fire.

14

Crawling Volleyvine: A complicated and dangerous plant to harvest properly, an agitated vine from this plant violently fires its thorns off like shrapnel, as if the Hail of Thorns spell was cast as a 2nd-level spell. Should this plant be harvested without agitation, it makes for an effective weapon of crowd control.

15

Charybdis' Tears: Like venus flytraps combined with lily pads, these bluish plants are actually carnivorous, feasting on small insects and fish that happen by their floating maws. The inspiration for the name is a great monster that summons whirlpools and devours travelers. If harvested, these plants can be used to create water breathing potions, but harvest with care! Else, you may lose a finger!

16

Vital Mauveroot: These plants don't look very magical at the surface level, appearing to simply be your average greens. When dug up, however, this plant reveals its signature mauve colored roots, like thin strands of hair beneath the surface. These strands can be brewed into healing potions of high quality, though if they are broken from their leaves prematurely, they will have no effect.

17

Nightsbane: This is a small bush with brightly glowing white flowers(give off 10 feet dim light). stewing the flowers into ...tea??? makes the drinker glow brightly, giving off bright light for 30 feet and dim light for an additional 40 feet for 3d4 hours. for the same duration, the drinker is immune to radiant damage

18

Phasegrass: This off-white grass limits visibility to 10 feet while you are in it. in addition, if the grass is above knee height, you must make a dc 8 wisdom saving throw every turn. on a failure, you are stunned until 3 turns after being removed from the grass. you only perceive the passage of time for the first minute of being stunned. at any time, a creature can attempt to yell to/at you to rouse you. you can make a dc 14 wisdom saving throw, ending the effect on a success. if you manage to find the origin object of the grass(a small tuber sticking out of the ground) you can pull it out of the ground, killing the patch of phasegrass instantly. the origin object of the grass can then be used. the GM decides if it is usable as a powerful poison, or a potion of greater healing. it is rumored that if someone dies of exhaustion in the grass, the grass consumes their body and uses their soul to fuel further expansion.

19

Waterfruit: This blue tuber is found very close to rivers(within 8 feet). eating it causes your lungs to become gills and you to gain a swimming speed of 30, both for 3d4*10 minutes.(think gillyweed)

20

Soulgrass: If a person dies while in this grey grass, the grass takes their soul. 1d4 days later, the grass makes a shambling mound and puts their soul in it, giving it the soul's memories and personality. the shambling mound cannot leave the grass, cannot harm the grass, and gains the subconscious desire to protect the grass. Killing the shambling mound releases the soul, allowing it to be ressurected.

21

Sky Blossom: A flower that looks like a purple cherry blossom and has a similar blooming cycle. The trees in which sky flowers grow on are invisible and because of this it makes the flowers look as if they are growing in the sky. Some eleven cultures consider sky blossoms as a holy symbol and have a festival when they bloom.

22

Voxberry: A fruit that is described as tasting like a banana. Anyone eating the berry must roll a d6. Depending on what the player rolls their voice will change. the lower the number the higher the pitch and the higher the number the lower the pitch.

23

Godlens: A root that is used in lots of medicines and potions. They are fairly common and they have a golden tint.

24

Ether Tree: While poisonous to humanoids, the pollen of this silver-barked tree can be used to make an object present in the Ethereal as well as the Material Plane.

25

Dragonseye: The yellow dragonseye flower is much prized by miners, for it only grows over veins of gold, and its roots can be boiled for their glowing sap, which sheds bright red light in a 5 foot radius and dim light 10 feet beyond that.

26

Peacock Camellia: These beautiful and colorful plants can be seen in various courtrooms as dressing ornaments and are often found in love poems and songs, as they're often used as a mean to obtain an otherwise unreciprocated love. When infused in herbal teas, they grant a powerful charm effect, making you irresistible in the eyes of your desired one, as always happens in this stories, depending on the potency of the brew, the effect then vanishes, in a tragic lesson in irony.

27

Ironleaf Hydrangea: As the last days of the flowering season approach, the metallic multicoloured inflorescences of these shrubs get naturally harder and harder and usually get harvested to make lightweight, +1 magic armors similar to scale mail, weaving the petals with it's fire-resistant fibers. Annually, elven armourers hold competitions with different cultivars and arrangements of petals, leaves and fibers.

28

Pollencloud Berries: These yellow, black striped berries, roughly the size of a bean, when toasted for 10 minutes over a fire, become reddish, frail, dry and susceptible to impacts; when thrown to the ground, these berries release their the same effect of a fog cloud spell, but with a duration of 1 minute and with a red tinge.

29

Dragon Beet: This sweet, plump bulb grows only in nutrient-rich soils, as it's complex life cycle requires a lot of sustaining, though techcnically is not directly used but hoarded in sweet sap reserves. If left unchecked, these plants just develop as a really sweet beet that can be fermented and grant a temporary immunity to poisons. When correctly kept, by keeping the soil warm, and then burning the stem as it reaches maturity, this beet can be uprooted, instead of the bulb though, the resulting product is an egg containing a beetroot dragon, a creature made of various twigs, roots, leaves and branches (using roughly the same stats as a pseudodragon).

30

Elf's Beard: a fluffy moss that grows on trees in places affected by the fae. Making a tea from this allows you to see Fae creatures even if they are invisible. Tastes like pine needle tea, creates a light prickling sensation in the tongue.

31

Turkey Tail: Named for its coloration and shake reminiscent of a turkeys tail, this mushroom grows in shelves on many common hardwood trees. This mushroom can be dried, ground, and brewed into a tea. It’s use will give advantage on saving throws against disease and poison.

32

Reishi: this glossy brown shelf mushroom has long been hailed as a tool for healing. While too tough for most to simply consume, it can be dried, ground, and brewed into a tea. Those that ingest Reishi tea on a short rest can roll an additional Hit die to recover health.

33

Chaga: A hard outgrowth on hardwood that is commonly mistaken for burls, Chaga can be made into a healthy tea. It is believed that those who consume it regularly will live longer and seemingly they do.

34

Cordyceps: This bizarre fungus grows out of insects; usually caterpillars but some regions have variations that grow from ants or flys. Many are wary of it, afraid it may do the same to them as it did to the ant or caterpillar. The spore Druid is oft seen as proof that this is possible. Those that do make tea from this find themselves energized and ignore one level of exhaustion as well as getting advantage on athletics checks.

35

Amanita Muscaria: This mysterious mushroom has a bright red cap speckled with white warts and a bulbous base at the ground. Mothers tell children of its poisonous nature; a fact that is only half true. If eaten raw it will cause nausea, vomiting, diarrhea, and if enough is consumed brain lesions. If dried as crisp as a cracker it can then be rehydrated in a tea. Consuming this tea will cause one to shrink to a tiny size no taller the six inches. Consuming it a second time will increase your size to normal. This effect lasts 3d4 hours.

36

Death Caps: This ghostly white mushroom is infamous as one of the favored tools of the assassin. Tiny amounts can be mixed with tea and kill an adult within three days after causing severe nausea, exhaustion, and kidney pain.

37

Liberty Cap: A humble little brown mushroom typically found in yards and fields is often considered to connect one to the innate magic of the world. It can easily be identified from other more mundane mushrooms from the blue bruising it gets after being picked and handled. Consuming this mushroom raw or as a tea will allow the user to cast ‘detect magic’ at will. Objects may seem brighter or even seem to move and the user may get a sense of euphoria. This will last 3d4 hours and afterwords the user must make a con save or become irritable for the next 6d4 hours causing disadvantage on all charisma checks.

38

Inky Caps: a rarer mushroom named after it’s strange habit of dissolving into a inky liquid as it ages. This mushroom is said to be delicious but can kill anyone who has consumed alcohol with three days before or after eating it. Making it a perfect tool for an assassin who wants to be far away before the effects of the poison are noticed.

39

Bloodgrass: A deep red to maroon crabgrass with a cinnamon to licorice taste. Often used in teas and powders to heighten the senses and to provide a slight energy boost. Also used in the dyeing industry to produce a vibrant red pigment.

40

Neverloft Stalks: A buff to light gray mushroom that grows in underbrush and in the lower levels of abandoned buildings. This fungi never grows above chest level from the ground. The stalks of these mushrooms can be used to create a poison that leave the imbiber weakened.

41

Cave Fern: A mushroom that is structure similar to that of a fern. The teal to light green "leaves" produce distinct mottled glow that are visible to those using darkvision.

42

Oracles' Consult: You gain insight into the future, you roll a single 1d20 upon consumption and may replace any roll with that value within a 24 hour period. Multiple consumptions within that period lead to 1d2 points of Wisdom damage for each dose after the first.

43

Crimson Screamer: You become poisoned and suffer hallucinations, your sonic/thunder spells or abilities become more potent.

44

Hogroot and Sowroot: both member of the genus Flos Apri, a genus of medium-sized plants identified by their bulbs, resembling pig noses. Hogroots are often harvested for their large fruits and are often used in recipes and food. Sowroots are rarer and their fruits are small, easily mistaken for blueberries when side by side. These berries, when consumed, will begin to turn the creature's skin a shade of pink and a curly tail will sprout at the base of their spines, (these are both temporary effects but can be startling for those unaware). Sowroot is often collected by alchemists and spellcasters for use in transmutation rituals or other tonics.

45

Saberblossom Sap: The rare Saberblossom tree, so named for its distinctive razor-sharp leaves, produces a runny, highly flammable sap that burns bright white and doesn’t go out with water.

46

Fireblossom Seeds: The common Fireblossom, found growing wild in temperate plains, paints the grasslands in swathes of deep red. A large number of its seeds boiled and ground acts as a mild but effective painkiller.

47

White-tipped Fireblossom: This very rare form of the common Fireblossom only grows when many wild Fireblossoms burn at once. One flower will not burn, instead having its petals turn white before closing around a mass forming at the plant’s center. After 24 hours the plant dies, leaving behind a black organic mass that can be made into a powerful healing tonic.

48

Midnight Wax: Cattails in the western reaches form the nesting grounds of the Midnight Honeybee. These bees excrete a special wax that make their ground-based hives almost completely invisible. This wax can be harvested and used in a variety of invisibility formulas.

49

Weaver's Cradle: a large-petaled flower surrounded by tall, fleshy spikes. Spiders tend to weave their webs between these spikes to catch prey. Anyone who disturbs a web laid in a weaver's cradle earns the instinctual enmity of spiders for several weeks, but gains the ability to understand all other arthropods during this time.

50

Soundshoots: in the wild, this magical variant of bamboo is only distinguishable from its mundane cousins by thin violet streaks along the exterior of each shoot. When a shoot is cut, the next sound sent into the shoot is 'trapped' inside it. From then on, that sound echoes out when the cut shoot is struck. If the shoot has been cut into multiple pieces, each of them will echo the sound even if only one part has been struck.

51

Eseffig Reeds: these reeds conspicuously do not produce any noise whatsoever, even when moving in the wind. Similar to a soundshoot, the first sound sent into an essefig reed after it is cut is trapped inside. Once shaped into a reed instrument, blowing on it will emit the sound at the desired pitch.

52

Chalice-o'-plenty: a prickly flowering bush with large leaves that fold inwards in response to excessive touching. The chalice's nectar can be fed to animals to accelerate their growth drastically. Additionally, mixing the nectar with honey and boiled milk creates a brew capable of temporarily halting the progression of bodily aging, though it does nothing to protect against the degradation of the mind.

53

Jellyweed: so named because of the jelly-like fungal mass that bubbles up around its roots, jellyweed feeds on the magic of the elemental plane of earth. Growths of jellyweed can be used to identify the dormant or deceased bodies of earth elementals, as well as the locations of portals to the plane of earth. Jellyweed jam strengthens the bones, but if imbibed too often it causes one's joints to stiffen.

54

Navigator's Drupe: these coconut-like fruits are often found floating on the open ocean, and are quite eye-catching, with a slick red exterior trailing a mane of fine opalescent strands. Once a drupe is totally freed of even the faintest trace of salt water, it begins rolling towards its shore of origin, and will overcome raised obstacles up to about seven inches tall by spontaneously bouncing. For this reason, many canoes and triremes have one or more 'drupe cages'. Moreover, imbibing the juice of a drupe causes strong visions of its home coast, and partaking of its flesh is said to cure many of the maladies that often befall sailors. The one limitation this wondrous fruit seems to possess is its inability to be cultivated; a planted navigator drupe develops into an ordinary coconut tree.

55

Widow's Bark: this white peel from the root of a dying tree gives visions and feelings of grief from the nearest widow or widower, as well as an idea where to find them when chewed.

56

Switchpop Leecher: These deep purple flowers grow as parasites from the roots of other plants. Any magical effects of the host plant will be weakened as it dies while the parasite will begin exhibiting the exact opposite magical effects to the host.

57

Red Glove Peppers: Any character who ingests this pepper will have to roll a Charisma throw. On a failure the character will unwillingly be perpetually cast the Burning Hands spell as a concentration spell for 2d12 hours. On a success, the time will be halved.

58

Mutant Rider Root: Often shortened to MutRoot, this parasitic fungus grows on roots and causes them to swell beyond normal size before inducing decomposition. Can be refined into a potent ward against the undead.

59

The Chambermaid's Nightmare: This savory mushroom has a maroon and purple skin who's scent and taste resembles that of butter and beef though it must be used sparingly. While extremely delicious, ingesting one full mushroom will cause what is know by the locals as "the shitz" which will induce hyper active spurts of diarrhea for the next 1d8 hours. While induced with "the shitz" a character has no movement speed and is forced to be crouching at all times though companions can drag a shitz induced character. This infected has disadvantage on all attacks and skill checks. A character emerges with a level of exhaustion.

60

Docrut: These vines grow in tropical jungles and sprout pink and white flowers in the summer. Mature docrut can be burnt and used as a stabilizer in more volatile concoctions to prevent accidents. It also helps with headaches.

61

Tangleshoot Vines: A moving plant that twines around a creature, or a person's ankles pulling them to the ground, restraining them. The vine feeds on blood to live, but requires predators to discover and attack the retrained creature to release the life giving blood that tangleshoot feeds on.

62

Jungle Angler: This short plant catches and consumes small insects using a set of sticky stalks which fold back into the central “mouth” once a bug is caught. These stalks can be harvested, refined, and used in potions which allow temporary wall climbing.

63

White Wound: This humble white flower can be used to trap ghosts and other harmful creatures

64

Storm Fern: An extremely large, variegated fern always surrounded at the base by a fog. Pushing the ferns will cause them to glide. An examination of the base of the plants reveals that they are not attached to the ground but in fact levitate on a magical pillow of fog that performs the same functions as a root system. PCs can in theory rig a hovercraft or levitating chariot if they wish.

65

Bell Grass: Seemingly metallic, brittle grass that makes chime like noises when the wind is blowing. On a windy day it is hard to hear anything approaching; on a still day it makes it very hard to sneak up on anything. Using the grass as kindling may summon certain sprites or willow the wisps if they are in the area.

66

Skulking Needle Tree: PCs may notice with passive perception that an evergreen tree makes no noise when blowing in the breeze. The needles or bark can be turned into tea that give the imbiber silence on their person. Branches used as torches can create a silence radius within the smoke. Same for logs used for campfires.

67

Broom Grass: When dried, this grass has the magical ability to absorb dust and other impurities.

68

Blightweed: a spindly, spiny plant found alongside ponds and standing water. The thorns contain a poison that usually causes intense burning and itching, but when distilled, grants prophetic dreams.

69

Rattail Down: More narrow and tougher than cattails, the fine fibers of this plant are said to grant immunity to ingested poison when dissolved on the tongue. Highly flammable.

70

Trader's Tradeoff: This herb can be brewed into a potion that gives the drinker good luck in money related activities, but bad luck in every other part of their lives.

71

Nearen's Rose: This red flower can be brewed into a potion of healing if someone cuts their hands on the thorns of the stem and bleeds into the potion. The resulting potion only works on the person that sacrificed their blood to make the potion.

72

Summoners' Salve/Sorrow: An aloe-like plant that is suffused with abjuring energies that inhibit extraplanar travel. Despite its primary use as a potent treatment for conjuration burn, it can also be used in concentrated doses to disrupt a caster's ability to conjure extraplanar creatures via summoning/calling.

73

Miners' Gills: A globulous colonial sponge or sponge-like mushrrom that alters the airflow in their vicinity to bring in unfiltered air to feed. Patches of the fungus can be cultivated to filter the air in caverns and other confined spaces. These sponges can be fashioned into a crude respirator (once cleared of spores) to protect the wearer from airborne hazards.

74

Corpse-berry: a inch diameter berry that tastes extremely bitter and has vaguely sweet aftertaste. when eaten It induces a high in the consumer and grants extrasensory perception of the recently departed and the un-dead. Overuse may result in extreme paranoia, nightmares and insomnia.

75

Phantom Grass: Ethereal Grass that grows on the place where a spirit of nature was murdered . when burned and inhaled the user can pass through solid matter. Side-effects include vulnerability to supernatural beings, increased attention from supernatural beings, and dull aching pain across the body.

76

Elysian Phoenix Tufts: like bright orange and red dandelion puffs, these flowers eventually explode in a small pop of fire to disburse its seeds through the air. The toasty seeds are a favorite treat of phoenixes, if one is looking to find or lure such quarry. Otherwise, the seeds also can be ground up and used as a rare pepper-like seasoning that kicks up the heat of any dish while imparting a euphoric sense of weightlessness and power.

77

Jelly Maple Tree: a Maple tree and Jelly Ochre symbiosis, the tree oozes living sap when creatures approach within 60 feet, forming Ochre jelly which ward off beavers and other creatures which might threaten the tree.

78

Wallwheat: grown in massive quantities in some planes as it can be boiled and pressed into a very sturdy building material. The magical properties come out when boiled with crushed emerald and pressed during a full moon. Wallwheat prepared this way can absorb and perfectly replicate sounds, and is used by the wealthy to capture music, speeches, or performances.

79

Devil's Bleeding Heart: similar to a Material plane Bleeding Heart plant, though the center of the flower does drip bits of a burning sap. The plant can be used to create a poison that is effective against both Good outsiders and creatures from icy planes.

80

Millrose: a plant with cup-shaped leaves, filled with an opaque pink liquid that doesn't leave a shadow.