 |
Elderbloom Fiddleheads |
Tightly curled fern shoots growing in the shadow of colossal trunks, faintly glowing with dew at dawn. |
1–2 |
DC 11 Survival (to identify edible ferns) |
NA |
 |
Heartwood Morels |
Honeycombed mushrooms sprouting along fallen, mossy logs that smell of damp earth and walnut. |
1–2 |
DC 12 Nature |
On a failed check, the party accidentally picks a batch of toxic false-morels instead; DC 13 Con save or 1d4 poison damage and poisoned for 1 hour. |
 |
Giant Oak Acorns |
Fist-sized acorns scattered beneath ancient oaks, their shells hard as small stones. |
3–4 |
DC 11 Survival |
NA |
 |
Moss-Honey Combs |
Wild bee nests tucked into hollow trunks, with combs dripping dark, resinous honey. |
2 |
DC 13 Survival or Animal Handling |
On a failed check, the bees swarm—each forager must make a DC 12 Con save or take 1d6 piercing damage and suffer disadvantage on Concentration checks for 1 hour. |
 |
Lanterncap Mushrooms |
Small, bell-shaped fungi that softly luminesce, lighting up the forest floor at night. |
1 |
DC 14 Arcana or Nature |
Their glow makes Stealth checks in darkness at disadvantage for 1 hour if carried openly; the light persists through bags, satchels, and other holding devices. |
 |
Rootnest Tubers |
Knobby tubers hidden deep in tangles of roots and stones, pale and starchy when cut open. |
2–3 |
DC 11 Survival |
Digging too aggressively risks disturbing burrowing creatures or insects; on a failed check, a startled creature appears (GM’s choice). |
 |
Crownberry Clusters |
Tight clusters of jewel-toned berries hanging from thin branches that arch like a crown. |
1–2 |
DC 12 Survival |
NA |
 |
Old-Man’s Beard Lichen |
Long strands of pale lichen hanging from branches, chewy and bitter unless prepared properly. |
1 |
DC 12 Survival |
If eaten unboiled, DC 11 Con save or become fatigued and thirsty (disadvantage on Con checks until next short rest). |
 |
Lizard Tail |
A crisp, herbaceous plant with a twisting stalk, often found near warm stones and sunlit logs. |
1 |
DC 10 Nature |
NA |
 |
Barkheart Grubs |
Fat, white grubs that burrow through the softer inner bark of living trees, tasting nutty when roasted. |
1–2 |
DC 11 Survival |
NA |
 |
Whisper Fruit |
Soft, pale fruit that hums faintly when held close to the ear, its juice cooling and sweet. |
1–2 |
DC 13 Arcana or Nature |
If eaten right before sleep, DC 13 Wis save or the eater suffers disquieting, voice-filled dreams and gains no benefit from that night’s long rest. |
 |
King’s-Coin Puffballs |
Round puffball mushrooms, mottled with golden spots, that resemble old coins when sliced. |
1 |
DC 11 Nature |
NA |
 |
Elder Sap Resin |
Thick, amber-colored sap that beads on the bark of ancient trees, hardening into chewable resin. |
— |
DC 10 Survival |
Sap is extremely sticky; on a failed check, a pouch or key piece of equipment is gummed shut and unusable until cleaned (taking 10 minutes). |
 |
Silverfern Fronds |
Delicate ferns with shimmering undersides that catch even the faintest light. |
1 |
DC 10 Nature |
NA |
 |
Burrowing Shrew |
Tiny insect-eating mammals that tunnel through the forest floor; lean but edible if cooked. |
1 |
DC 13 Survival |
If a 1 is rolled, the player is over come by cuteness and loves the little furry guy. They instead end up keeping it as a pet. |
 |
Ghostdew Vines |
Pale, creeping vines that gather glowing droplets along their length just before dawn. |
1 |
DC 14 Arcana or Nature |
If too much dew is consumed at once, DC 13 Wis save or the drinker hears faint whispers for 1 hour (advantage on Insight but disadvantage on Investigation for 1 hour). |
 |
Trunk Bird Eggs |
Speckled eggs laid in narrow trunk hollows, rich and filling when cooked. |
2–3 |
DC 13 Survival or Animal Handling |
NA |
 |
Heartroot Truffles |
Dense, fragrant truffles that grow near the roots of the oldest trees, prized by nobles and druids alike. |
2–3 |
DC 16 Survival or Nature |
The scent draws nearby animals; GM may introduce curious or territorial creatures within the next in-game hour. |
 |
Crown-of-Thorns Bramblefruit |
A vicious tangle of thorns guarding small, richly flavored berries that stain fingers deep red. |
1 |
DC 13 Survival |
On a failed check, each forager takes 1d4 piercing damage and must make a DC 11 Con save or suffer a mild infection (max HP reduced by 2 until next long rest). |
 |
Elderheart Seedpods |
Rare, golden-brown pods found only near the oldest standing trees, humming faintly when shaken. |
1 |
DC 15 Nature or Religion |
NA |