Here I’ve made a slew of tables to roll on to help you generate random herbs for your campaign! Now those Nature checks can actually yield some results! In part 2 I will offer some ways to use these herbs with some herb-related alchemy!
Where the Herb Can Be Found
Rarity:
Determine an herb’s rarity using your discretion. If you are searching for an herb outside of its native biome, treat it as one level of rarity higher. Rare herbs cannot be found outside of their native biome. You should limit how often the PCs can search for a particular herb. I would suggest once per hour in a forest region, once per day in any other region, or only once per square mile. If a player knows any hints as to an herb’s location, grant them advantage on their Survival check. If a plant is usually found near a waterfall, or in shady areas, or near certain animals, for instance.
Common: Found with a DC 13 Survival check. Identified with a DC 10 Nature check.
Uncommon: Found with a DC 17 Survival check. Identified with a DC 15 Nature check.
Rare: Found with a DC 22 Survival check. Identified with a DC 20 Nature check.
Herbs are not native to every environment/climate. Randomize where they can be found. If a particular herb is uncommon, roll 1d20+2. If rare, roll 1d20+5. Otherwise, roll 1d20 or just choose from the list below.
1-5: Forest
6-10: Tropics
11-12: Savannah
13-14: Swamp
15: Mountains
16: Underwater
17: Tundra
18: Desert
19: Underground/Dungeons
20+: Unique Biome (See Below)
Unique Biomes (1d12):
Use this list if the herb is especially difficult to come by and the PCs must put in extra effort to quest for such an herb. These are just ideas, but you can also have an herb be native to an environment that you want the PCs to travel to as a railroading tool.
9: Covered in Leaf/Shell/Rind (tomatillo, most nuts, oranges)
0: Unique (get creative!)
Mushrooms/Fungi (1d12):
If the herb is a fungus, roll on the table below. If a player identifies a fungus incorrectly, there should be a high chance that using the herb causes poison damage or applies the poisoned condition. You can roll on the Flower Color table to give it a unique color.
Convex Cap
Concave Cap (Red Cup Fungi, Black Trumpet, Chanterelle)
In D&D, herbs can be fantastic and magical! Don’t be afraid to roll on the table below to find out if a given herb has anything special going on with its appearance or if it has any abilities.
Special Herb Qualities (1d100):
1-40: None
41-50:
Thorns: Deals 1d4 piercing damage if touched. DEX save DC 10 negates.
51: Hallowed: This herb has a random iteration of the Harrow spell cast upon it, which fades once harvested.
52: Dryad: The herb is protected by a dryad that lives within this particular herb. The dryad must either be killed, convinced to give up their home, or taken with the herb.
53: Explosive: To gather the herb, you must make a Nature check with a DC of 15 or else the herb explodes and deals 3d10 fire damage to those that fail a DC 13 DEX save. Half damage on a successful save.
54: Bless/Bane: Harvesting the herb grants the effects of a Bless or Bane spell for 10 minutes.
55: Conductive: The herb zaps those that touch it for 2d8 lightning damage. Recharge 5-6.
56-59: Coated in Oil or Slime: Deals 1d6 acid damage if touched
60-63:
Emits Magic: It can be detected with a Detect Magic spell and gives off a faint aura (good, evil, chaos, or magic; not law, though)
64: Makes Noise: The herb either mimics noises it has heard, plays music, shrieks, crackles, or ticks. Sometimes this can deal 1d6 Thunder damage in a 15’ radius if it emits a loud enough noise.
65-66:
Carnivorous (harmless): It just eats insects or small animals.
67-72:
Carnivorous (dangerous): It eats humanoids. Use a Vine Blight
(CR ½), Awakened Tree
(CR 2), or Shambling Mound (CR 5) statistics.
73-88:
Poisonous: Harmful to either ingest, touch, or smell (DM’s choice). CON save DC 13, 5d8 poison damage.
89-91: Poison Spores: The herb lets out a cloud of spores that deals 3d8 poison damage to those within 10’ that fail a DC 12 DEX save.
92: Charming: Those attempting to gather the herb must make a DC 15 CHA saving throw or become charmed by the plant for 1 minute.
93-96:
Bioluminescent: Glows a color. Sometimes has the ability to blind those that fail a DC 10 CON save for 1 minute.
97-98: Animated: 5′ move, fly, burrow, swim, or climb speed.
99: Sentient: Has an INT of 3 and can communicate telepathically.
00: Roll twice, ignore results of 1-40 or any previous results.
Here are some tables for how to use the herb once you’ve found it! Different parts of the plant might have different uses and can mean the difference between vital medicine and toxic death. Good luck with your Nature checks!
Which Part of the Herb is Used (1d12):
1-3: Reproductive System:
Stamen
Pistil
Seeds/Fruit/Berries
Petal
4-8: Leaves
9-11: Roots
12: Shoots/Bark
How the Herb is Prepared (1d10):
Balm/Salve: Mix the herb with white wax, oil, or fat
Decoction: Boiling the herb in water (tea is included here)
Infusion: Soaking the herb in water, oil, or honey
Paste: Macerating the herb with a bit of liquid and its natural juices
Poultice: Holding the processed herb against the skin with gauze
Powder: Grinding the herb with a mortar/pestle
Raw: Eating or rubbing the herb on the skin without other preparations
Syrup: An infusion with sweetener to combat the herb’s foul taste
Tincture: Extracting the nutrients of an herb in alcohol
Vapor: A decoction where only the steam is inhaled, perhaps because the herb is toxic in large doses