Yarrow
Yarrow
Mundane; material
Region: Country Shire, Open Roads, Rolling Grasslands (open fields, sunny clearings)
The soft, fern-like foliage of this plant has natural coagulant properties. Adventurers who succeed on a DC 12 herbalist’s kit check may create a yarrow poultice, which functions similarly to a bandage.
Yarrow Poultice (10 gp). This pale green poultice helps stem bleeding in a pinch. You may use an action to apply this poultice to a wound on yourself or another creature to end ongoing slashing damage. Unlike other improvised bandages, this does not incur the risk of contracting a disease.
Wisteria
Wisteria
Mundane; boon
Region: Tangled Forest, Urban Township (forests near rivers or wetlands)
This large, fragrant flowering vine can be found both in the wilderness and in city centers, usually either climbing up trees or the walls of wealthy estates. Wisteria is more than just beautiful however, and its flexible vines are incredibly tough and sturdy. Creatures size Medium and smaller who utilize wisteria vines to climb up a vertical surface gain an expertise die to their Athletics check.
Puffball Mushroom
Puffball Mushroom
Magical; material
Region: Feywood, Unrelenting Marsh, Tangled Forest (caves, dense forests)
These globe-like mushrooms appear as Small- to Medium-sized white orbs that grow up from the ground. A DC 13 Survival check reveals that they are edible, but only when they are Small. Adventurers who successfully discern this information can harvest 2 Supply from such mushrooms. Medium mushrooms emit spores if a creature attempts to harvest it. Regardless of size, puffballs will emit a dense cloud of spores when kicked or otherwise disturbed. An adventurer may use an action to kick a puffball or otherwise hit it with a ranged attack or spell attack, triggering its spore cloud in a 10-foot radius (or a 15-foot radius if the puffball is size Medium). The spore cloud lasts for 1 minute unless cleared by gust or a similar spell. Creatures within the spore cloud gain the benefits of half cover for the duration.
Pepperberries
Pepperberries
Mundane; material
Region: Frozen Wastes, Lofty Mountains, (cold climates, craggy ground, taigas)
These small plants produce brilliant red berries that curiously resemble chili peppers. A DC 15 Nature or Survival check reveals that consuming these fruits produces a warming effect in the body that can help stave off the effects of freezing temperatures. Each pepperberry bush typically has 2d4 berries growing on it at a time.
Pepperberry (5 gp). Eating this pungent berry warms you from the inside out, and after consuming it you gain an expertise die on saving throws against the effects of extreme cold for the next hour.
Lady's Favor
Lady's Favor
Magical; material
Region: Feywood, Tangled Forest (woodland clearings, sites of fey magic)
The delicate, white blooms of this flower are said to have an intoxicating scent that is said to charm even the most hardened of hearts. Though it grows wild in dense forest thickets, lady’s favor is also popular in urban cultivation and can be found in greenhouses, where it is secretly purchased by courtiers to increase their favor at court.
Lady’s Favor Flower (50 gp). While wearing this flower on your outer garments as a lapel or similar decoration, you gain an expertise die on Persuasion checks against creatures within 5 feet. Once a creature has been affected by the flower, this bonus does not apply to Persuasion checks against it again until it has been out of range of the scent for 1 hour.
Once plucked, a lady’s favor flower retains its enchanting scent for 1d4 hours
Lantern Flower
Lantern Flower
Magical; boon
Region: Feywood, Tangled Forest (woodland clearings, dense forest)
The translucent, bulbous orange flowers of these flowers hang from slender stems. Jewel-like in appearance during the day, lantern flowers spend most of their time absorbing sunlight. At night, their flowers give off a faint glow, producing an area of dim light in a 15-foot radius around them. Lantern flowers can’t be picked and retain this glowing ability. However, they tend to grow in fairly large areas. Creatures who complete a long rest in the light of a thicket of lantern flowers receive an expertise die on Perception checks to spot danger.
Gloweed
Gloweed
Mundane; material
Region: Dungeons, Underland Realm (caves, dungeons, underlands)
Gloweed is a bioluminescent vine that is easily spotted by the faint bluish glow that it emits. Adventurers who succeed at a DC 13 Nature check recall that gloweed maintains its faint glow for a time after being harvested. Players who harvest the gloweed gain a light source that can be carried or attached to weapons or staves that lasts for 1 hour and casts dim light in a 10-foot radius.
Frostbud
Frostbud
Magical; material
Region: Frozen Wastes, Lofty Mountains (freezing or near-freezing climates)
This shrub produces flowers that resemble ice-blue roses that are seemingly frozen in time. Adventurers who succeed on a DC 16 Nature check learn that frostbuds are, in fact, flowers that are frozen solid, and that when they are thrown against a hard surface they shatter. However, they cannot survive outside of freezing or near-freezing temperatures, and will melt if removed from their natural habitat. A DC 16 Survival
or herbalism kit check allows an adventurer to harvest 1d4 frostbuds from one plant. These buds can be used as a thrown improvised weapon (range 20/60). When thrown against the ground or a solid surface such as a wall, the buds explode, dealing 1d6 piercing damage in a 5-foot radius centered on the area of impact.
Elysian Sunflower
Elysian Sunflower
Magical; boon
Region: Lofty Mountains (the Upper Planes, holy sites blessed by the forces of good)
These towering sunflowers can reach heights of 8 feet or more. Their silvery-blue petals are slightly translucent, and seem to shimmer when exposed to light. Legend has it that these sunflowers only grow in areas on the Material Plane where powerful angels like devas have tread. A successful DC 15 Religion or Nature or Religion check indicates that they exude an aura of peace and calm. Their natural pollinators are
celestial moths
(found in Gatepass Gazette Issue #18).
When short-resting beneath these sunflowers, adventurers regain the maximum number of hit points when they roll hit dice.
Death Cap Mushroom
Death Cap Mushroom
Mundane; material
Region: Dungeons, Feywood, Haunted Lands, Underland Realm (caves, old-growth forests, sites of necromantic magic)
To the uneducated, death cap mushrooms have a disconcerting resemblance to high-end culinary mushrooms, such as morels. Those who succeed on a DC 17 Nature or Survival check can discern the subtle differences between the two and identify these as unsafe to eat. Not everyone is so knowledgeable, however, and death caps can be used as a deadly poison on an unsuspecting victim, detailed below.
Death Cap
Rare, ingested, onset (30 minutes), Cost: 1,200 gold
Resembling a delicious morel mushroom, death cap mushrooms can be mixed into food by accident by those believing they have come across a culinary delicacy or purposefully by those with malicious intent. Creatures who ingest food laced with death cap mushrooms must make a DC 15 Constitution saving throw, taking 33 (5d6) poison damage on a failure or half as much damage on a success.