Common Fungi and Herbs

Those widely known for their practical or magical properties.

Duration. All persistent effects last 1 hour (six turns) unless otherwise noted.

Foraging. Once per day while traveling. Check may be rolled at advantage if party foregoes movement. DC 10 Survival for random herb (d100). DC 15/20/25 for specific herb (see table). 1d6 rations or 1d4 plants are foraged on success. Amount is +2 in fall, -2 in winter (minimum of 1).

Psychedelics. The potency of psychedelic fungi decreases with overuse. If used multiple times, a DC 5 Luck roll is required or the item has no effect. This number increases by 5 with each use and decreases by 5 each long rest.

Value. All herbs have a value in gold pieces. Merchants will normally sell at this price and buy at half.

Note: Smaller screens do not show values or rolling information. Consult print or a larger device if needed.

# Fungus / Herb Value (gp) Species Roll (d100) DC Summary of Effect
1 Arrowhame 10 Plant 01-02 25 CON Save proficiency
2 Blood Canker 5 Fungus 03-07 20 Heals 2d4 hp; DC 12 CON save or Poisoned
3 Bosun’s Balm 5 Plant 08-12 20 +5 to Stealth checks
4 Fenob 4 Plant 13-22 15 Aid after a long rest
5 Gillywort 5 Plant 23-27 20 Detect Poison and Disease on up to 1 gallon of liquid
6 Grue’s Ear 20 Fungus 28-37 15 Psychedelic; Advantage on Initiative rolls when consumed
7 Hogscap 13 Fungus 38-39 25 Psychedelic; Detect Magic
8 Lankswith 2 Plant 40-49 15 Removes Poisoned condition
9 Lilywhite 3 Plant 50-54 20 Sleep (DC 13) when ingested
10 Marshwick 20 Plant 55-59 20 DEX Save proficiency
11 Moonhaw 10 Plant 60-61 25 Grants or increases Darkvision by 30 ft
12 Ofteritch 15 Plant 62-66 20 Casts Purify Food and Drink on one ration or meal
13 Sallow Parsley 8 Plant 67-71 20 Psychedelic; Gain 2 hit dice during a short rest
14 Smottlebread 3 Fungus 72-76 20 Psychedelic; WIS Save proficiency
15 Spirithame 8 Plant 77-81 20 Heals 2d8 hp
16 Tom-a-Merry 15 Fungus 82-83 25 Psychedelic; See Invisibility
17 Wallowmost 15 Plant 84-85 25 Resistance to Poison damage
18 Wayfarrow 10 Plant 86-93 15 Psychedelic; Removes one level of Exhaustion
19 Witch’s Oyster 5 Fungus 94-95 25 Psychedelic; Augury
20 Wolfsbane 3 Plant 96-100 20 Shapeshifters have Disadvantage on attacks
  1. Arrowhame: Tiny, dried leaves of a climbing plant. Grants CON Save proficiency when rehydrated and consumed for 1 hour.

  2. Blood Canker: Rust-red dried residue of a slime-mould prevalent in Mulchgrove. Heals 2d4 hp when mixed in liquid and drunk; DC 12 CON save or Poisoned for 1 hour. When mixed with water, drink keeps for long periods. Shake before drinking.

  3. Bosun’s Balm: Roots dredged up from a rare river weed. Grants +5 to Stealth checks when eaten for 1 hour.

  4. Fenob: The root-bulbs of a forest flower. Grants Aid for 24 hours when placed under the tongue before bed.

  5. Gillywort: A finely ground, white powder derived from the leaves of a creeper that favours dank cave-mouths. Casts Detect Poison and Disease on up to 1 gallon of liquid when added. Liquid turns a shocking purple if test is positive.

  6. Grue’s Ear: Rubbery, pink ear fungus. Grants Advantage on Initiative rolls when consumed for 1 hour. Psychedelic.

  7. Hogscap: Mottled, fist-sized puffballs, harvested in their plump, immature stage. Grants Detect Magic when consumed for 1 hour. Psychedelic.

  8. Lankswith: Powdered root of a floating pond weed. Removes the Poisoned condition when taken with a heated fluid.

  9. Lilywhite: Carefully dried and folded petals of a marsh lily. Casts Sleep (DC 13) when smoked or ingested.

  10. Marshwick: The seeds of a scarce and unremarkable marsh flower, ground into a blue powder. Grants DEX Save proficiency when mixed in liquid and drunk for 1 hour.

  1. Moonhaw: Pale white berries of a thorny bush, only harvested at night under the light of the moon. Grants or increases Darkvision by 30 ft when chewed for 1 hour.

  2. Ofteritch: A black liquid fermented from the young roots of the lantern elm. Casts Purify Food and Drink when added to one ration or meal.

  3. Sallow Parsley: Silvery-leafed young shoots of a rare fern, which look uncannily like the culinary herb parsley. Grants 2 additional hit dice during a short rest when drunk as infusion. Psychedelic.

  4. Smottlebread: Spongy, green, bread-like hunks of giant mushroom flesh. Grants WIS Save proficiency when consumed for 1 hour. Psychedelic.

  5. Spirithame: Delicate, curled leaves of a rare moss. Heals 2d8 hp when crushed and applied to wounds. Can only be used once per day.

  6. Tom-a-Merry: Tiny, cute mushrooms as tall as a baby’s finger, with pointy blue caps. Casts See Invisibility when consumed for 1 hour. Psychedelic.

  7. Wallowmost: Fluffy yellow buds of a spring plant that flowers in Mulchgrove. Grants resistance to Poison damage when chewed for 1 hour.

  8. Wayfarrow: Desiccated red berries of a thorny bush. Removes one level of Exhaustion when chewed. Psychedelic.

  9. Witch’s Oyster: Miniature, bright violet oyster mushrooms that grow in high tree branches. Casts Augury when boiled and drunk. Psychedelic.

  10. Wolfsbane: Long sprigs of purple flowers. Shapeshifters have Disadvantage on attacks against wearer when applied to skin or clothes for 1 hour.

Note: This content was originally sourced from Dolmenwood and ported / adapted for 5E.