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medicinals

Medicinals

Not everyone has access to magical healing. The following herbal remedies and potions may be commonly available from stitchers, apothecaries and herbalists, at the DM’s discretion.

Drinking or administering a potion or remedy takes a bonus action.

Advantage granted by the use of medicine can only be gained from that type of medicine once between long rests.

Adderwort Root 10$

Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an Advantage on Constitution saving throws for 1 hour.
Source: Level Up Adventurers Guide

Angelus Root 100$ ½ lb.

This stark white root which comes from the brilliant white angelus flower. Ground and made into a poultice that is worn for a long rest functions as Lesser Restoration.
Source: Level Up Trials and Treasures

Antitoxin 75$ -

Potion, common
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Source: https://www.dndbeyond.com/sources/dnd/free-rules/equipment#Antitoxin

Ash Bark Tea 20$

Specially treated dry tea that can be used to treat diseases, granting a Advantage to saving throws against disease for a day. Source: https://archadestower.blogspot.com/2026/09/gazetteer-aquerrian-herbs-and-alchemy.html

Boomshroom 25$ -

As an action, you can throw this mushroom at a point within 30 feet, where it roots itself. The first Small or larger creature that moves or takes an action within 10 feet of the boomshroom causes it to activate. It releases a puff of powder that ignites; each creature within 10 feet of the boomshroom must make a DC 11 Dexterity saving throw taking 7 (2d6) fire damage on a failure or half as much damage on a success.
Source: Loot Tavern's Legendary Ledger

Dried Yewclaw Bark 5$

Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain Advantage on Intelligence saving throws for 1 hour.
Source: Level Up Adventurers Guide

Comfrey Root Powder 25$

When drunk as an infusion, it grants an 1d8 Temporary HP. You can only gain these benefits once per long rest. Source: https://archadestower.blogspot.com/2026/09/gazetteer-aquerrian-herbs-and-alchemy.html

Fey Pepper 10$ -

This rare plant only grows near paths to the Feywild. 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 Feywild.
Source: https://www.patreon.com/posts/zeitgeist-path-2-8283869

Fairy Cap 5$

Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain Advantage on Charisma saving throws for 1 hour.
Source: Level Up Adventurers Guide

Fireroot 25$ -

It takes an hour to crush and prepare one of these warm, red roots, but when ingested they provide immunity to the effects of cold weather until the creature has taken a long rest.
Source: Level Up Trials and Treasures

Healer’s Kit 5$ 3 lb.

This leather pouch contains medical implements used to patch up wounds. A Healer’s Kit has ten uses. As an Action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.

Ironwood Acorn 5$

This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain Advantage on Strength saving throws for 1 hour.
Source: Level Up Adventurers Guide

Jar of Leeches (5 uses) 25$

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).

Alternatively, when you take the attack action, you can throw the jar as an attack up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the jar as an improvised weapon. On a hit, if the target is a Large or smaller creature it takes 1d4 ongoing damage. A creature can end this damage by using its action to remove the leeches.
Source: Level Up Adventurers Guide

Kingstalks 1$

Kingstalks are subterranean mushrooms that grow up to 8' to 10' tall, with stems, more like trunks up to 3 feet thick. They have a green-gray tinge to them and are common to the Underdark cave complexes.

Kingstalk Bread can be made from the spores and fins under the cap, ground into flour and then baked. This bread has a greenish tint and a sweet taste, and will not rot or go bad – however, it must be kept dry, if it gets wet it will dissolve into a slurry. These can be used as iron rations, and cost 1$ for a day's worth of Supply.

The trunks of Kingstalks can be cut and planed, and then dried over two months to harden into a form of lumber that is comparable to other softwood trees. It can be used in construction of furniture, although abuse or exposure to the elements will cause it to deteriorate. The halflings of the Undercrofts often carve lutes or flutes from Kingstalk wood and instruments produce a rich sound.
Source: https://archadestower.blogspot.com/2024/06/aquerria-gazetteer-kingstalks.html

Laudanum 35$ -

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 Effects. Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest.
Source: Level Up Adventurers Guide

Lumashroom 15$ -

This mushroom glows with an eerie green-hued light. It sheds dim light for 20 feet for 1 hour, after which it withers and dies. If eaten as a bonus action, it grants darkvision out to 30 feet for 1 hour. If you already have darkvision, it increases the range of your darkvision by 30 feet for 1 hour.
Source: Loot Tavern's Legendary Ledger

Lavender Paste (3 uses) 10$ ½ lb.

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 insect-based hazards in swampy terrain. In addition, the creature gains benefits equivalent to mosquito netting for the next 24 hours.
Source: Level Up Adventurers Guide

Magewrist Flower 100$ -

When a creature uses a bonus action to inhale the flower’s magical pollen, the next spell it casts within 1 minute increases in range by one step (from self to touch, touch to 30 ft., and so on). The spell must have a casting time of 1 action.
Source: Level Up Trials and Treasures

Medicinal Salve (3 uses) 75$ 1 lb.

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. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest.
Source: Level Up Adventurers Guide

Mifron Bean 1$ -

The mifron tree, a short tree that grows in warm, dry climates, produces a fruit much like a cherry. The pit of this cherry looks like a bean, although it is actually a seed. When the Mifron Bean is crushed into a powder, combined with cinnamon, and brewed into a tea, consuming the tea as an action will help keep you awake. After drinking the Mifron Bean tea, for the next 5 hours, you gain Advantage on all checks made to avoid natural sleep. The Mifron Bean tea does not prevent magical sleep.
Source: http://farlandworld.com/flora.html#mifron

Moon Clover 45$ -

Woven into a wreath, when worn Undead cannot come within 10 feet of the wearer unless they succeed on a DC 14 Wisdom save.
Source: Level Up Trials and Treasures

Mycelium Stakes 15$

These stakes are just as effective at destroying vampires as those made of wood, but they have an additional benefit: when driven into the corpse of a creature, the mycelium in these stakes creates a fungal colony that slowly consumes the corpse, preventing it from returning as an undead. The fungus can consume the corpse of a newly dead creature in 1d6 days, but it works much faster on undead flesh, destroying such remains in a mere 1d4 hours.
Source: Level Up Dungeon Delver’s Guide

Nightshade Bloom 25$ -

Bittersweet nightshade is a small perennial vine. Its deep purple, five-petaled flowers point downward, with bright yellow stamens shooting out from the center. Flowering and fruiting can happen concurrently, offering a stunning display of vivid blooms and luscious bright red berry clusters. All parts of the plant are poisonous to people and livestock. Beware: Those showy, juicy-looking berries can be particularly tempting for children! The plant has become a stubbornly noxious weed that thrives in neglected spaces. It can be used to make basic poison or is used in necromantic rituals.
Source: https://www.bbg.org/article/weed_of_the_month_bittersweet_nightshade

Pressed Spiderbulb 10$

Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain Advantage on Dexterity saving throws for 1 hour.
Source: Level Up Adventurers Guide

Saffron Lilly 25$ -

A creature can use a bonus action to eat a saffron lilly and gain resistance to poison damage for one hour.
Source: Level Up Trials and Treasures

Snow Pepper

Snow peppers grow during the winter on snow-covered mountain sides.

“An older halfling woman smiles at you, and welcomes you to their fire. She ladles a snow pepper stew out of the cast iron pot into a wooden bowl and hands it to you. It's a thick vegetarian stew. Mostly thickened with gruel, and few vegetables, but the snow peppers sing through, bringing a subtle, but slowly increasing heat, that seems to cool your mouth as you breathe in.”

Suppressive Herbs 10$

These bitter but calming herbs must be chewed for a minute to take effect. Afterwards, they suppress the effects of a single short-term Mental Stress Effect for 2 hours.
Source: Level Up GPG Annual 2023

Surgeon’s Kit 50$ 3 lb.

Whenever you treat an injured ally during a short or long rest, you may make a DC 10 Wisdom (Medicine) check. If you succeed, the first hit die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first hit die is wasted and restores no hit points. At the DM’s discretion, this item might also aid the treatment of long-term afflictions.
Source: Zeitgeist Player’s Guide

Stone of Resolve 50$ -

This brittle, cloudy orange crystal is found only in the deepest mines, but it is widely coveted for its mind-stabilizing properties. A creature can use an action to crush the crystal and inhale the dust, gaining Advantage on Saving Throws against Fear for 1 minute.
Source: Level Up Dungeon Delver’s Guide

Sycamore Petal Poultice 10$

Consumption of these pulped petals heightens your senses, and after you eat it you gain Advantage on Wisdom saving throws for 1 hour.
Source: Level Up Adventurers Guide

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