TEXT: Table Of Contents
  1 Introduction
  1.1 How to Use this Book
  1.2 What Counts As a Plant?
  1.3 Placing Flora Into Your World and Cultures
  1.4 Chapter 1, Flora
  1.4.1 Aloe Vera
  1.4.2 Plantain
  1.4.3 Agrimony
  1.4.4 Marigold
  1.4.5 Foxglove
  1.4.6 Lavender
  1.4.7 Mint
  1.4.8 Echinacea
  1.4.9 Sugarcane
  1.4.10 Mycoshroom
  1.4.11 Kaeldis Stem
  1.4.12 Fuzzberry
  1.4.13 Lily of the Valley
  1.4.14 Feverfew
  1.4.15 Belladonna
  2 Chapter 2, Races
  2.1
  2.1.1 Saplent
  3 Chapter 3, Monsters
  3.1 Gliyf Tendril
  3.2 Parasite Treant
  3.3 Credits
  
  Introduction
  T
  he natural wild is known, yet it still holds many
  mysteries. In Dungeons and Dragons, these
  mysteries often go completely unexplored.
  Whether you're a player wishing to present this
  to your dungeon master to add a bit of spice to
  the game you've helped bring to life, or a
  dungeon master wishing to deliver something
  new and intrigueing to your deeply invested players, this book
  seeks to be of assistance.
  Now, you may be wondering, what exactly is the purpose of
  this book? Well, written in this book are the details of various
  plants, as well as plant themed races and monsters. Some of
  these plants are taken from the real world and have
  properties based on their real counterparts, while others are
  purely fictional.
  Examples of real plants include the aloe vera, a plant
  already commonly used in many video games. Or perhaps if
  you don't wish to heal yourself, the belladonna plant might
  draw your attention? Or maybe, if you find real plants dull and
  boring, you desire the kaeldis stem, or perhaps the
  mycoshroom? Whatever you desire, you'll definitely, probably,
  maybe find it in this book.
  In the right hands, this book can be used to create
  fascinating encounters, unique boosts to abilities, or deadly
  poison to murder your dungeon master's NPCs with if you're
  into that.
  How to Use this Book
  When using this book, the focus is quite simple, creating
  medical and damaging items from plants. If you are using
  this as a dungeon master, you are given the opportuninity to
  perhaps lay down a batch of lillies of the valley disguised as a
  much needed supply of food, or reward your players with a
  field of fuzzberries. The options are limitless.
  As a player, you will also be presented with a variety of
  options. With the proper rolls to turn an herb into a remedy,
  you may gain paralysis inducing spores contained in a bottle,
  or a steaming cup of tea perfect for releasing stress and
  healing wounds. Provided you can find the proper
  ingredients, you can become known as the kind healer or sly
  poisoner you've always wanted to be.
  Yet, this book provides use beyond plants and concoctions
  and such, in the form of races and monsters. If you've always
  wanted to scratch the itch of wanting to play as a plant, now
  you can do that. If you need more creatures to throw at your
  players as they make a long, arduous trek through a thick
  jungle, simply use one of the creatures provided here.
  What Counts As a Plant?
  The dictionary definition of a plant is not used in this book.
  The definition will range from normal plants such as a flower,
  to fungi, and to certain creatures with plant-like features,
  allowing for more options to be placed in this book.
  Placing Flora Into Your
  World and Cultures
  Not all plants will reside in a single biome, and not all plants
  will be commonly used as herbs depending on culture. If you
  are a dungeon master, it's your job to decide where plants
  may be found growing.
  If an example is needed, take a cactus. This plant will not
  often grow in a forest or jungle, rather, it grows in the harsh
  deserts of your world. Or, take a mycoshroom, a fictional
  fungus which cannot survive while exposed to sunlight.
  Culture, too, can be important when taking herbal
  remedies into consideration. Some cities and villages will not
  know of the medical uses of the aloe vera, while another town
  will be widely known for their cultivation and medical talent
  when using the plant.
  But perhaps you wish to not worry about such things, and
  would much rather simply place plants into your world. This,
  of course, is perfectly fine. As a dungeon master, you control
  your world, and some book can't tell you how your world
  functions.
  Important Details
  First of all, all plants and parts of plants have no weight, and
  all products of plants weigh 1 lb. Also, some plants will
  require Medicine checks, while others do not, and this is
  done intentionally to compensate for specific amounts of time
  taken to create a medicine. That's pretty much all for the
  important details, so please, continue reading on to the main
  section of the book, and enjoy.
  2
  
  Chapter 1, Flora
  Aloe Vera
  The aloe vera, commonly referred to as the cure-all, is a
  useful item found in nature. Its leaves, when put to proper
  use, can assist greatly in healing, commonly shown by
  healers of human and elven communities, although it is used
  by other races as well.
  When an aloe vera plant is found, roll a 1d4 to determine
  the amount of leaves it has. If the aloe vera is found in a
  group, the roll will apply to all aloe vera present. To make
  aloe vera leaves into a healing item, you must collect three
  aloe vera leaves, then use them in combination with an
  herbalism kit. Upon doing this, the 3 leaves are removed
  from your inventory, and on a DC 12 Medicine check, you
  obtain an aloe balm, and receive no items on a failed check.
  You may consume an aloe balm as a bonus action, and when
  consumed, an aloe balm heals 3d4 hit points.
  Plantain
  The leaves of a plantain plant are useful, although can only be
  used well in non-combat situations. Its leaves, when wrapped
  around an injured area, can heal if provided enough pressure.
  Surprisingly, many races thought to be more civilized than
  others learned this technique from a clan of orcs rather than
  the discovery being their own.
  When a plantain plant is found, roll a 1d12 to determine
  the amount of leaves it has. If the plantain is found in a group,
  the roll will apply to all plantain present. To use the healing
  factors of plantain, you may wrap 5 leaves around a wound.
  With a DC 10 Medicine check, and 1 minute of allowing the
  plantain leaves to apply pressure, 2d8 hit points are restored
  to your character. Plantain leaves used to heal yourself are
  removed from your inventory.
  3
  
  Agrimony
  Agrimony is a healing item, just as most of the other plants in
  this book, although it is most useful when made into a tisane,
  or medical tea. While a simple, ground-up powder can heal a
  wound, it may also cause the consumer to become weary.
  This medicine was first utilized by a simple loxodon family,
  and was brought to other civilizations by tourists soon after
  the discovery was made.
  Agrimony plants, when found, will have no dice rolled to
  determine the number of leaves found on it, and the entire
  plant must be collected instead. To make agrimony into a
  healing item, you can choose one of two methods. The first,
  using an herbalism kit, you may spend a short rest making it
  into a tea without any rolls necessary. Agrimony tea will
  restore 1d8 hit points when consumed as a bonus action.
  Using the second method, the process conducted as an
  action, you crush the plant into a powder, removing the plant
  from your inventory and adding agrimony powder, and apply
  it to a wound. This restores 2d6 hit points, and adds a level of
  exhaustion.
  Marigold
  Marigold is as beautiful as the name implies. Its petals are
  stunningly bright and cheerful, and the spherical shapes give
  a unique attractiveness. However, its beauty is not its only
  attribute, as its medical factors are quite useful in medical
  practice. Its medical uses were first discovered by a village,
  the inhabitants a mix of common races.
  When a marigold plant is found, roll a 1d3 to decide the
  amount of flowers it has. If the marigold is found in a group,
  the roll will apply to all marigold present. To use the healing
  benefits of marigold, you must first use 1 marigold flower
  with an herbalism kit. Upon doing this, the marigold flower is
  removed from your inventory, and on a DC 13 Medicine
  check, a marigold salve is added to your inventory. When
  consumed as a bonus action, a marigold salve will remove a
  poisoned condition if the consumer has the condition.
  Foxglove
  Despite its name, no, foxglove cannot be worn on your hand.
  It can, however, be used to heal heart tissue, and with enough
  skill, could save you from certain death. The origins of its
  medical usage are unknown, but a popular theory is that
  gnomes and halflings first made the discovery.
  Foxglove plants, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. To make a foxglove
  plant into a healing item, you must first combine 1 foxglove
  with an herbalism kit. Upon doing this, the foxglove is
  removed from your inventory, and on a DC 18 Medicine
  check, you gain a foxglove remedy. When a foxglove remedy
  is used on a creature with 0 HP, the creature immediately
  passes all death saving throws. If a foxglove plant is
  consumed as an action, the consumer will take 3d8 poison
  damage.
  4
  
  Lavender
  Lavender, when used medically, is a prime way to relax
  oneself. It is popular among nobles when they wish to
  replicate therapy, often believing it to be more effective than
  actual therapists. This custom was adopted, of course, by
  humans, although the medicine was discovered by a
  dragonborn community when attempting to relax their
  warriors.
  Lavender, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. To make lavender
  into a healing item, 1 lavender must be used in combination
  with an herbalism kit. Upon doing this, the lavender will be
  removed from your inventory, and on a DC 13 Medicine
  check, you will obtain a lavender brew. When a lavender brew
  is consumed as a bonus action, you become immune to the
  frightened condition for the next 1d3 hours.
  Mint
  Mint is an herb used commonly to refresh oneself after any
  form of exhaustion. It is also sometimes used to freshen one's
  breath. The medical effects of mint were first discovered,
  unsurprisingly, by servants of human nobles, attempting to
  please their superiors.
  When a mint plant is found, roll a 1d3 to determine the
  number of leaves on the plant. If the mint plant is found in a
  group, the roll will apply to all mint plants present. To use the
  healing effects of a mint leaf, simply consume it as a bonus
  action, which will cure a single level of exhaustion.
  Echinacea
  Although less commonly used, echineacea is quite useful.
  Due to its ability to strengthen one's immune system, it is
  often utilized in places where disease is common and
  widespread. The origins of its first discovery is completely
  unknown.
  An echinacea, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. To obtain the
  medical uses of echinacea, 1 echinacea must be used in
  combination with an herbalism kit. Upon doing this, the
  echinacea is removed from your inventory, and on a DC 13
  Medicine check, you obtain an echinacea tea. When an
  echinacea tea is consumed as a bonus action, you gain
  temporary resistance to poison damage for 1d4 hours.
  5
  
  Sugarcane
  Sugarcane, by itself, is quite dull. However, when its juices
  are extracted and turned into a powder, it becomes a tasty
  delight that fuels a rush of energy, excitement, and eventually,
  an energetic downfall. It's quite popular among children.
  Sugarcane, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. To gain benefits
  from a sugarcane, 1 sugarcane must be used in combination
  with an herbalism kit. Upon doing this, the sugarcane is
  removed from your inventory, and on a DC 12 Medicine
  check, a sugar clump is added to your inventory. When a
  sugar clump is consumed as a bonus action, you gain a +30
  bonus to your walking speed for 1d4 hours. After the
  appropriate number of hours pass, you gain 1 level of
  exhaustion.
  Mycoshroom
  Mycoshrooms are dangerous by nature, and should be
  avoided at all costs. They are closely related to myconids,
  although they do not have a trace of intelligence. Its poison is
  lethal to all who inhale it.
  A mycoshroom, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. Whenever a
  creature is within 15ft of a mycoshroom, it must make a DC
  14 Consitution saving throw. On a fail, the creature is
  paralyzed for 1d4 minutes, or until the creature drinks one
  cup of water. Additionally, a creature within 15ft of a
  mycoshroom must repeat the saving throw at the beginning
  of every turn until the creature leaves the radius.
  Kaeldis Stem
  The kaeldis stem is rather useful in both everyday and
  combat situations. Many elderly will use it to assist them in
  sleep, while some will utilize it in more devious
  circumstances, such as rendering a noble unconscious to
  quickly pick-pocket them. The practice was first used by a
  human researcher, whose name is unknown.
  An echinacea, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. When a creature
  consumes a kaeldis stem as a bonus action, it must succeed
  on a DC 15 Constitution saving throw or become
  unconscious for 1d6 hours, or until it is in some way
  disturbed.
  6
  
  Fuzzberry
  Fuzzberries are, quite possibly, the most simple herb found in
  the wild. Its utility is widely known, and it provides no
  interesting effects other than mild healing factors.
  When a fuzzberry bush is found, roll a 1d12 to determine
  the number of berries on the bush. If the fuzzberry bush is
  found in a group, the roll will apply to all fuzzberry bushes
  present. When a fuzzberry is eaten as a bonus action, it will
  heal 1 hit point.
  Lily of the Valley
  Do not be deceived by the beauty of this flower, for it is
  incredibly lethal. If eaten, the flower will destroy a person to
  the fullest extent it is capable of. Hags specialize in using this
  plant, often claiming it to grant wishes.
  When a lily of the valley is found, roll a 1d6 to determine
  the number of flowers on the plant. If the lily of the valley is
  found in a group, the roll will apply to all lillies present. When
  a flower is eaten as a bonus action, the creature eating the
  flower must make a DC 14 Constitution saving throw. On a
  fail, it will take 3d6 poison damage, and a level of exhaustion
  will be added.
  Feverfew
  Feverfew is quite useful in terms of mental health, often said
  to increase brain functionality. It's the absolute bane of
  psionic damage as well, and is often used to numb the effects
  of magic affecting the mind.
  A feverfew, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. To obtain the
  effects of a feverfew, it must be used in combination with an
  herbalism kit. When this is done, the feverfew is removed
  from your inventory, and on a DC 13 Medicine check you
  obtain a feverfew tea. When a feverfew tea is consumed as a
  bonus action, you gain resistance to psychic damage for 1d4
  hours.
  7
  
  Chapter 2, Races
  Belladonna
  The belladonna is something feared by many. Mothers tell
  their children of the dangers of eating such a plant, and many
  have witnessed the deaths of friends caused by it. It's a
  powerful poison indeed.
  A belladonna, when found, will have no dice rolled to
  determine the number of collectable items found on it, and
  the entire plant must be collected instead. When a creature
  eats a belladonna, it must make a DC 18 Constitution saving
  throw, or take 6d8 poison damage, be inflicted with the
  poison condition for 1d8 hours, and gain 1 level of
  exhaustion. On a success, half as much damage is taken, and
  no conditions are applied.
  Saplent
  The shorter descendants of treants, saplents do their best to
  live up to the strength of their ancestors. They are close to
  the forests, and protect them with the same might as their
  treant parents. Their stout devotion to nature, and their love
  for even the most insignificant forms of life have brought
  them a reputation within the wild.
  Nature's Knights
  Many saplents have been referred to as nature's knights in
  folklore and old books. Rather than a magic connection to the
  woods, as one might expect, they simply feel as though they
  owe it to nature to return the life it had given them. They are
  willing to wage war for their territory, and do not hesitate to
  protect those who respect nature as they do.
  Lumbering Logs
  The appearance of a saplent is akin to vines or logs mashed
  together, and given a light coating of flowers. Their fingers
  stretch far longer than the entirety of their bodies, allowing
  for interesting uses. While not as large as treants, they still
  stand tall, about 7' on average compared to the shorter races
  which inhabit most worlds.
  Saplent Culture
  Although they live in the wilderness in small communities,
  saplents often are able to create decently sized villages. Their
  homes are most often made of dirt, mud, and crops which
  they farm, although a hut of stone is usually built for the
  village herbalist.
  Saplents do not follow a strict government structure, each
  village having a different form. For example, one village may
  rely on a single village leader to make their decisions, while
  another may allow for a vote, and yet others allow pure
  chance to decide course of actions by picking straws.
  Saplent Names
  Saplents follow a specific naming structure, beginning with a
  first name unique to them, an apostrophe, then a mix of the
  first names of their parents.
  Male names: Gorf'Haia, Jaul'Toli, Ilis'Marp, Brus'Bruain
  Female Names: Jaiala'Gerll, Meill'Ilei, Urara'Uraul,
  Kleia'Gorai
  Saplent Traits
  The saplents have a relation to trees that gives them unique
  features.
  Ability Score Increase. Your Constitution score increases
  by 2, and your Strength score increases by 1.
  Age. Saplents mature at the age of 12 and live to about 70.
  Alignment. Saplents tend more towards neutrality,
  believing life to not have either good nor evil.
  Size. Saplents stand between 7 and 9 feet tall. Your size is
  medium.
  Speed. Your base walking speed is 30 feet.
  Vines. Your long fingers function identically to 20 feet of
  rope, although are under your total control.
  8
  
  Chapter 3, Monsters
  Tree-Like Stature. Your appearance is similar to that of a
  tree. You have advantage on Deception checks to fool a
  creature into believing that you are a tree.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you can
  push, drag, or lift.
  Gliyf Tendril
  The gliyf is wild, violent, and often kills all it can out of pure
  instinct and thirst for sustenance. They have no significant
  origin, and are similar to any other murderous plant.
  Appearance. Gliyf are essentially just a single vine, with a
  long tube on its front. While the vine slithers about, the tube
  is able to launch a liquid which can decompose nearly
  anything it touches. It then absorbs the corpse left behind
  through its skin.
  Relations. Oddly enough, despite their violent tendancies,
  a gliyf tendril can make a good friend if tamed. In folk tales,
  it's said that thugs and thieves could command a gliyf
  specifically with a whistle, and allowed them to feed on their
  foes. In reality, to train a gliyf is simply to gain its trust,
  providing it with food. Of course, though, training such a
  creature is an arduous task.
  -
  Parasite Treant
  The parasite treant is not a treant alone, it is a treant
  controlled by thousands of bits of magical energy, forcing its
  every movement, rotting away at its soul. The treant suffers,
  and death is but a sweet relief.
  The parasites. The parasites within a parasite treant are
  not living creatures, but rather, they are the remains of long
  gone necrotic energy.
  9
  Gliyf Tendril
  Medium plant, neutral
  Armor Class 12
  Hit Points 22(5d8)
  Speed 25ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 10 (+0) 3 (-4) 18 (+4) 6 (-2)
  Damage Vulnerabilities fire
  Senses passive Perception 14
  Languages None
  Challenge 1/2 (450 XP)
  Actions
  Tackle. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage
  Decompose (1/day). The gliyf tendril launches a
  spray of decomposing acid at 1 targeted creature
  within 60ft. of it. The creature must make a DC 14
  Wisdom saving throw. On a failed save, if the
  creature is wearing armor, the armor's armor class
  is lowered by 2 for 1d4 hours. On a successful
  save, nothing happens.
  Parasite Treant
  Huge undead, neutral evil
  Armor Class 15
  Hit Points 187(34d12 - 34)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  9 (-1) 9 (-1)
  10 (0)
  15 (+2)
  7 (-2)
  Damage Vulnerabilities fire
  Damage Resistances Bludgeoning, slashing,
  piercing, necrotic
  Senses passive Perception 12
  Languages Abyssal
  Challenge 12 (1059 XP)
  Necrotic Soul. Whenever necrotic damage is dealt
  to the parasite treant, it will have an added +2 to
  AC until the start of its next turn.
  Actions
  Multiattack. The parasite treant makes two attacks
  with its punch.
  Punch. Melee Weapon Attack: +9 to hit, reach 5ft.,
  one target. Hit 22 (4d10 + 4) bludgeoning damage
  Necrotic Roots (1/day). The parasite treant corrupts
  the surrounding nature. All creatures within a 30ft.
  radius of the parasite treant must make a DC 17
  Wisdom saving throw. On a fail, a creature will
  become poisoned for 1d4 hours and be knocked
  prone. On a success, nothing happens.
  
  Credits
  Aurhor: Joshua Winterrowd
  Artists: HeadsETails, Katheryne Ramos
  Creativity Assistance: u/brosaismyotp
  10
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Botanists Guide to Herbs and Remedies.pdf