Hedge Magic

Hedge magic is the practice of using flora with magical properties to create and cast spells. Though it is practiced across many cultures, hedge magic is not a discipline of magic typically recognized as a wizardly tradition or categorized school of magic.

While plants in most studies of magic have been used for spell components, potion ingredients, and spell focuses, hedge magic is about nurturing magic plants to reveal their hidden powers. Those who practice hedge magic, commonly called “hedgecrafters,” say that magical plants themselves are vessels of arcana and it is up to the individual to unlock these secrets through discipline and applied skill. Any individual has the potential to access a magic plant’s minor effect, but only those who understand and practice the traditions of hedge magic can tap into the craft’s most potent effects.

Invoking Hedge Magic

In hedge magic, each plant can produce different magical effects, called worts. Magical plants themselves come in two forms: fresh and dried.

Fresh plants can be used in any wort casting while dried plants are only suitable for minor worts. Unless otherwise stated, when a character invokes a wort to cast a spell, the character uses the magic plant in place of the spell’s material components. The magic plant is always destroyed in the process of invoking a wort, regardless of the success or failure of the spell. When a wort calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice) or your spell save DC, whichever is higher.

  • Minor Wort. The most accessible form of hedge magic, called a minor wort, is a single-use effect similar in scale to a spell scroll or potion. Using a magic plant in this way takes an action and always requires a somatic component, such as crushing or cutting a plant, snapping a plant in half, consuming flower petals, or similar. Any creature can cast a minor wort, provided the creature is using the appropriate plant in the correct way.
  • Ceremonial Wort. Ceremonial worts are rituals involving the magic plants, and they produce effects similar to spells. It takes time and preparation to invoke a ceremonial wort, and, due to their greater effects, most ceremonial worts have a level requirement, as noted in the plant’s entry.
  • Cultivated Wort. Hedge magic’s most potent effects—and the reason practiced hedgecrafters are sought the world over—are called cultivated worts.

These worts are both rare to witness and difficult to create. Cultivating plants to access these worts requires downtime, resources, and commitment to continual care, but the results can be monumental.

To cultivate a magic plant and have access to this type of wort, see the Gardening downtime activity in the Adventuring Rules chapter.


Accessing the most potent hedge magic requires the Hedgecraft feat. If the option to gain feats isn’t used in the campaign, then Hedgecraft can be gained in place of a level-based ability score improvement, provided the GM approves. Alternatively, characters might need to accomplish other story-related tasks determined by the GM to gain the benefits of the Hedgecraft feat.

A character with the Hedgecraft feat can use ceremonial worts, provided the character meets any level requirements. Only characters with the Hedgecraft feat can cultivate a magic garden, allowing access to the magic plant’s cultivated wort.

Finding Magic Plants

Magic plants are rare, exceptional specimens that stand out among more common varietals and have a few notable qualities. Magic plants can grow nearly anywhere, though each type of plant has an affinity for certain locations. Unless carefully tended, magic plants expire swiftly when outside their preferred growing environments. A magic plant that is harvested or separated from its soil by someone without the Hedgecraft feat has a 10 percent chance of wasting away after 24 hours. Otherwise, a fresh cutting of a magic plant remains usable and magical for up to 10 days.

To find and identify a wild magic plant, a character must make an Intelligence (Investigation) check in a magic plant’s preferred growing environment. To harvest a wild magic plant, a character must make an Intelligence (Nature) check.

The DC is the same for both checks and can be found on the Magic Plant Rarity table. If the harvesting skill check is a failure, the magic plant is destroyed unless the harvesting character has the Hedgecraft feat. Due to their transient nature, there are no magic plants of common rarity.

If a magic plant was cultivated in a garden and the garden is maintained, a character doesn’t need to make either of these checks to find or harvest cuttings from the plants. However, other factors, such as angry gardeners or the garden belonging to a noble personage, might deter the character from harvesting magic plants from gardens.

Magic Plant Rarity
Rarity DC Example Magical Plants
Uncommon 12 Bright bishop sage, champion’s lavender, nimbus daffodil, far traveler’s freesia, hoary valerian
Rare 14 Emperor’s garlic, fiery snapdragon, merchant’s mint, mirthy hops, alseid peony
Very rare 16 Asphodel, chaunic clover, gazing hydrangea, old elvish rose, wolfsbane

Example Magic Plants

Magic plants are presented in alphabetical order.

Each plant entry includes the magic plant’s name, its rarity, themes commonly associated with the plant, environments where it grows or can be found, and the magical worts it can be used to evoke. A ceremonial wort with a level in parenthesis indicates that wort can be used only by a character of that level or higher.

A cultivated wort with a level in parenthesis indicates that wort can be activated only when cultivated by a gardener of that level or higher. If an existing and maintained garden of the plant is tended for at least one workweek by a gardener of the appropriate level with the Hedgecraft feat, the plant’s cultivated wort then becomes active.

A minor wort always requires 1 dried or fresh cutting of a magic plant. Ceremony worts require fresh cuttings and each entry notes how many cuttings are required to perform these worts.

Alseid’s Peony

Magic plant, rare

Themes: Guidance, secrets, and teamwork

Environments: In druidic circles, along animal paths, beside anthills

Alseid’s peony is a flowering plant with large, many-petaled blooms in shades of white, pink, and red. Its flowers have bright yellow centers and close at night or in cloudy conditions.

  • Minor Wort. As an action, you can tear an alseid peony bloom from its stem to summon a small, red-petaled creature called a bloomling. The blooming uses the statistics of an awakened shrub and lasts for 1 hour or until destroyed. It is friendly to you and your companions. In combat, roll initiative for the shrub, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the shrub, it defends itself from hostile creatures but otherwise takes no actions. At the end of the duration or when it is destroyed, the bloomling crumbles into a pile of petals and sticks.
  • Ceremony Wort (3rd Level). While holding a handful of alseid peony petals, you can spend 10 minutes concentrating on a specific location, then scatter the petals before you. The petals fall gently to the ground and land in the shape of an arrow, pointing toward the location you imagined. The petals scatter and don’t land in the shape of an arrow if the location doesn’t exist or if the location is on another plane of existence. A clump of petals forms at the point of the arrow if a major obstacle exists between your current location and the desired location, such as a magical barrier, a miles-long wall, or a desert, river, or other naturally occurring obstacle. This wort requires 2 cuttings of alseid peony.
  • Cultivated Wort. A garden of alseid peonies that has been cultivated for at least 4 weeks whispers secrets, lore, and rumors to those who listen. Each peony bloom whispers, in the same language and voice as the original speaker, any words spoken within the bounds of the garden since the peony’s first blooming. To those standing in or near the garden, these whispers sound like wind through leaves, but a creature can put an ear next to a bloom to hear everything the bloom whispers. The peonies have no intelligence and don’t differentiate truth from lies or past from present or future. They simply repeat words spoken in the garden. For particularly old alseid peony gardens, the peonies might whisper fragments of conversations out of order or from different years. In addition, the zone of truth spell can’t be cast inside of or within 100 feet of the garden, but creatures that can naturally distinguish truth from lies, such as planetars, know which whispers are lies.


Magic plant, very rare

Themes: Death, sacrifice, and passage to and from the afterlife

Environments: Battlefields, graveyards, hilltops

Asphodel is a hardy, flowering plant with tufted leaves on elongated stems, and white or yellow flowers.

  • Minor Wort. As an action, you can eat half of an asphodel bloom and place the rest inside the mouth of a dead creature to see the last minute of the creature’s life through its eyes. Afterwards, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
  • Ceremony Wort (4th Level). You can bury a prized possession of at least uncommon rarity alongside asphodel to have advantage on death saving throws for the next 4 hours. Burying the possession requires 1 minute of work. Up to five other creatures can take part in the ceremony, though each must provide their own possession. A creature can retrieve a buried item at any time, ending the effect on the item’s owner. Once a creature has benefited from asphodel in this way, it can’t do so again until 3 days have passed. This wort requires you to bury an object in the soil beside a whole, healthy asphodel plant and doesn’t require a specific number of cuttings.
  • Cultivated Wort (9th Level). A garden of asphodel that has been cultivated for at least 12 weeks can return life to a creature that has been dead for no more than 1 year and 1 day and that didn’t die of old age. After 1d8 hours in the field, the dead creature is returned to life as if it had been the target of the resurrection spell. The field of asphodel decays and wastes away after the spell has been cast and can’t be regrown in that field for 10 years and 1 day. When cultivating asphodel, the gardener can set parameters on this effect, such as affecting only humanoids or requiring a password to activate the magic.

Bright Bishop Sage

Magic plant, uncommon

Themes: Protection, sanctuary, and purification

Environments: Churches and temples, outside kitchen doors, near druidic circles

Bright bishop sage is an evergreen shrub with woody stems and small blue and purple flowers. Its short, broad leaves have fine hairs, giving them a soft texture.

  • Minor Wort. As an action, you can burn a bundle of bright bishop sage to protect one creature, doorway, or object. The creature is protected as if it had been the target of the protection from evil and good spell, except the creature is protected from only celestials, fiends, and undead.
  • Ceremony Wort. As an action, you can sprinkle chopped sage on or in up to six plates, bowls, or glasses of nonmagical food or drink. The food and drink are purified and rendered free of poison and disease. This wort requires 2 cuttings of bright bishop sage.
  • Cultivated Wort (9th Level). A garden of bright bishop sage that has been cultivated for at least 8 weeks is protected by heavenly magic. Aberrations, elementals, fey, fiends, and undead can’t enter the garden or a space within 15 feet of the garden, and dead bodies interred in the garden or within 15 feet of it can’t be turned into undead.

Champion’s Lavender

Magic plant, uncommon

Themes: Devotion, swift healing, and truth

Environments: Near shrines, where vows were honored, after steadfast vigils Champion’s lavender is a flowering shrub with narrow leaves and blue, violet, or lilac flowers growing up and around spike-like stems.

  • Minor Wort. As an action, you can press a sprig of champion’s lavender to a creature’s wound to swiftly close it and dull the ache or bring reprieve to a tired creature. The target can immediately spend one of its Hit Dice to regain hit points as if it was spending Hit Dice at the end of a short rest, or the target can make a DC 13 Constitution saving throw, recovering from one level of exhaustion on a success.
  • Ceremony Wort (3rd Level). If you spend 10 minutes chanting and walking the perimeter of an area no larger than a 40-foot cube while waving a bundle of lit and smoking champion’s lavender, you can create a ward to keep unseen intruders at bay. If you use a censer to concentrate the smoke, you can create a ward on up to an 80-foot cube. The ward lasts 8 hours. While an invisible creature is in the warded area, it is limned with a purple glow, and each creature that was present when you warded the area is mentally alerted to its presence.
  • Cultivated Wort (5th Level). A garden of champion’s lavender that has been cultivated for at least 4 weeks is a shrine to truth, marking any trespassing oathbreakers and deceivers. While in the garden, a creature that has broken a vow or committed a deception that intentionally caused another great harm is marked with a dimly glowing purple mark, symbol, or rune chosen by the cultivating gardener (typically a rune or symbol denoting guilt). The mark remains until the creature exits the garden.

This mark doesn’t appear if the creature has found justice or redemption for the act that would have triggered the garden’s effect, including paying the appropriate fines, serving the community, or atoning at a temple. The garden’s magic doesn’t distinguish between broken vows or deceptions, and it doesn’t mark creatures that have committed only minor or unintentional deceptions, such as failure to carry out promised plans or the unknowing spread of misinformation.

Chaunic Clover

Magic plant, very rare

Themes: Prosperity, luck, and risk

Environments: At the end of rainbows, near fairy circles, near places where major breakthroughs, discoveries, or successes occurred

Chaunic clover is a low-growing, sprawling plant with leaves growing in threes or fours on each stem. Its flowers are small and spiky and are typically white, purple, or yellow.

  • Minor Wort. As an action, you can place a sprig of chaunic clover into a pouch of copper or silver pieces, totaling no more than 99 pieces, and roll a d%. If you roll a number higher than the amount of coins in the pouch, the number of coins doubles. If your roll is a 100, the number of coins doubles and each piece magically changes into gold. If your roll is a 1, all of the coins in the pouch are destroyed and a fey creature on the same plane as you learns of your failed attempt and takes an interest in you. Regardless of the outcome, the sprig of clover is destroyed after it is activated.
  • Ceremony Wort. As an action, you can place a pot, kettle, or cup with a sprig of chaunic clover inside it under the shade of an old tree to summon a magic cauldron for 10 minutes. The first time you summon this cauldron, it is empty, and it becomes magically bound to you. Each time you use this wort thereafter, you summon the same cauldron. When not summoned by you, the cauldron exists on a tiny demiplane, and only a wish spell can access it. The cauldron can hold only coins, but it can hold any number of them. You can dismiss the cauldron early as an action. If you die, the cauldron is no longer magically bound to you, becomes nonmagical, and appears in the shade beneath one of the trees where you previously summoned it, holding whatever coins you stored in it. If you return to life and use this wort again, you become bound to a new empty cauldron. This wort requires 1 cutting of chaunic clover.
  • Cultivated Wort (8th Level). A garden of chaunic clover that has been cultivated for at least 4 weeks causes nearby plant life to become healthy and bountiful. Within 1 mile of the garden, plants grow lush and full and are resistant to disease, crops double their yield, and plant creatures are 60 percent more likely to be neutral or friendly instead of hostile.

Emperor’s Garlic

Magic plant, rare

Themes: Authority, immunity, and sight beyond sight

Environments: Among wildflowers, near ancient trees, in ruins or lairs once inhabited by creatures of great wisdom

Emperor’s garlic is a flowering plant that grows in a tall stem from a bulb. Its leaves are flat and blade-like, and its flowers grow in a sphere at the top of the stem, typically in shades of pink and purple.

  • Minor Wort. You can eat a raw clove of emperor’s garlic as an action and gain resistance to poison damage and have advantage on saving throws against being poisoned for 1 hour. However, you have disadvantage on all Charisma (Deception) and Charisma (Persuasion) checks for the duration. If you already have resistance to poison damage, you gain immunity to it instead.
  • Ceremony Wort (3rd Level). Using a bulb of emperor’s garlic as a spell focus, you and at least two other characters can perform an exorcism on a possessed target for 1 minute. Each character must maintain concentration while staying within 30 feet of the possessed target. The exorcism fails if no character is maintaining concentration on the exorcism, or if all characters are more than 30 feet away from the target. If the exorcism fails, you can’t attempt an exorcism again for at least 24 hours. At the end of the duration, if at least one character has maintained concentration, the target is no longer possessed as if it was the target of the break enchantment effect of the dispel evil and good spell. The emperor’s garlic is consumed by the exorcism, regardless of success or failure. This wort requires 4 cuttings of emperor’s garlic. 
  • Cultivated Wort (5th Level). A garden of emperor’s garlic that has been cultivated for at least 4 weeks protects the immediate area from undead. An undead creature that starts its turn inside of or within 100 feet of the garden must succeed on a Charisma saving throw or be turned.

Far Traveler’s Freesia

Magic plant, uncommon

Themes: Friendship, trust, purity, and innocence

Environments: At shorelines, alongside crossroads, outside inns, taverns, and trading posts

Far traveler’s freesia is a flowering plant with long, narrow leaves and conical flowers in shades of white, red, and yellow.

  • Minor Wort. As an action, you can give a gift of far traveler’s freesia to one creature to win it over. If the target is hostile toward you, it must succeed on a Wisdom saving throw or it becomes indifferent toward you. A beast with an Intelligence score of 3 or lower has disadvantage on this saving throw.
  • Ceremony Wort. If you soak far traveler’s freesia in a bowl of holy water, you can perform a ritual of protection on a number of creatures equal to 1 + your proficiency bonus. The ritual requires 10 minutes of soaking the freesia, then you must brush the water upon the brows of the targets. Each target has advantage on ability checks and saving throws against exhaustion and gains 1d6 temporary hit points for 8 hours. This wort requires 2 cuttings of far traveler’s freesia.
  • Cultivated Wort. A garden of far traveler’s freesia that has been cultivated for at least 4 weeks attracts friendly moths and butterflies. A moth or butterfly that feeds on the freesia for at least 24 hours has an Intelligence score of 6 and can speak Common and one other language spoken by the cultivating gardener. The insects are always at least indifferent toward other creatures in the garden and are usually willing to help those who ask, provided the task is simple and doesn’t take them out of the garden for more than 24 hours.

Fiery Snapdragon

Magic plant, rare

Themes: Fire, strength, and presence

Environments: Areas devastated by forest fires, alongside scorch marks made by fire magic, near temples dedicated to deities of the sun

Fiery snapdragon is a flowering plant that grows in a series of tall, narrow stalks with leaves growing in a spiral around each stalk. Its flowers are shaped like a dragon’s gaping maw and typically come in shades of yellow, pink, and red.

  • Minor Wort. As an action, you can place a sprig of fiery snapdragon in the flame of a lit torch to give any creature that carries it resistance to fire damage. The torch’s remaining duration shortens to 10 minutes unless it was already less than 10 minutes. A creature carrying the torch can use a bonus action to extinguish the torch and gain immunity to fire damage until the start of its next turn. The torch then crumbles to dust and is destroyed.
  • Ceremony Wort (5th Level). If you create a bonfire laden with fiery snapdragon, you can perform a ritual of strength on one creature within 10 feet of the bonfire. The ritual requires you and the target to remain in the bonfire’s heat for 10 minutes. At the end of the ritual, the target’s Strength score increases to 25 for 1 hour. This wort requires 4 cuttings of fiery snapdragon.
  • Cultivated Wort (9th Level). A garden of fiery snapdragon that has been cultivated for at least 4 weeks repels draconic invaders. A dragon that starts its turn inside of or within 150 feet of the garden must make a Wisdom saving throw or be turned as if it was the target of the Turn Undead feature of the cleric class. Draconic creatures, such as chimeras or kobolds, can be turned by the garden, but they have advantage on the saving throw.

Gazing Hydrangea

Magic plant, very rare

Themes: Unbinding, mental protection, and psychic strength

Environments: In desert oases, near theaters and stages, outside windows that face mirrors

Gazing hydrangea is a small shrub with short, broad leaves. Its flowers grow together in hemispherical bundles with tiny flowers in the center and larger, brightly colored flowers around the sides. The brightly colored flowers come in shades of pink, blue, and purple.

  • Minor Wort. As an action, you can crush and toss gazing hydrangea petals at one creature you can see up to 10 feet away from you. The target must succeed on a Charisma saving throw or lose attunement to one item it is carrying or wearing at random.
  • Ceremony Wort. You can craft a flower crown from gazing hydrangea blooms and stems to protect your mind. Crafting the crown takes 1 hour. While wearing the crown, a creature has resistance to psychic damage and its thoughts are hidden, unable to be read by spells such as detect thoughts. Each crown requires 2 cuttings of gazing hydrangea and lasts for 8 hours.
  • Cultivated Wort (4th Level). A garden of gazing hydrangea that has been cultivated for at least 4 weeks empowers fortune telling and foresight. A divination spell cast as a ritual within the garden requires no components, and its duration is doubled.

Hoary Valerian

Magic plant, uncommon

Themes: Dreams private and shared, relaxation, and sleep

Environments: Campsites, near forest altars, where enchantments were cast

Hoary valerian is a tall, flowering plant with narrow leaves growing in several close pairs along its frond-like leaf stalks. Its long, tall stems boast tiny flowers bunched together on the ends of smaller, offshoot stems.

  • Minor Wort. As an action, you can crush the leaves of a sprig of hoary valerian and blow them at a creature you can see up to 10 feet away from you. The target must succeed on a Constitution saving throw or fall unconscious for 1d10 minutes. This effect ends for the creature if it takes damage or someone uses an action to wake it.
  • Ceremony Wort (9th Level). If you steep hoary valerian roots in a pot of hot water for 1 minute, you can pour the liquid in a ring with a radius no larger than 20 feet. Small bushes of hoary valerian sprout and rapidly grow along the ring in 10 minutes. The plants last for 4 hours. A creature that takes a long rest inside the ring finishes its long rest in 4 hours rather than 8 and regains twice as many Hit Dice at the end of the long rest. This wort requires 4 cuttings of hoary valerian.
  • Cultivated Wort. A garden of hoary valerian that has been cultivated for 4 weeks causes humanoids that sleep within 1 mile of it to have shared, lucid dreams at least once each week. The dreams typically involve ordinary or peaceful daily life, but they sometimes contain minor prophetic elements.

Merchant’s Mint

Magic plant, rare

Themes: Abundance, communication, and honorable deals

Environments: In tracks left by caravans, near grain silos, where treaties were signed

Merchant’s mint is a low-growing, sprawling plant with square stems covered in pairs of leaves with serrated edges. Its flowers grow in clusters along narrow cones atop short stems and range in color from white to purple.

  • Minor Wort. As an action, you can place a sprig of merchant’s mint beneath your tongue and cast the comprehend languages spell on yourself. The sprig must remain in your mouth for the duration of the spell. The spell ends if you spit out the mint.
  • Ceremony Wort. When you and another creature are at odds, write both of your names on a page, wrap it up with two sprigs of merchant’s mint, and burn the bundle to summon a pseudodragon to operate as a draconic arbitrator of the dispute. Alternatively, you can summon a pact drake. The draconic arbitrator hears complaints from both sides to find an amicable solution and defends itself against hostile creatures, but it otherwise takes no actions. The draconic arbitrator can speak Common and Draconic and remains until the dispute is resolved, up to 1 hour. At the GM’s discretion, the arbitrator can disappear early if it is summoned into a particularly dangerous location or if the disputing parties clearly don’t seek resolution. This wort requires 2 cuttings of merchant’s mint.
  • Cultivated Wort. A garden of merchant’s mint that has been cultivated for at least 12 weeks guards the nearby lands from disease and famine. Within 5 miles of the garden, fields and cropland never become barren, harvests are always abundant, and livestock never grows ill when grazing from pasture.

Mirthy Hops

Magic plant, rare

Themes: Joy, fellowship, and humor

Environments: Near wheat fields, in campsites, outside drinking halls and taverns

Mirthy hops is a tall, climbing vine plant with dark green, heart-shaped leaves and fragrant, pale green flower cones covered in overlapping petals.

  • Minor Wort. As an action, you can eat a bud of mirthy hops to triple your jump distance for 1 minute. For the duration, your jumping appears haphazard and unplanned, and a creature that sees you jumping must succeed on a Wisdom saving throw or burst into a fit of giggles until the start of your next turn. A giggling creature has disadvantage on its next attack roll or skill check. On a successful saving throw, the creature is immune to fits of giggles caused by mirthy hops for 24 hours.
  • Ceremony Wort (11th Level). If you spend 1 minute singing a drinking song while holding a pitcher of ale with buds of mirthy hops floating in it, you can call on the assistance of the fey. At the end of the minute, you summon a fey creature as if you had cast the conjure fey spell. Unless you are in a situation where direct harm is about to befall you or the fey, the fey requires you to play a drinking game with it before it obeys any commands or agrees to any sort of service. The GM determines the nature and parameters of the drinking game, depending on the fey you summon. This wort requires 3 cuttings of mirthy hops.
  • Cultivated Wort. A garden of mirthy hops that has been cultivated for at least 4 weeks defends the surrounding lands from overwhelming terror. Each creature within 1 mile of the garden has advantage on saving throws against being frightened, and it has disadvantage on Charisma (Intimidation) checks.

Nimbus Daffodil

Magic plant, uncommon

Themes: Change, cycle of the seasons, and weather

Environments: Bottoms of waterfalls, near recent rainfall puddles, alongside riverbanks

Nimbus daffodil is a flowering plant with a central, branching stem that grows from a bulb. Long, narrow leaves grow close around this stem, and a two-layered, trumpet-shaped flower blooms from its top. These typically droop downwards and range in shades of yellow and white with the different layers having different colors.

  • Minor Wort. As an action, you can break a daffodil stem in two to create a 20-foot-radius sphere of fog centered on you. This effect otherwise works like the fog cloud spell.
  • Ceremony Wort (6th Level). If you spend 10 minutes dancing outside while holding a wand made from bundled nimbus daffodils, you can summon rain. The rain cloud appears in the shape of a cylinder that is 10 feet tall with a 120-foot radius, centered on a point you can see 100 feet directly above you. For 1 minute, plants in the area are sufficiently watered, open containers in the area are filled with fresh water, and the range or duration (spellcaster’s choice) of a spell cast in the area that creates or controls water, clouds, or weather is doubled. For a spell to benefit from this effect, the spellcaster must be in the rain’s area, but the spell’s effect doesn’t need to be. If the spell requires concentration, the spellcaster must still maintain concentration, even if the duration is doubled. If you use your action to perform this dance and four other creatures, each 6th level or higher and equipped with a wand of nimbus daffodils, use a reaction to dance with you, the rain appears on initiative count 20 of the next round without requiring you to dance for the full 10 minutes. This wort requires 3 cuttings of nimbus daffodils.
  • Cultivated Wort (7th Level). A garden of nimbus daffodil that has been cultivated for 5 weeks protects the surrounding area from inclement weather. Within 5 miles of the garden, the skies are rarely overcast, sunlight is gentle and warm, and light rain or snow falls every morning, when seasonally appropriate. Though this sunlight is gentle, it is no less dangerous to creatures harmed by sunlight, such as vampires.

Old Elvish Rose

Magic plant, very rare

Themes: Contradictions, grace, and peaceful intentions

Environments: Near the homes of fey, where proposals were made, around forgotten towers

Old elvish rose is a flowering shrub with leaves growing alternately on stems covered in sickle-shaped thorns. Its broad flowers have a cup-like structure and typically come in shades of white, pink, yellow, and red.

  • Minor Wort. As an action, you can cut an old elvish rose across the blade of a weapon that deals slashing damage to cause thorns to sprout from it for 1 minute. While covered in thorns, the weapon deals an extra 1d6 piercing damage to any target it hits.
  • Ceremony Wort (2nd Level). If you spend 10 minutes drawing a bath of water infused with old elvish roses, a creature can soak in the water for 1 hour to ward away fears and unwanted advances. This soaking can be done during a short rest. At the end of the hour, the creature has advantage on saving throws against being charmed and frightened until it finishes a long rest. If the creature already has advantage against being charmed or frightened when it exits the bath, it has immunity to that condition instead. This wort requires 2 cuttings of old elvish rose.
  • Cultivated Wort (9th Level). A garden of old elvish roses that has been cultivated for at least 26 weeks quells strong emotions. A hostile humanoid or beast that enters or starts its turn inside of the garden or within 100 feet of it must succeed on a Charisma saving throw or become indifferent toward creatures it was previously hostile toward. This indifference ends if the creature is attacked or harmed or if it witnesses any of its allies being harmed. In addition, any effect that causes a humanoid or beast to be charmed or frightened is suppressed while the creature is inside the garden. When the creature leaves the garden, the effect resumes, provided that its duration hasn’t expired in the meantime. This wort otherwise works like the calm emotions spell.


Magic plant, very rare

Themes: Lycanthropy, transformation, and the moon

Environments: Secluded groves, near the borders between the Material and Shadow Planes, where creatures or objects were forced to change their shapes

Wolfsbane is a poisonous, flowering plant with dark green, palm-like leaves around tall stems. Each stem is crowned with a cluster of blue, purple, white, yellow, or pink hood-like flowers.

  • Minor Wort. As an action, you can crush and sprinkle wolfsbane petals over a creature or object that has been turned to stone or forced to change its shape, such as through the polymorph spell. The creature immediately reverts to its original form. An unwilling creature can make a Charisma saving throw, and if it succeeds, it is unaffected by this use of wolfsbane.
  • Ceremony Wort (7th Level). If you soak the petals of wolfsbane in a bowl of shallow water beneath the full moon for 10 minutes, you can imbue the petals with the moon’s power. You and up to 5 other creatures can consume the petals to cast polymorph on yourselves, each of you transforming into a dire wolf. While a creature is in the form of the dire wolf, it retains its Intelligence, Wisdom, and Charisma scores. This transformation lasts until dawn’s first light touches a transformed creature, the creature drops to 0 hit points or dies, or the creature is forced to revert to its original form by some other means. This wort requires 3 cuttings of wolfsbane.
  • Cultivated Wort (5th Level). A garden of wolfsbane that has been cultivated for at least 8 weeks cleanses lycanthropy within it. A creature afflicted with lycanthropy that takes a long rest in the garden is cured of lycanthropy. During the long rest, the lycanthrope must make death saving throws as the magic of the garden attacks the affliction. If the lycanthrope fails three death saving throws before succeeding on three death saving throws, it perishes, but the lycanthropy is removed in the process. If a creature afflicted with lycanthropy received the lycanthropy through heritage, such as a werewolf with a werewolf parent, the garden removes the lycanthropy only if the creature is willing and remains within the garden for 1 week. Such a creature must make the death saving throws on only the first long rest in the garden.
Section 15: Copyright Notice

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