Adderwort Roots
Adderwort Roots
Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Constitution saving throws for 1 hour.
Antitoxin
Antitoxin
Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.
Bandage
Bandage
These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease.
Dried Yewclaw Bark
Dried Yewclaw Bark
Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain an expertise die on Intelligence saving throws for 1 hour.
Fairy Cap
Fairy Cap
Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain an expertise die on Charisma saving throws for 1 hour.
Fey pepper, week's supply
Fey pepper, week's supply
This rare plant only grows near paths to the Dreaming, and after the fall of the Elfaivaran empire five hundred years ago it became a black market item in most of Lanjyr. When chewed or smoked, the pepper makes the user giddy and upbeat. With a sufficient dosage, the user begins to hallucinate, though many claim these visions are actually glimpses into the Dreaming.
Fortifying tea
Fortifying tea
Made from tea trees high in the mountains of the Ka-Teni, this hot drink allows humanoid creatures that consume it to ignore one level of fatigue for up to four hours. Making the tea also consumes 1 Supply, but will results in 8 doses of tea and may be stored to drink cold for up to a week.
Geistblock (5 uses)
Geistblock (5 uses)
This pungent salve smells like a mixture of citrus and clove, but it is made from local plants that have developed resistance to the spectral swarms.
Healer’s Satchel
Healer’s Satchel
This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check.
Ironwood Acorn
Ironwood Acorn
This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain an expertise die on Strength saving throws for 1 hour.
Jar of Leeches
Jar of Leeches
This jar contains bloodthirsty medicinal worms useful for curing many maladies. You can expend one use of this jar during a short rest to administer leeches to yourself or a willing creature. A creature who has leeches administered to them cannot regain hit points during this short rest due to blood loss, but it may repeat a saving throw to remove the poisoned condition or a blood-borne disease (DC equal to the original effect).
Laudanum
Laudanum
This mixture of ambergris, saffron, and other rare ingredients can calm the nerves and ease mental pain. When you drink the bitter reddish-brown concoction in this vial you recover a level of strife. Roll 1d10. On a 1, you gain a short-term mental stress effect. Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest.
Lavender Paste
Lavender Paste
Mixing lavender petals with herbs creates a natural insect repellent. You can use an action to apply the paste to yourself or a willing creature, granting immunity to insectbased hazards in swampy terrain.
Leaf of Nicodemus, week's supply
Leaf of Nicodemus, week's supply
Monks cultivate this herb, which grows best on the islands of the Yerasol Archipelago. When crumbled, rolled, and smoked as a cigarette, the monk’s leaf soothes nerves and sharpens perception slightly. It can be addictive if used extensively, but has no social stigma, unlike fey pepper.
Medicinal Salve
Medicinal Salve
Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest. A creature treated with medicinal salve rolls a bonus hit die and adds the result to the total number of hit points regained during the short rest. When used with a bandage, the bonus hit die from a medicinal salve restores the maximum amount of hit points. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest.
Nixie dust
Nixie dust
When lightly sprinkled, pixie dust has been known to cause a creature or object to levitate or even fly for a limited time. Nixie dust on the other hand has quite different properties which are made evident when the substance is inhaled in concentrated quantities.
Psychedelic Heights. When you inhale one dose of this dust, for the next minute you experience a fantastical euphoria and are hasted (as the haste spell with no concentration required).
Packpipe petals
Packpipe petals
Plucked from rare flowers that bloom only during the winter solstice, these petals are shredded and preserved by magical means. When the prepared petals are blended with pipeleaf and smoked, imbibers experience feelings of joy, warmth, and relaxation second only to the insatiable hunger that follows.
Pressed Spiderbulb
Pressed Spiderbulb
Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain an expertise die on Dexterity saving throws for 1 hour.
Shroomheads
Shroomheads
A deep purple when found growing in the wild (and quite poisonous if eaten fresh), these fantastical fungi turn dark brown when dehydrated and properly prepared for consumption. Often baked into sweet desserts and served at elegant soirées of the archfey nobles, shroomheads enhance sensory perception and emotional awareness to unnatural levels.
Sycamore Petal Poultice
Sycamore Petal Poultice
Consumption of these pulped petals heightens your senses, and after you eat it you gain an expertise die on Wisdom saving throws for 1 hour.