Greenhouse

Source: Dungeon Master’s Guide (2024), page 341. Creator: Wizards of the Coast / D&D Studio.

Quick Reference

FieldValue
Facility typespecial
Required level9
Spaceroomy
Hirelings1
Bastion orderharvest
PrerequisiteNone.

Rules Text

A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.

Fruit of Restoration

One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can’t be transplanted without killing it.

Harvest Options

When you issue the Harvest order to this facility, choose one of the following options:

  • Harvest:: Healing Herbs. You commission the facility’s hireling to create a Potion of Greater Healing made from healing herbs. The work takes 7 days and costs no money.

  • Harvest:: Poison. You commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin’s Blood, Malice, Pale Tincture, or Truth Serum. See ā€œPoisonā€ in chapter 3 for each poison’s effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.

Balance Notes

  • Compare this facility against other 9-level facilities before allowing homebrew upgrades.
  • Keep the listed Bastion order as the primary action loop; additional benefits should usually be narrative, temporary, or gated by downtime.
  • If this facility grants creatures, information, resources, crafted items, or empowerment, keep those outputs tied to Bastion turns rather than free adventuring actions.