Description
The smell of green, growing life fills the air here. Lush vines laden with savory tomatoes grow alongside mandrake root, ephedra, and even more esoteric herbs.
- 1 room point
- 2,500 gp
- 15 days
- 4 gp (optional)
- Druidic grove, greenhouse, poisoner's grotto
Contains an assortment of herbs and grown vegetables.
This room can be built multiple times.
Income. Every 30 days, the garden grows an amount of herbs equal in worth to 225 gp 1d4*09|(or 1d4 × 90 gp). A creature proficient in Nature or with the herbalism kit can harvest these herbs with 8 hours of effort.
Once harvested, the herbs can be sold for their worth in currency, or used as materials to craft any item (within reason), mundane or magical, that could be created with alchemist's supplies, brewer's supplies, cook's utensils, or the poisoner's kit. Typically this would include any drinkable items, non-meat edible items, poisons, liquids, and magic items in the potion category, though your DM may rule that certain potions or poisons are unable to be brewed with herbs from the garden. Use the existing crafting rules (PHB, p. 187; DMG, p. 128-129; XGE, p. 128-130) for this purpose.
If you pay the maintenance cost to hire a staff of two skilled hirelings either proficient in Nature or with the herbalism kit to act as gardeners, the garden instead produces herbs worth 450 gp 2d4*90|(or 2d4 × 90 gp) every 30 days.