5E - Ingredients

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Ingredients

0.4

Alchemist's Supplies

Common Potion Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Bittergreen Common Special (Potion Effect): Can combine with any other Potion Effect ingredient to become a food source for 1 day. Cannot be altered by other ingredients. Most Terrain
Emetic Wax Common Special (Potion & Toxin Modifier): Delay the Effect of an ingredient this was combined with by 1d6 rounds +1 Forest, Swamp
Fennel Silk Common Potion Effect: Stabilizes body heat to resist cold weather or wet condition penalties for 1 hour. Cannot be altered by other ingredients. +2 Arctic, Underdark
Hyancinth Nectar Common Potion Effect: Removes 1d6 rounds of poison in the target’s system, but cannot remove it completely. One round of poison damage will still occur at minimum. +1 Coastal, Grasslands
Lavender Sprig Common Special (Potion & Toxin Modifier): Makes the potion or toxin more stable and safer to craft. -2 Coastal, Grasslands, Hills
Mandrake Root Common Potion Effect: Reduce any disease or poison’s potency by half for 2d12 hours. Only hinders already existing poisons or diseases in the body. Cannot be altered by other ingredients. Most Terrain
Milkweed Seeds Common Potion Effect: Double the dice rolled of any healing Effect, but remove all Alchemy Modifier bonuses. This modifier can stack. +2 Most Terrain
Wild Sageroot Common Potion Effect: Heals for 2d4 + Alchemy Modifier. Most Terrain
Uncommon Potion Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Dried Ephedra Uncommon Potion Modifier: Increase the dice-type by 1 size for any healing Effect. This modifier can stack. +2 Desert, Mountain
Gengko Brush Uncommon Potion Modifier: Double the dice rolled of any healing Effect, but divide the total of the dice by 2 (rounding down); Then, the recipient receives that amount of healing per round for 2 rounds. +2 Hills, Underdark
Rare Potion Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Chromus Slime Rare Special (Potion & Toxin Modifier): The final Effect after all other calculations is the exact opposite. This is up to the DM’s discretion on the specifics per potion/poison. +4 Coastal, Underdark
Eyebright Rare Special (Potion Modifier): Can be turned into an ointment and applied to ones eyes before a long rest to prevent & cure the disease Sight Rot. +2 Swamp

Alchemist's Supplies

Common Enchantment Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Bloodgrass Common Enchantment: Can combine with Devil's Bloodleaf to create a potion of vitality (DMG 188). Most Terrain
Scillia Beans Common Enchantment: User creates a potion of climbing (DMG 187). +1 Desert, Grasslands
Uncommon Enchantment Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Arrow Root Uncommon Enchantment: +1 to attack rolls for one minute when applied to a weapon. +2 Desert, Forest, Grasslands
Hydrathistle Uncommon Enchantment: User creates a potion of water breathing (DMG 188). +2 Coastal, Swamp
Ironwood Heart Uncommon Enchantment: User creates a potion of growth (DMG 187). +3 Arctic, Forest, Hills
Nightshade Berries Uncommon Enchantment: The effect of this “potion” is similar to the oil of slipperiness (DMG 184). +3 Forest, Hills
Verdant Nettle Uncommon Enchantment: User creates a potion of animal friendship (DMG 187). +2 Forest
Rare Enchantment Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Blue Toadshade Rare Enchantment: User creates a potion of gaseous form (DMG 187). +3 Coastal, Forest, Swamp
Cosmos Glond Rare Enchantment: User creates a potion of clairvoyance (DMG 187). +3 Coastal, Desert
Elemental Water Rare Special (Enchantment): This is required as the base catalyst for all Enchantment ingredients. +3 Special*
Fiend's Ivy Rare Enchantment: User creates a potion of mind reading (DMG 188). +4 Arctic, Underdark
Luminous Cap Dust Rare Enchantment: User creates a potion of heroism (DMG 188). +4 Mountain, Underdark
Primordial Balm Rare Enchantment: User creates a potion of frost/fire/stone giant strength (DMG 187). +4 Mountain, Swamp, Underdark
Rock Vine Rare Enchantment: User creates a potion of invulnerability (DMG 188). +4 Hills, Mountain
Silver Hibiscus Rare Enchantment: When consumed by target, they can unleash a random elemental breathe weapon 3 times (PHB 34). Cannot be altered by other ingredients. +4 Arctic, Underdark
Wrackwort Bulbs Rare Enchantment: User creates a potion of diminution (DMG 187). +4 Coastal, Swamp
Very Rare Enchantment Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Devil's Bloodleaf Very Rare Enchantment: Combined with Bloodgrass the user creates a potion of vitality (DMG 188). +5 Hills, Swamp, Underdark
Mortflesh Powder Very Rare Enchantment: User creates a potion of longevity (DMG 188). +5 Arctic, Underdark
Tail Leaf Very Rare Enchantment: User creates a potion of speed (DMG 188). +5 Grasslands, Hills
Voidroot Very Rare Enchantment: User creates a potion of flying (DMG 187). +5 Arctic, Desert
Wisp Stalks Very Rare Enchantment: User creates a potion of invisibility (DMG 188). +5 Forest, Underdark

Poisoner's Kit

Common Poison Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Artic Creeper Common Toxin Modifier: Change poison damage to cold or necrotic damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients. +2 Artic, Mountain
Amanita Cap Common Toxin Modifier: Changes any poison Effect to be non-lethal and only incapacitate the target. +1 Coastal, Swamp
Cactus Juice Common Toxin Modifier: The target will not notice any poison damage Effect in their system until they take 5 rounds of damage from the toxin. +2 Desert, Grasslands
Drakus Flower Common Toxin Modifier: Change poison damage to fire or acid damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients. +2 Desert, Grasslands, Mountain
Emetic Wax Common Special (Potion & Toxin Modifier): Delay the Effect of an ingredient this was combined with by 1d6 rounds. +2 Forest, Swamp
Harrada Leaf Common Special (Potion & Toxin Modifier): When ingested, the target increases their strength score by 2, but decreases their intelligence and wisdom score by 2 for the duration. Cannot be altered by other ingredients. +1 Forest
Lavender Sprig Common Special (Potion & Toxin Modifier): Makes the potion or toxin more stable and safer to craft. -2 Coastal, Grasslands, Hills
Wyrmtongue Petals Common Toxin Effect: 1d4 + Alchemy Modifier poison damage per round; target is [poisoned] for 1 minute. Most Terrain
Uncommon Poison Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Quicksilver Lichen Uncommon Toxin Modifier: Double the dice rolled of any Toxin Effect, but reduce that Effect duration by half. This modifier can stack. +3 Most Terrain*
Spineflower Berries Uncommon Toxin Modifier: Increase the dice-type by 1 size for any Toxin Effect. +3 Desert, Swamp
Othur Dust Uncommon Special: Othur dust is a fine white powder that is created when Othur is ground up. This leads to the poison, Burnt Other Fumes. +5 Desert, Mountain
Rare Poison Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Blood Tree Sap Rare Special: This sap is thick, red, and poisonous. It's harvested from Blood Trees and requires only minor preparation to be made into Assassin's Blood. +4 Swamp, Underdark
Chromus Slime Rare Special (Potion & Toxin Modifier): The final Effect after all other calculations is the exact opposite. This is up to the DM’s discretion on the specifics per potion/poison. +4 Coastal, Underdark
Frozen Seedlings Rare Toxin Modifier: While [poisoned], target’s movement speed is reduced by 10 ft for 1 minute. Cannot be altered by other ingredients. +4 Arctic, Mountain
Radiant Synthseed Rare Toxin Modifier: Change poison damage to radiant damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients. +2 Underdark
Very Rare Poison Ingredients
Herb/Ingredients Rarity Details DC Grows in ...
Basilisk Breath Very Rare Special (Toxin Effect): Slowly paralyzes opponent. Target makes a DC 5 + Alchemy Modifier CON saving throw each turn for 4 turns. While under this affect, target is considered slowed by the slow spell. On a failed save, the target is considered [paralyzed] for 4 rounds. Cannot be modified or altered by other ingredients. +5 Mountain

Ingredient Descriptions

Below you will find narrative text for each of the ingredients listed above. The DM can incorporate these descriptions to allow the player some form of immersion to the world. Each ingredient has a distinct color or quality that is unique.

Also, there are some side-rulings that the DM can use to further the narrative or plot in game if they would like.


Arctic Creeper. This noxious weed usually grows in extremely cold environments, or at higher elevations where snow tends to accumulate. The leaves of the plant characterized by a pleasant sweet minty flavor, whereas the root is bitter and acidic. The weed is one of an assassin’s favorite plants, due to the root’s ability to freeze a creature’s bloodstream, which leads to a slow and agonizing death. The Arctic Creeper is toxic to many unwary travelers, as it is quite easy to consume the root’s toxins while enjoying the sweet flavorsome leaves.


Arrow Root. This unusually elongated plant can stand up to four feet tall, and is very easy to spot due to its distinctive white and brown speckled pattern. The Arrow Root thrives in desert and drought environments, as the plant needs very little water to survive. When diced and boiled in water the plant creates a frothy silver liquid, which is ideal for sharpening and polishing weapons and armor without the use of magic or other means.


Amanita Cap. This large mushroom is often found growing in clusters near bodies of water, or around other damp terrain. It has a bold blue stem accompanied by a large red cap, which makes this fungi extremely easy to identify. Professional herbalists often cut the head from the root, as the mushroom has the rare ability to re-grow its cap within a few short weeks.


Basilisk's Breath. Often referred to as Grey Restraints amongst the nobles of the world, this dark grey vine is only rarely found atop the highest peaks of mountainous regions. It is fabled that this vine is a gift from the gods, as a way to test humanity. Often sold for outrageous sums of gold, Basilisk’s Breath can attract unwanted attention to those trying to sell it for profit.


Bittergreen. The Bittergreen plant is a vegetable that grows in most climates. The vines have red flowers when in bloom. Bittergreen is inedible when raw, but is safe to eat and nourishing when it is boiled.


Bloodgrass. The plant stands at about 2–3 feet tall, and appears as a dark-red grass splattered with blood. The plant behaves like a very persistent weed, and can survive in most environments seemingly unbothered by the climate. After being harvested, the plant will grow back a few days later.


Blood Tree Sap. This sap is thick, red, and poisonous. It's harvested from Blood Trees and requires only minor preparation to be made into Assassin's Blood.


Blue Toadshade. Another common mushroom is this dark blue cap with a yellow striped stem. When disturbed, this mushroom lets off a puff of blue powder. Usually this causes no permanent harm to the surrounding creatures, but it can stain their skin and equipment for a short while. The powder is commonly used to color various inks and dyes. Herbalists usually search for the fungi around small watering holes, where aquatic life often thrives.


Cactus Juice. This usually clear liquid can be found within most cacti around the world. It’s reasonably difficult to extract, as many cacti are dangerous to work with. Brewers love to use this juice in many recipes, as one of its effects is to delay alcohol intoxication, allowing people to purchase and consume more before it hits them.


Chromus Slime. This thin slime substance is often observed to flow within water current as if it had a mind of its own. Often times, scientists mistake this slime with mercury, as it has the same consistency and look. When attempting to alter the slime, it reverberates and alters the other plant life it touches instead.


Cosmos Glond. This uncommon four-leafed plant is notorious for being somewhat difficult to find. This is mostly due to the plant growing about 5 feet underneath the ground, and only peeking out during its final maturity. However, it has an uncanny look of the stars in a night sky amongst its leaves.


Devil's Bloodleaf Only a few recorded instances of this red and yellow flower exist. This large and bold red leaf can be going back in history to the dawn of humankind. It was once a popular decoration around homes and gardens, but has become one of the rarest plants in the world. It is said to give immense vitality and health to one who can properly prepare the plant.


Drakus Flower. This bright red and pale green flower can be found in both temperate and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s ability to ignite with a moderate application of friction. This ignition does not cause harm, but instead creates theatrical sparks with the ability to light fires and create warmth.


Dried Ephedra. A bush often found in dry environments, it is thorny and hard to harvest without scratching your skin. It has a distinct dark purple hue when viewed at a distance, but up close it looks black. Herbalists love to use this plant when making healing tonics as it has the odd ability to enhance Wild Sageroot.

Ingredients (Cont.)

Elemental Water. This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to the rules of the material plane.


Emetic Wax. This thick, white wax is often found seeping out of trees near lush and wet areas. It is commonly used in candle making, as the wax melts and re-hardens rather quickly, yet is strong enough to form delicate shapes. Herbalists use it to control how their tonics enter the body, performing miraculous feats.


Eyebright. Eyebright grows in the swamps and is a tall plant with small black leaves and large white flowers that make it stick out and easy to spot. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.


Fennel Silk. Often mistaken for a spider’s web, this white web like plant grows amongst frigid and dark environments. It uses sharp hooked tendrils to help secure the edges of the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk will recognize the many applications it has for protecting your extremities from harsh-low temperature environments.


Fiend's Ivy. These long, red thorn-encrusted vines can stretch up to 3 feet long and have sharp thorns that reach up to an inch or two long. It isn’t rare to find blood stains amongst these vines as many animals and adventurers can easily trip or get caught in a bushel of the vines. The vines also seem to have a sentient quality to them as they relax when prey is near, and contract when captured.


Frozen Seedlings. These small, pea sized pods can be found amongst resilient flowers in very cold environments. Named for their almost frozen appearance, they can be plucked with relative ease and are often used in cold alcoholic drinks. Some assassins have found ways to crush these into a paste and hamper one’s movements.


Harrada Leaf. This huge yellow leaf can often be found near tree tops in lush environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be sold as a street drug. The potent nature of this addictive substance will cause a brief euphoric state coupled with an increase in a specific attribute; followed by a long recovery period in which the user is extremely weakened in that attribute.


Hyancinth Nectar. This blue and white thick liquid can be extracted from the Hyancinth’s near somewhat wet areas. This nectar is of high demand and is often used by highly trained guards to counter poisons that evil people attempt to use on them. While it does not cure the mean of poisons, it severely limits its effects.


Hydrathistle. Named for its appearance, this three-pronged blue and black flower is often found in dark and dank environments. When used alone, the thistle has no real beneficial effects. However, skilled alchemists have been able to use highly powerful and natural water to concoct potions that allow them to breath in water.


Ironwood Heart. This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by a Herbalist these seeds can increase a beings physical size greatly.


Lavender Spring. These long stemmed purple-petal flowers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten.


Luminous Cap Dust. This powder can be shook from the glowing yellow mushrooms often found in extremely dark environments and it keeps an ember-like glow for about a week after extracted. Many Herbalists keep the glowing mushrooms themselves in dark cellars in order to harvest this dust every chance they can.


Mandrake Root. This tan root has serrated edges all along its body that often cause injury to Herbalists that do not properly know how to handle it. When stripped of its outer skin, the soft tender center can be eaten with relative ease and is often used by Doctors to reduce pain from poison or disease.


Milkweed Seeds. These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive effects this way. When crushed up and diluted with other liquid these seeds offer very powerful healing effects.


Mortflesh Powder. This dark purple powder is often found growing on top of moss in dark, cold environments. This powder is often used as makeup for young men and women to reduce the look of age from their faces. When imbibed with a magical catalyst, the effect is said to be permanent when consumed.

Ingredients (Cont.)

Nightshade Berries. These light blue berries can be found in small clumped packs among small bushes in lush environments. They can be safely ingested and are often eaten by wild animals for their sweet, but tangy flavor. A skilled Herbalist can enhance the berries natural ability to affect a persons body.


Othur Dust. Othur dust is a fine white powder that is created when Othur is ground up. This leads to the poison, Burnt Other Fumes.


Primordial Balm. This thick substance has been observed changing its coloring, almost at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks on end. Herbalists often find this substance growing on rocks in humid environments. The exact rarity of the substance is unknown, as its constantly changing appearance makes it difficult to identify.


Quicksilver Lichen. This silver and grey silky moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Assassins have been able to use this lichen to quickly administer their toxins into the target’s system without any drawbacks. However, this takes some preparation and is often forgotten by common folk.


Radiant Synthseed. This long black and boat shaped seed emanates a strong yellow glow, and often exerts the smell of flowers. When the seed is cracked open, a person can find a few smaller looking seeds of the same nature. These smaller seeds can often be crushed or blended into mixtures to enhance toxins.


Rock Vine. This extremely hardened dark green vine can be found growing in the ground near very old minerals, often seeming to feed off the minerals themselves. At first glance this vine seems completely useless to mortals, but arcane studies have shown this vine to harden a person’s skin significantly if combined with a powerful catalyst.


Scillia Beans. These light brown beans can occasionally be found hanging from Scillia Bushes in dry atmosphere environments. They are often used to enhance flavors in stew and other meals, but have a much stranger effect. At full potency, some of these beans can offer the user the ability to climb steep cliffs and rock faces with ease.


Silver Hibiscus. This silver-grey plant looks as though it represents madness itself. It often has random patterns and unplanned shapes, but always has a black web-like pattern on it. Although it may look deadly to touch, when prepared properly a Herbalist can unleash a torrent of elemental power representing a breath weapon.


Spineflower Berries. Often found hanging amongst the bone-like flowers, this white berry can be harvested and crushed to enhance toxins made by scoundrels. However, this effect only applies when introduced directly to the bloodstream. When ingested normally these berries provide little sustenance, but do not harm the person.


Tail Leaf. This very fuzzy, dark green leaf looks like a circle with three thick strands hanging from it. When held, the leaf itself feels as though it is vibrating. It is known that a skilled Herbalist can use these leaves in concoctions to create powerful magical effects to enhance one’s speed.


Verdant Nettle. With its dark green and yellow speckled mesh, this plant can be easily spotted. It normally grows in forests and can catch a person’s feet when traveling if they do not have proper footing. Alchemists like to use this plant to create tonics that enhance one’s strength and reflexes.


Voidroot. This dark grey thick root is often found amongst the most extreme environments. It normally grows in either desert or arctic environments and seems to vary in growth rate per root. Herbalists tend to be very careful when they extract this root from the ground, as it seems to defy gravity and want to “fly” away.


Wild Sageroot. The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Alchemists and healers to create concoctions of extraordinary healing power.


Wisp Stalks. This incredibly rare fungi has become something of a fable amongst herbalists. It is reported to have a large bulbous cap growing atop a thin stem, and to normally form in small clusters deep within damp cave environments and forests. The organism is usually a translucent blue, and is rumored to render creatures invisible once consumed.


Wrackwort Bulbs. These huge white bulbs can be found on small yellow mushrooms often found in swamps or wet caverns. The mushroom releases a puff of powder from these bulbs when threatened and it tends to confuse and hinder a person. When harvested successfully, these bulbs can be ground into a paste and imbibed within magical water to diminish the size of a being.


Wyrmtongue Petals. The assassins, and many Drows, favorite natural ingredient. These jagged red petals can be found growing on Wyrmtongue flowers in almost every terrain. It’s almost as if the world itself is trying to test humanity by letting these flowers grow everywhere. These petals are used as a base for toxins that can offer extremely powerful damage. For this reason, Wyrmtongue is highly illegal, and in many cases punishes owners of this flower with death.

Underdark Fungi

Edible Fungi

Edible fungi provide food and water.

Barrelstalk

A barrelstalk is a large, cask-shaped fungus that can be tapped and drained of the fresh water stored within it. A single barrelstalk contains 1d4+4 gallons of water and yields 1d6+4 pounds of food.

Bluecap

Dubbed the "grain of the Underdark," a bluecap is inedible, but its spores can be ground to make a nutritious, bland flour. Bread made from bluecap flour is known as sporebread or bluebread. One loaf is equivalent to 1 pound of food.

Fire Lichen

Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat. Fire lichen can be ground and fermented into a hot, spicy paste, which is spread on sporebread or added to soups or stews to flavor them. Duergar also ferment fire lichen into a fiercely hot liquor.

Ripplebark

Ripplebark is a shelf-life fungus that resembles a mass of rotting flesh. It is surprisingly edible. Though it can be eaten raw, it tastes better roasted. A single sheet of ripplebark yields 1d4+6 pounds of food.

Trillimac

A trillimac is a mushroom that grows to a height of four to five feet, and has a broad gray-green cap and a light gray stalk. The cap's leathery surface can be cu and cleaned for use in making maps, hats, and scrolls (its surface takes on dyes and inks well). The stalk can be cleaned, soaked in water for an hour, then dried to make a palatable food akin to bread. Each trillimac stalk provides 1d6+4 pounds of food.

Waterorb

A waterorb is a bulbous fungus that grows in shallow water. A mature waterorb can be squeezed like a sponge, yielding a gallon of drinkable water and a pound of edible (if chewy and somewhat tasteless) food.

Zurkhwood

Zurkhwood is a massive mushroom that can reach a height of thirty to forty feet. Its large grain-like spores are edible and nutritionally equivalent to 1d4+4 pounds of food, but zurkhwood is more important for its hard and woody stalks. Zurkhwood is one of the few sources of timber in the Underdark, used to make furniture, containers, bridges, and rafts, among other things. Skilled crafters can use stains, sanding, and polishing to bring out different patterns in zurkhwood.

Exotic Fungi

The fungi species described in this section have strange properties but no nutritional value.

Nightlight

A nightlight is a tall and tube-shaped bioluminescent mushroom that grows to a height of 1d6+4 feet and emits bright light in a 15-food radius and dim light for an additional 15 feet.A nightlight that is uprooted or destroyed goes dark after 1 round. If a living nightlight is touched, either by a creature or an object, its light goes out until it is touched again.

Nilhogg's Nose

A Nilhogg's nose is a small mushroom that grants any creature that eats it advantage on Wisdom (Perception) checks based on smell for 1d4 hours. However, the creature suffers disadvantage on saving throws against effects based on smell for the same amount of time.

Ormu

A bioluminescent green moss that grows in warm and damp areas, ormu is particularly common near steam tunnels and vents. It sheds dim light in a 5-foot radius, and can be harvested, dried, and made into a phosphorescent powder or pigment.

Timmask

Also know as "the devil's mushroom," a timmask is a two-foot-tall toadstool with orange and red stripes across its beige cap. Uprooting or destroying a timmask causes it to expel a 15-foot-radius cloud of poisonous spores. Creatures in the area must succeed at a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, the creature is under the effect of a confusion spell with a duration of 1 minute. When the spell effect ends, the poisoned condition also ends.

Tongue of Madness

Tongue of madness is an edible fungus that looks somewhat like a large human tongue. A creature that eats a tongue of madness must succeed on a DC 12 Constitution saving throw or compulsively speak aloud its every thought for the next hour. The effect can be ended with a lesser restoration spell or similar magic.

Torchstalk

A one- to two-foot tall mushroom with a combustible cap, a single torchstalk burns for 24 hours once lit. There is a 1-in-6 chance that a torchstalk explodes when lit, bursting into a cloud of fiery spores. Creatures within 10 feet of an exploding torchstalk take 3 (1d6) fire damage.

Appendix A: Ingredient Biomes

Herbalism Terrain Tables

C - Common Ingredients *                         G - Grassland Ingredients

d12 Loot Additional Rule(s)
1 Mandrake Root
2 Mandrake Root
3 Quicksilver Lichen
4 Quicksilver Lichen
5 Wild Sageroot
6 Bloodgrass
7 Wild Sageroot
8 Wyrmtongue Petals
9 Wyrmtongue Petals
10 Milkweed Seeds
11 Milkweed Seeds
12 Bittergreen Re-roll if not tracking provisions
2d6 Loot Additional Rule(s)
2 Harrada Leaf
3 Drakus Flower
4 Lavender Sprig Find 2x the rolled amount
5 Arrow Root
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Scillia Beans Find 2x the rolled amount
10 Cactus Juice
11 Tail Leaf
12 Hyancinth Nectar

H - Hill Ingredients                                    F - Forest Ingredients

2d6 Loot Additional Rule(s)
2 Devil’s Bloodleaf
3 Nightshade Berries
4 Tail Leaf Find 2x the rolled amount
5 Lavender Sprig
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Ironwood Heart
10 Gengko Brush
11 Rock Vine Find 2x the rolled amount
12 Harrada Leaf  
2d6 Loot Additional Rule(s)
2 Harrada Leaf
3 Nightshade Berries
4 Emetic Wax
5 Verdant Nettle
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Arrow Root
10 Ironwood Heart
11 Blue Toadshade
12 Wisp Stalks Night: Find 2x, Day: Re-roll

D - Desert Ingredients                               W - Water / Coastal Ingredients

2d6 Loot Additional Rule(s)
2 Cosmos Glond
3 Arrow Root
4 Dried Ephedra
5 Cactus Juice Find 2x the rolled amount
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Drakus Flower
10 Scillia Beans
11 Spineflower Berries
12 Voidroot Come with 1 Elemental Water
2d6 Loot Additional Rule(s)
2 Hydrathistle Find 1-2x the rolled amount
3 Amanita Cap Coastal Only
4 Hyancinth Nectar
5 Chromus Slime Find 1-2x the rolled amount
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Lavender Sprig Coastal Only
10 Blue Toadshade Coastal Only
11 Wrackwort Bulbs
12 Cosmos Glond Find 1-2x the rolled amount

M - Mountain Ingredients                         S - Swamp Ingredients

2d6 Loot Additional Rule(s)
2 Basilisk’s Breath
3 Frozen Seedlings Find 2x the rolled amount
4 Arctic Creeper Find 2x the rolled amount
5 Dried Ephedra
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Drakus Flower
10 Luminous Cap Dust Find 2x the rolled amount in Caves
11 Rock Vine
12 Primordial Balm  
d12 Loot Additional Rule(s)
1 Blood Tree Sap
2 Devil’s Bloodleaf
3 Spineflower Berries
4 Emetic Wax
5 Amanita Cap Find 2x the rolled amount
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Eyebright Find 3x the rolled amount
9 Blue Toadshade Find 2x the rolled amount
10 Wrackwort Bulb
11 Hydrathistle Find 2x the rolled amount in rain
12 Primordial Balm  

A - Arctic Ingredients                                U - Underdark Ingredients

2d6 Loot Additional Rule(s)
2 Silver Hibiscus
3 Mortflesh Powder
4 Ironwood Heart
5 Frozen Seedlings Find 2x the rolled amount
6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table
9 Arctic Creeper Find 2x the rolled amount
10 Fennel Silk
11 Fiend’s Ivy
12 Voidroot  
d12 Loot Additional Rule(s)
1 Blood Tree Sap
2 Primordial Balm Find 1-2x the rolled amount
3 Silver Hibiscus
4 Devil’s Bloodleaf
5 Chromus Slime
6 Mortflesh Powder Find 2x the rolled amount
7 Fennel Silk
8 Fiend’s Ivy
9 Gengko Brush
10 Luminous Cap Dust Find 2x the rolled amount
11 Radiant Synthseed
12 Wisp Stalks  

Special Ingredients

Some ingredients in the world do not follow by the standard laws of ecology, and tend to stray far from their normal paths.

Elemental Water: This magical water is the base ingredient for all concoctions that form extremely powerful effects. You need at least half a standard vial’s worth .5 fluid ounces of the liquid for it to produce an effective potion. If this water is not used as a base for an Enchantment potion, the potion becomes tainted and can make the user sick or hurt them.


Whenever the DM rolls a 2-4 or a 10-12 on any Terrain table in this appendix, the DM rolls d% and if they roll 75+, the ingredient becomes Elemental Water instead of the ingredient that was listed.


Velox Berry: This highly sought after berry has a very unique attribute at its core. While it is not edible for most beings, it does provide a fiery spark when crushed or broken apart.

This can be quite useful for anyone traveling in harsh environments, as the spark can be used on flammable objects to create a fire that can burn far longer and far warmer than natural fires.
Velox Berries can only be found on the eight layer of the Nine Hells, Cania, where many use its powers to stave off the impossible cold. When mixed together by someone experienced with the berries they can be made into a Velox Potion. This potion can stabilize body temperature even against the inhumane cold of the realm Cania.

Crimson Red: Native to the Elemental Plane of Fire, Crimson Red are the name of the leaves that grow on the impossible vegetation that thrives in the heat. The trees of magma that it grows off of are hot enough to melt the skin off of a human in seconds, but the leaves themselves are cool to the touch.

Changelog

  • 0.1 - Transfered the ingredient tables from Dalagrath's Herbalism & Alchemy Tools

  • 0.2 - Added Blood Tree Sap to rare poison ingredients, added Eyebright to rare potion ingredients.

  • 0.3 - Bloodgrass is now an enchantment ingredient, added Bittergreen to replace Bloodgrass's old effect, ingredient biomes, added Eyebright to the Swamp biome table.

  • 0.4 - Ingredient descriptions transfered over.

 

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