Farmer’s Nightmares’ Loot

NameCategory% ChanceHarvest DCHarvesting TimePrice
Cabbage Warhead (Can be rolled for 2x)A65%17 Wisdom (Herbalism Kit or Cook’s Utensils)10 minutes1500 gp
Haunted Scarecrow A35%2500 gp
1d6 Vigorous VegetablesM13 Wisdom (Herbalism Kit or Cook’s Utensils)5 minutes30 gp each
Witch’s  Root
(Can be Harvested 3x)
M15 Wisdom
(Alchemist’s Supplies or Herbalism Kit)
1 hour200 gp 

Loot Details 

Cabbage Warhead


Haunted Scarecrow
Rare Weapon (Quarterstaff), Two-Handed (1d8 bludgeoning), Slow (Weapon Mastery), Requires Attunement

  • You can use this weapon as a spellcasting focus for Warlock spells

Terror Gaze (Recharge 5-6). You can use your bonus action to choose a target within 30 ft. that you can see and that can see you. The target must make a DC 13 Wisdom saving throw, becoming frightened until the end of their next turn on a failure. 

Flock of a Feather. Once per short rest, you can use your action to summon a Swarm of Ravens that emerges from the scarecrow to an unoccupied space within 30 ft. of you. You can telepathically control and give orders to the swarm and they obey your every command. The swarm shares your initiative and plays immediately after your turn ends. 

  • You must concentrate on this feature as if it was a spell, the swarm disappears upon losing concentration
  • The swarm always acts as a single cohesive unit, and you cannot control individual ravens. 
  • The effect ends if you are not within 120 ft. of the swarm at the end of your turn. 

Bringer of Omens (Pact of the Chain Warlock only). While attuned to the item, you gain the ability to summon the Bird of Bad Omens as your familiar when using the Find Familiar spell.
Bird of Omens


Vigorous Vegetable

Common Consumable
A vegetable that has been infused with the life energy and vitae of a living creature, either through a process of magical animation or blood rituals.


As an action, you can eat this vegetable, giving you extra energy and vigor. This has the following effects:

  • For the next hour, you ignore effects caused by the Exhaustion condition.
  • You can travel for extra 4 hours until your next long rest without becoming Exhausted 
  • You require 1 less hour of sleep during your next long rest. 
  • It serves as an entire day’s worth of food.

The benefits of these effects are not cumulative. 

5 Vigorous Vegetables can be cooked into a Vigorous Broth , requiring 4 hours of cooking time, 3 gallons of water, 5 gp worth of cooking spices and herbs and a successful DC 7 Wisdom (Cook’s Utensils) check. The DC is increased to 15 for creatures not proficient with Cook’s Utensils.

Vigorous Broth

Rare Consumable

A delectable vegetable broth that fills you with unnatural strength and energy.

Vigorous Broth has 5 servings and one serving requires 10 minutes to consume. The Broth spoils after a month, after which it is destroyed. Consuming the Vigorous Broth gives the following effects: 

  • You lose all levels of Exhaustion and you become immune to the Exhausted condition until the end of your next long rest. 
  • You require 2 less hours of sleep during your next long rest. 
  • You gain extra 5 ft. of movement speed until the end of your next long rest
  • It serves as three days worth of food and water. 
  • You immediately gain 1d10 Temporary Hit Points, and you also gain 1d10 Temporary Hit Points each time you finish a short rest. These Temporary Hit Points last until the end of your next long rest. 
  • You gain a +2 bonus on Strength and Constitution ability checks until the end of your next long rest. 
  • Once until the end of your next Long rest, you can use your bonus action to regain 1d10 Hit Points.

Witch’s Root
Uncommon Consumable

A jagged and twisting root that seems to move on its own, almost attempting to strangle anyone that comes near to it. 

As an action, you can coil this root around a weapon or a piece of ammunition. On your next successful attack with that weapon, it causes the effects of the Ensnaring Strike (DC 12) spell without requiring concentration. If the affected creature breaks from the restraints caused by the effect, the Witch’s Root is destroyed.

 3 Witch’s Roots can be crafted into an Evil Eye Amulet , requiring 8 hours of crafting time and a successful DC 13 Dexterity (Woodcarver’s Tools) check. The DC is increased to 22 for creatures not proficient with Woodcarver’s Tools. Evil Eye Amulet

1 Witch Root can be crafted into a Witching Concoction, requiring 2 hours of crafting time, 50 gp of alchemical resources and a successful DC 10 Intelligence or Wisdom (Alchemist’s Supplies or Herbalism Kit) check. The DC is increased to 20 for creatures not proficient with Alchemist’s Supplies or Herbalism Hit. 

Witching Concoction
Uncommon Consumable (Potion)

Witching Concoction is a special magical potion that in itself has no special properties, but will become a potent and volatile mixture when certain magical ingredients are added to it as an action. When this happens, the Concoction must be used within the next minute, or it will explode, forcing all creatures within 15 ft. to make a DC 15 Dexterity saving throw, taking 3d10 force damage and going under the effects of the Bane spell for 24 hours on a failure. 

You use the concoction as an action, and its effects Concoction are based on the used ingredient described as follows: 

  • Fern leaf. You throw the concoction at a space within 60 ft. of you. The immediate effect of the Plant Growth spell is centred on the chosen space.
  • Thorn from a rose. This serves as a poison that you can coat a weapon or a piece of ammunition in. On a successful hit with a poisoned weapon, the target becomes wrapped by thick and thorny rose vines, taking extra 1d8 piercing damage and being forced to make a DC 14 Strength saving throw. On a failure, they are restrained and take 1d8 piercing damage at the start of each of their turns. A creature restrained by the vines or one that can touch the creature can use their action to make a DC 14 Strength check, freeing the target on a success.
    • While the target is restrained, they have disadvantage against all effects that cause the charmed condition.
    • If the target fails on the saving throw by 5 or more, they are asleep and unconscious while restrained by the vines. The sleep ends after 1 minute or if the target takes damage.
      The vines don’t deal damage to the restrained target while they are sleeping. 
  • Powdered ram (rhino) horn. Within the next minute, you can use your action to transform into a spectral ram and charge towards a creature within 60 ft. of you. Any creature within you and the target must make a DC 14 Dexterity saving throw, taking 2d4 force damage on a failure. You can then make one melee attack against the target and on a hit it will deal extra 2d4 force damage.
    • If rhino horn is used, the effects are the same, but the damage is increased to 2d8, and creatures that fail on the saving throw are also knocked prone.
  • A twig from a tree that was struck by lightning. You can throw the Concoction as an improvised weapon. On a hit, it explodes and the target takes 2d12 Lightning damage and all creatures within 10 ft. of them must make a DC 14 Dexterity saving throw, taking 1d12 Lightning Damage as well. For the next minute, if a creature damaged by the explosion ends their turn within 15 ft. of any other creature damaged by the explosion, they both take 1d12 Lightning Damage. 
  • Drop of Unicorn’s blood. For the next minute, you gain the ability to use your action to touch a creature and heal them for 1d8+1 Hit Points. You can use this ability 3x before it is depleted. Once during the effect, you can also use your action to touch a creature and teleport yourself with them to an unoccupied space within 60 ft. 

There are just a few examples of effects caused by certain ingredients, but more can be added. 

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