D&D5e - Herbarium; A Botanical 5th Edition Supplement (2022).pdf

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First published in 2022 by Crow & Crown
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C
ONTENTs
INTRODUCTION
Introduction.................................................................5
CHAPTER 10:
Armour, Weapons, & Apparel
Registry of Items........................................................58
PART 1: FORAGING
CHAPTER 1: Foraging Basics
Organised and Categorised.........................................6
Fresh as a Daisy............................................................6
Knowing Roots from Leaves......................................7
Buying, Selling, and Trading......................................7
Colour Me In...............................................................8
Shapes and Sizes..........................................................8
Spring............................................................................8
Summer.........................................................................9
Autumn.........................................................................9
Winter...........................................................................9
Coast............................................................................10
Farmland.....................................................................11
Marshland..................................................................12
Mountain....................................................................12
Scrubland....................................................................14
Tropical Forest...........................................................14
Woodland...................................................................15
Quick Reference Tables............................................17
Registry of Plants.......................................................21
PART 3: THE PlAYERs
CHAPTER 11: Player Backgrounds
Alchemist...................................................................66
Forager.......................................................................66
Wise One...................................................................67
The Botanist’s Guild..................................................68
Class Spell List...........................................................71
Spell Descriptions......................................................71
Corpse Crushed..........................................................71
Deathlight...................................................................71
Hexenringe.................................................................71
Jordfast........................................................................72
Last Words.................................................................72
Mother’s Blessing.......................................................72
Offring.........................................................................72
Trollhare.....................................................................72
Watcher of the Roads...............................................73
Bard: College of Arcanists.........................................74
Paladin: Oath of the Endling....................................76
Rogue: Poisoner.........................................................78
Sorcerer: Deep Roots................................................79
Warlock: The Flower Bride.....................................80
Warlock: The Crone.................................................82
CHAPTER 12: Guilds
CHAPTER 13: Spells
CHAPTER 2: Creating & Adapting Plants
CHAPTER 3: The Seasons
CHAPTER 4: Climates & Biomes
CHAPTER 14: Subclasses
CHAPTER 5: T
HE
P
lANTs
PART 2: CRAFTING & ITEMs
CHAPTER 6: A Primer on Crafting
Introduction...............................................................41
Potions and Poisons...................................................41
Trial and Error...........................................................41
Introduction...............................................................41
Registry of Items........................................................42
Introduction...............................................................44
Registry of Items........................................................45
Registry of Items........................................................48
PART 4: CREATURE sTATIsTICs
Feldgeister...................................................................85
Waldgeister Guard....................................................86
Waldgeister Captain..................................................86
Honey Beast................................................................87
Samovila......................................................................88
Samodiva.....................................................................88
Mazzeri........................................................................89
Numian Plant.............................................................90
Patasola.......................................................................91
Alraune........................................................................92
Lieschi.........................................................................93
Tikbalang....................................................................95
Rusalka........................................................................96
Cinstita........................................................................97
CHAPTER 7: Potions, Oils, & Ointments
CHAPTER 8: Poisons
CHAPTER 9: Magic Items
PART 5: CREDITs
Credits.........................................................................99
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I
NTRODUCTION
For wounds of sword and spear or arrow,
the plant to heal them all is yarrow.
Placed o’er the scars where cuts have been,
dock and sanicle keep all clean…
- Brian Jacques, The Taggerung
C
ontained within this book are wild and
varied stories of plants, folklore, and mythology.
In the tales we tell at the table and in the
campaigns that we play, our worlds can be so
infinitely grand and magical that the mundane becomes
easily overlooked. Yet beneath our feet is a whole world
of tiny, leafy lives, and with their slow and careful growth
comes generations of healing knowledge, poisonous
warnings, magical uses, nature deities, and wild monsters.
Within these pages, you will find an entirely new and
flexible foraging system that can be easily introduced into
any existing 5th Edition game (and easily adapted for other
TTRPG systems besides) as well as support for introducing
and designing custom plants that fit more neatly into your
game world. There are monsters based on real-life folkloric
creatures, such as the Filipino
tikbalang
and the Germanic
waldgeister.
There are also new, nature-inspired subclasses
– such as the Deep Roots Sorcerous Origin, and Warlock
patrons based on old Celtic goddesses – in addition to an
assortment of player backgrounds for those who wish to
brew poisons and create their own talismans. Craftable
items, legendary fey weapons, botanical potions and
poisons… There is much creativity hidden in the niches of
oral storytelling that this book has dragged out, wriggling
and biting, and rewritten it into 5e mechanics for you to use.
Encounter Seeds
Throughout this book you will find boxes that look like this.
These boxes contain Encounter Seeds – prompts and scenarios
to draw your players into the botanical and fantastical. They’re
a great way to introduce some of the more obscure plants of
the world, or to have your players cross paths with some of this
book’s more horrifying monsters. Some contain DM suggestions
with extra mechanics that can be used throughout the encounter
to make it more challenging.
Stories of Stories
Boxes of this colour contain old folklore or legends pertaining
to the items or plants that they appear next to. Use the stories
contained therein to bulk out the lore of your world, introduce
some flavour to a new location, create new NPCs, or inspire
stories of your own.
T
HE
I
NsPIRATION
P
ERMIssION TO
P
lAY
Everything in this book has been designed with narrative
gameplay in mind. Rules aren’t fun if they’re overly complex
and restrictive, and we encourage you to adapt and improvise
them however best fits your playstyle. Are you someone
who couldn’t tell the difference between a bluebell and a
foxglove, but want to offer more in-game options for the
green-fingered amongst your players? Consult the
Creating
& Adapting Plants
section for tips on how to simplify your
visuals for both you and your tablemates. Want the benefit
of the items and consumables in this book without having
to keep an eye out for the plants you need to make them?
We’ve even supplied you with a handful of NPCs that you
can introduce to sell all of the crafting components that
you’ll need.
Ultimately, have fun. Be inspired. And most importantly…
don’t eat mushrooms until you’ve identified them.
All of the properties of the plants contained in this book,
along with the items, creatures, and pertaining legends, have
been drawn from early medicine, mythology, and folklore
from all over the globe. The ‘magical’ properties of each
plant are inspired by real-world historical occult uses and
genuine medicinal or toxic value; each item is based on a
real historical trinket or inspired by existing mythological
tales. For the purposes of this supplement, specific deities
and cultures have been re-flavoured to fit within the
Forgotten Realms.
In the Credits chapter of this book is a section which
names many of these stories and origins for those curious to
learn more. For the sake of brevity not all origins have been
included, but for those who are interested, all of these real-
world inspirations can be found in folklorist Fez Inkwright’s
other publications:
Botanical Curses & Poisons,
and
Folk
Magic & Healing.
Prior to their publication these books were
originally intended to be pocket guides for gamers who
wanted to incorporate plants into their games, and
Herbarium
is now the sum of those years of research, rewritten for the
TTRPG community. And honestly, it’s bigger and better
for having had that time to grow, develop, and turn into
something truly beautiful.
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