Gathering & Cooking

Gathering · Harvesting · Wilderness Provisions · Cooking & Baking — the full pipeline from the wild to the table.

The Wilderness & Kitchen Pipeline

This journal covers everything from finding food in the wild to putting a hot, buff-granting meal (or a stiff drink) in front of the party. The chain runs: Gather / Harvest / Hunt / Forage / Fish → raw ingredients → Cook / Bake / Process → finished food & drink → Eat (Satiation + Meal Buffs) or Drink. Refining raw materials into crafting components, and turning spoiled food into alchemical/narcotic bases, live in the Crafting Plus journal.

Where the activities live

  • Wilderness scene menu — Gathering, Harvesting, Hunting, Foraging, Fishing, Gather Wood/Sand/Rocks, and the GM's Freeze/Preserve tools are scene-control buttons used out in the world.
  • Cooking sheet tab — Cook, Bake, Food Processing, Drying/Smoking, and Eating are run from your character sheet.

Shared rules

Identifying a spot first

Before you gather or hunt you identify what's available with a check (Nature for plants, the creature-ID search for game). The result reveals everything in the area up to a rarity tier:

Check totalReveals up to
10Common
15Uncommon
20Rare
25Very Rare
30Legendary

Searching takes 15 minutes in open terrain (plains, beach, light forest) or 30 minutes in difficult terrain (dense forest, swamp, hills); spending the extra time grants +3 to the check.

The spoilage clock

Most fresh food and raw meat spoils over a clock of exposed (un-preserved) in-game time — see the Preserving page. Shelf-stable goods (sugars, dried spices, nuts, grain, baked goods) never rot.

The Trade Space

Wilderness yields and cooked dishes deposit to the shared party Trade Space, so anyone can pick them up to cook or carry.

Cat's Tongue

A Vial containing a Pod of Cat's Tongue.

This mid-sized herbaceous plant has bundles of small, 5 bladed, purple/white flowers that quickly turn and ripen into fig sized pods. The pods have a slightly toxic outer shell revealing an inner fruit that has a tard taste and great nutritional properties.

Charcoal

A Vial containing some Charcoal.

Dreamlily (Ingested)

A Vial containing the flower of a Dreamlily.

A white, slightly silvery 5 pointed flower with an intoxicating smell. It can be soaked in warm water to create a psychoactive liquid that smells and tastes like your favorite beverage. A creature that ingests one such beverage is under the effects of dreamlily and is Poisoned for 1 hour. While Poisoned in this way, the creature is immune to Fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Everfrost Berry

A Vial containing an Everfrost Berry.

A babyblue, heartshaped berry the size of a blueberry known for their purifying properties. The plants these berries grow on are wholly immune to any frost damage, and are known for their abundance of fruit during harsh winters.

Gillyweed

A Vial containing the leaves of the Gillyweed kelp.

This emerald green kelp is found underwater and is always covered in tiny air bubbles, which makes it easy to spot by a trained herbalist.

Morning Dew

A Vial containing the leaf of the Morning Dew plant.

This plant grows into either a large shrub or small tree and seems to reproduce via root systems since it has no flowers of any kind. The long, narrow leaves of this plant are used in teas and medicine.

Red Amanita Mushroom

A Vial containing a stalk of Red Amanita Mushroom.

This red-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist.

Acid Dew

A Vial containing the flower of an Acid Dew.

Like its more famous family, Honeydews, Acid Dew is a carnivorous plant, but with a stronger sting. It’s droplets dissolve its prey with a sticky acid instead of enzymes in syrup. Touching the flowers without protection forces the target to roll a DC 13 Dexterity saving throw. On a failed save, the target takes 1d6 poison damage. Surprisingly, the acid has great curative characteristics once diluted sufficiently, aiding in the closing of wounds.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Bane Berry

A Vial containing a cluster of Bane Berries.

These trees form clusters of small, densely packed, red and white berries without ever flowering. Though they taste delicious, they are toxic and even deadly to children. Due to these trees growing well at the edges of cities, these trees kill dozens of children each year. It’s thought that they are a creation of Cyric, Beshaba or Loviatar.

Bloodroot

A Vial containing a strand of Bloodroot.

On first glance, these roots look a lot like purple carrots, but upon being cut or broke ooze a bloodred liquid. If processed properly, this can be used as a long lasting dye or even food colouring. However, improper preparation can instead result in skin irritation or food poisoning.

Fire Peas

A Vial containing a pod of Fire Peas

Though the pale blue flowers of this plant may suggest otherwise, the pea pods of this low shrub are scorchingly spicy and a sought after spice in certain areas of the world.

Flame Lily

A Vial containing the flower of a Flame Lily.

Named after its red and orange, 7-leafed flowers whose petals point skywards as opposed to the downwards facing stems, resembling a flame. When used carefully, these flowers can be used for curative concoctions, but high doses are deadly.

Frost Lichen

A Vial containing a scraping of Frist Lichen.

An eyeblindingly white lichen that grows on rocks in regions of year round freezing temperatures.

Lightning Moss

A Vial containing a clump of Lightning Moss.

This light blue moss grows only where lightning has struck and gives off a faint static electric shock when touched. If rubbed on the bottom of a creature's feet or pair of shoes, the creature's speed increases by 5 feet for 1 hour. However, rubbing the moss on the bottom of a creature's feet or pair of shoes renders the Moss inert and unusable.

Mandrake Root (Ingested)

This twisted pale root resembles a gnarled humanoid infant. It inflicts the Poisoned condition for 1 hour when ingested.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Mindflayer Stinkhorn (Ingested)

A Vial containing a Stalk of Mindflayer Stinkhorn.

This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a DC 10 Constitution saving throw. On a success, the creature can cast Detect Thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage.

Muroosa Twigs

A Vial containing a Muroosa Twig.

Growing in arid areas in Savannahs and deserts, this bush seems to be utterly unaffected by heat and the sun no matter the intensity.

Nightshade (Ingested)

A Vial containing the flower of a Nightshade bush.

An inky black flower with purple stalk.

If ingested, 1d4 hours later, make a DC 15 Constitution Saving Throw. It deals 1d4 poison damage immediately when ingested and, on a failed Constitution saving throw, inflicts the Poisoned condition for 2d4 hours.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Olisuba Leaf

A Vial containing an Olisuba Leaf.

These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your Exhaustion level is reduced by 2 instead of 1 at the end of that long rest.

(Needs 3-6 hours of drying)

Singing Nettle (Contact)

A Vial containing a Singing Nettle leaf.

This vine has sharp, stinging hairs covering it. A creature who touches these hairs without gloves or protection must make a DC 15 Wisdom saving throw or be overwhelmed by the urge to bellow a full song at the top of their lungs.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Sourgrass

A Vial containing a clump of Sourgrass.

This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful DC 10 Constitution saving throw or become overwhelmed with nausea and inflicted with the Poisoned condition for 1 minute.

Theki Root (Ingested)

A Vial containing a Theki Root.

This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Willowshade Fruit

A Vial containing a Willowshade Fruit pepper.

A pepper shaped fruit with great digestive aiding properties.

Angel's Trumpet (Inhaled)

A Vial containing the flower of an Angel's Trumpet.

Its name is based on the shape and beauty of the flower: the purest of white and trumpet shaped with yellow stems. However, it is a dangerous plant. Inhaling the scent directly from the flower forces a DC 13 Wisdom saving throw. A failed save leaves the target Confused for 1 minute. During this period, the target cannot move, take actions or reactions. This characteristic has been used in poisons to paralyze targets or make slaves more docile.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effects. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect the nasal membranes, tear ducts, and other parts of the body.

Ashblossom (Ingested)

A Vial containing the Blossom of the Ashblossom plant.

This tiny flower is bright red with a yellow centre, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Black Cap Mushroom (Contact)

A Vial containing the stalk of a Black Cap Mushroom.

This beautiful, blue-ish black, cup-shaped mushroom with an extremely poisonous bite is hard to miss against the green background of its surroundings, though best left alone. Touching this fungus without gloves or other protective gear forces the creature touching it to make a DC 16 Constitution saving throw. On a failed save, the creature take 1d10 poison damage.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Black Sap (Inhaled/Injury)

A Vial containing the 4 ounces or 1 dose of Black Sap.

This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.

For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury: Injury poisons can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains until delivered through a wound or washed off, unless otherwise specified in the poisons description. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

*Blight Spores (Inhaled)

A Vial containing the spores of the Blightshrooms.

Bright red spores from Blightshrooms, growing exclusively in caves on the Blightshore and the Eastern side of the Penumbra Range. A creature exposed to a large dose of the spores must succeed a DC 16 Constitution saving throw or be Poisoned for 3d6 hours. While the creature is Poisoned, it experiences the same effects as if it were under the Confusion spell. A Lesser Restoration spell or a dose of Antitoxin can remove the effect.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effects. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect the nasal membranes, tear ducts, and other parts of the body.

*This is an "Alternate World Item" and requires DM Permission to use.

Death Cap (Ingested)

A Vial containing the head of a Death Cap.

Though unassuming looking with a slender, white stalk and white to lightly brown, death cap is dangerous. 12 hours after ingesting the mushroom or an extract of it, a creature must make a DC 17 constitution saving throw or be Poisoned. Once a creature is Poisoned, it takes 2d8 poison damage and suffers severe stomach aches and cramps lasting 24 hours. If Antitoxin is not taken during this period, the creature’s liver starts being degraded, resulting in jaundice and takes 1d10 poison damage at midday until a Greater Restoration or Regenerate is performed or an Elixir of Health

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Fairy Stool (Ingested)

A Vial containing a stalk of Fairy Stool.

This small pink mushroom is most often found in fairy rings. Ingesting it causes Blinded for 1 minute on a failed DC 20 Constitution saving throw, along with vivid hallucinations.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Hagfinger

A Vial containing the powder of a dried and ground Hagfinger.

These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient.

(Needs 6-12 hours of drying)

Idle Claws

A Vial containing a pod of Idle Claws.

This extremely long lived and slow growing creeper vine is named after its equally long lasting flowers. They form large clusters of claw shaped, slightly fluorescent, turquoise flowers that seem to flower for years. It’s been theorized that this plant experiences time at a different rate than the rest of the world. Due to its slow growth, it produces very few seed pods each year. These pods are sought after for their use in potions.

Moonstalker

A Vial containing the flower of a Moonstalker.

This pale blue flower grows in pairs and blooms only during the nighttime, and has an ethereal glow. The flower sheds dim light for 5 feet when blooming, and is often mistaken for glowing eyes from a distance.

Pixie's Parasol

A Vial containing a stalk of Pixie's Parasol.

A tiny mushroom, though with it’s bright blue cap and white stalk and gills but one hard to miss. At night, they are downright easy to find due to their bioluminescence. They are key ingredients in many potions and inks. Harvesting them may be a hassle, though, since pixies often defend them from those who wish to take them.

Rainbow Mushroom (Ingested)

A Vial containing a Rainbow Mushroom.

Though at names may make the fascination run wild, this shroom appears like a very ordinary one, brown cap, black gills and white stem. That is, until one is cut. The hood’s exposed flesh is first a rosemary green, then turns a light blue before turning a deep shade of Bordeaux. The stem’s colour instead goes from a deep blue to a pale orange after being cut or torn.

Eating this mushroom forces the consumer to make a DC 14 wisdom saving throw. On a failed save, the consumer becomes Confused for 30 minutes. During this period, the consumer sees colours change from one shade to another as well as several times more intense than normal.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Silverthorn

A Vial containing a Silverthorns thorn.

This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed.

*Soothsalt Geode

A Vial containing a small Geode.

A geode covered in a crystalline substance that can be extracted into soothsalts.

*This is an "Alternate World Item" and requires DM Permission to use.

White Ghost Orchid Seed

A Vial containing the seed of a White Ghost Orchid.

More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the Gentle Repose spell. A white ghost orchid seed has no effect if consumed.

Wolfsbane

A Vial containing a Wolfsbane Flower.

This white-grey flower blooms only on a full moon and in high altitudes. Canines who come within 10 feet of wolfsbane must make a Wisdom save (DC 15) or be forced to spend their turn to move as far as they can away from the plant.

Content coming soon.

Content coming soon.

Giant Wolf Spider Hair

A Vial containing a tuft of Giant Wolf Spider Hair.

Serpent's Venom (Injury)

A Vial containing 4 ounces of Serpents Venom.

A creature hit with an attack by a weapon coated in this venom must succeed on a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Quipper Scale

A Vial containing a Quipper Scale.

Meat Providers

The following creatures yield meat when hunted but may not have specialty harvestable parts. Use the standard Hunting rules to pursue them. Creatures are grouped by Challenge Rating.

CR 0

  • Armadillo
  • Baboon
  • Badger
  • Bat
  • Beaver
  • Capybara
  • Cat
  • Chameleon
  • Crab
  • Crane
  • Crow
  • Deer
  • Desert Hedgehog
  • Eagle
  • Fennec Fox
  • Fish
  • Flying Monkey
  • Fox
  • Frog
  • Giant Fire Beetle
  • Giant Sand Beetle
  • Goat
  • Hare
  • Hawk
  • Hyena
  • Hyrax
  • Ibex
  • Jackal
  • Lizard
  • Meerkat
  • Octopus
  • Otter
  • Owl
  • Parrot
  • Pheasant
  • Prairie Dog
  • Quipper
  • Raccoon
  • Rat
  • Raven
  • Scorpion
  • Sea Horse
  • Seal
  • Skunk
  • Sloth
  • Small Bird
  • Spider
  • Squirrel
  • Turkey
  • Vulture
  • Weasel
  • Wild Dog

CR 1/8

  • Alpaca
  • Antelope
  • Blood Hawk
  • Camel
  • Chimpanzee
  • Coyote
  • Dolphin
  • Flying Snake
  • Giant Crab
  • Giant Rat
  • Giant Weasel
  • Mongoose
  • Mountain Goat
  • Oryx
  • Poisonous Snake
  • Porcupine
  • Rattlesnake
  • Sand Cat

Nothic Tears

A Vial containing 4 ounces of Nothic Tears.

When used as eyedrops provide 1d4 hours of Darkvision.

Amphibian Saliva

A Vial containing 4 ounces of Amphibian Saliva.

Ankheg Ichor (Contact)

A Vial containing 4 ounces of Ankheg Bile/Ichor.

Ankheg Ichor: A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Crawler Mucus (Contact)

A Vial containing 4 ounces of Crawler Mucus.

A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Eagle Claw

A Vial containing an Eagles Claw.

Ectoplasm

A Flask containing 1 pint of ghostly ectoplasm.

Grey Ooze Residue

A Vial containing 4 ounces of residue from a Grey Ooze.

Skulk Claw

A Vial containing the Claw of a Skulk.

Meat Providers

The following creatures yield meat when hunted but may not have specialty harvestable parts. Use the standard Hunting rules to pursue them.

CR 1/4

  • Anteater
  • Axe Beak
  • Boar
  • Constrictor Snake
  • Draft Horse
  • Eland
  • Elk
  • Giant Badger
  • Giant Bat
  • Giant Centipede
  • Giant Frog
  • Giant Lizard
  • Giant Owl
  • Giant Poisonous Snake
  • Giant Snail
  • Giant Wolf Spider
  • Ostrich
  • Panther
  • Tapir
  • Wildebeest
  • Wolf
  • Wolverine

Air Elemental Wisp

A Vial containing an Air Elementals Wisp, still infused with its essence.

Cloud Giant's Finger/Toe-nail

A Vial containing a Fingernail or Toenail of a Cloud Giant.

Dragon's Blood

A Vial containing 4 ounces of Dragon's Blood.

Drider Venom Gland Secretion

A Vial containing a Secretion from a Driders Venom Gland.

A drider's venom is produced by a gland at the back of its mouth. The venom is a black, sticky substance that smells of rot.

Proficiency with the Poisoner's Kit may be used for harvesting this gland. On a successful check, the character harvests the creature's venom gland secretions that must be refined before producing 1 dose of Drider Poison (Injury). On a failed check, the character is unable to extract any secretion from the Venom gland, and ruins it. If the character fails the check by 5 or more, the character accidentally gets Poisoned for 1 hour.

Earth Elemental Pebble

A Vial containing an Earth Elementals Pebble, still infused with its essence.

Fire Elemental Ember

A Vial containing a Fire Elementals Ember, still infused with its essence.

Fire Giant's Finger/Toe-nail

A Vial containing a Fingernail or Toenail of a Fire Giant.

Frost Giant's Finger/Toe-nail

A Vial containing a Fingernail or Toenail of a Frost Giant.

Hill Giant's Finger/Toe-nail

A Vial containing a Fingernail or Toenail of a Hill Giant.

Imp Heart

A Vial containing the tiny heart of an Imp.

Remorhaz Ichor

A Vial containing 4 ounces of Remorhaz Bile/Ichor.

Stone Giant's Finger/Toe-nail

A Vial containing a Fingernail or Toenail of a Stone Giant.

Storm Giant's Finger/Toe-nail

A Vial containing a Fingernail or Toenail of a Strom Giant.

Water Elemental Droplet

A Vial containing a Water Elementals Droplet, still infused with its essence.

Wyvern Poison (Contact)

A Vial containing 4 ounces of Wyvern Poison.

A creature hit with an attack by a weapon coated in this poison must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Meat Providers

The following creatures yield meat when hunted but may not have specialty harvestable parts. Use the standard Hunting rules to pursue them.

CR 1/2

  • Ape
  • Black Bear
  • Crocodile
  • Giant Dragonfly
  • Giant Goat
  • Giant Sea Eel
  • Giant Sea Horse
  • Giant Wasp
  • Lynx
  • Reef Shark

Dracula's Blood

A Vial containing 4 ounces of Dracula's Blood.

Purple Worm Poison (Contact)

A Vial containing 4 ounces of Purple Worm Poison.

A creature hit with an attack by a weapon coated in this poison must make a DC 19 Constitution saving throw, taking 42 12d6 poison damage on a failed save, or half as much damage on a successful one.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Meat Providers

The following creatures yield meat when hunted but may not have specialty harvestable parts. Use the standard Hunting rules to pursue them.

CR 1

  • Brown Bear
  • Cheetah
  • Dire Wolf
  • Giant Eagle
  • Giant Hyena
  • Giant Octopus
  • Giant Raven
  • Giant Spider
  • Giant Swan
  • Giant Toad
  • Giant Vulture
  • Jaguar
  • Lion
  • Moose
  • Puma
  • Reindeer
  • Snow Leopard
  • Tiger
  • Yak
  • Young Winter Wolf
  • Zebra

Content coming soon.

Meat Providers

The following creatures yield meat when hunted but may not have specialty harvestable parts. Use the standard Hunting rules to pursue them.

CR 2

  • Auroch
  • Bison
  • Cave Bear
  • Giant Boar
  • Giant Constrictor Snake
  • Giant Crayfish
  • Giant Elk
  • Hippo
  • Huge Polar Bear
  • Hunter Shark
  • Mako Shark
  • Polar Bear
  • Rhinoceros
  • Saber-Toothed Tiger
Arctic

Gathering

Individual ingredients:

  • Frost Lichen

  • Silverthorn

Harvesting

Individual ingredients:

  • Remorhaz Ichor


Blightshore

Gathering

Individual ingredients:

  • *Blight Spores (Inhaled)

  • *Soothsalt Geode

Harvesting

Individual ingredients:

  • None


Coast

Gathering

Individual ingredients:

  • Gillyweed

  • Dreamlily (Ingested)

  • Lightning Moss

  • Willowshade Fruit

  • White Ghost Orchid Seed

  • Moonstalker

Harvesting

Individual ingredients:

  • Eagle Claw

  • Amphibian Saliva

  • Giant Wolf Spider Hair

  • Skulk Claw

  • Water Elemental Droplet


Desert

Gathering

Individual ingredients:

  • Fire Peas

  • Flame Lily

  • Muroosa Twigs

Harvesting

Individual ingredients:

  • Air Elemental Wisp

  • Purple Worm Poison (Contact)


Feywild

Gathering

Individual ingredients:

  • Pixie's Parasol

  • Fairy Stool (Ingested)

Harvesting

Individual ingredients:

  • None


Forests

Gathering

Individual ingredients:

  • Cat's Tongue

  • Red Amanita Mushroom

  • Everfrost Berry

  • Morning Dew

  • Acid Dew

  • Angel's Trumpet (Inhaled)

  • Nightshade (Ingested)

  • Olisuba Leaf

  • Singing Nettle (Contact)

  • White Ghost Orchid Seed

  • Death Cap (Ingested)

  • Fairy Stool (Ingested)

  • Pixie's Parasol

  • Hagfinger

  • Rainbow Mushroom (Ingested)

Harvesting

Individual ingredients:

  • Serpent's Venom (Injury)

  • Giant Wolf Spider Hair

  • Skulk Claw

  • Amphibian Saliva

  • Ankheg Ichor (Contact)

  • Hill Giant's Finger/Toe-nail


Grasslands

Gathering

Individual ingredients:

  • Cat's Tongue

  • Dreamlily (Ingested)

  • Morning Dew

  • Bloodroot

  • Olisuba Leaf

  • Pixie's Parasol

  • Everfrost Berry

  • Sourgrass

Harvesting

Individual ingredients:

  • Serpent's Venom (Injury)

  • Giant Wolf Spider Hair

  • Ankheg Ichor (Contact)

  • Eagle Claw


Hill

Gathering

Individual ingredients:

  • Angel's Trumpet (Inhaled)

  • Idle Claws

  • Pixie's Parasol

  • Rainbow Mushroom (Ingested)

Harvesting

Individual ingredients:

  • Eagle Claw

  • Wyvern Poison (Contact)

  • Hill Giant's Finger/Toe-nail


Mountains

Gathering

Individual ingredients:

  • Singing Nettle (Contact)

  • Sourgrass

  • Lightning Moss

  • Idle Claws

  • Pixie's Parasol

  • Rainbow Mushroom (Ingested)

  • Silverthorn

  • Wolfsbane

Harvesting

Individual ingredients:

  • Eagle Claw

  • Wyvern Poison (Contact)

  • Air Elemental Wisp

  • Cloud Giant's Finger/Toe-nail

  • Fire Giant's Finger/Toe-nail

  • Storm Giant's Finger/Toe-nail


Savannahs

Gathering

Individual ingredients:

  • Morning Dew

  • Bloodroot

  • Fire Peas

  • Flame Lily

  • Muroosa Twigs

  • Pixie's Parasol

Harvesting

Individual ingredients:

  • None


Swamp

Gathering

Individual ingredients:

  • Red Amanita Mushroom

  • Gillyweed

  • Acid Dew

  • Singing Nettle (Contact)

  • Theki Root (Ingested)

  • Willowshade Fruit

  • Death Cap (Ingested)

  • Hagfinger

  • Moonstalker

  • Pixie's Parasol

Harvesting

Individual ingredients:

  • Serpent's Venom (Injury)

  • Crawler Mucus (Contact)

  • Amphibian Saliva

  • Skulk Claw

  • Water Elemental Droplet


Urban Areas

Gathering

Individual ingredients:

  • Bane Berry

  • Pixie's Parasol

Harvesting

Individual ingredients:

  • Crawler Mucus (Contact)

  • Ectoplasm

  • Serpent's Venom (Injury)

  • Nothic Tears

  • Skulk Claw


Underdark

Gathering

Individual ingredients:

  • None

Harvesting

Individual ingredients:

  • Ectoplasm

  • Serpent's Venom (Injury)

  • Amphibian Saliva

  • Grey Ooze Residue

  • Nothic Tears

  • Purple Worm Poison (Contact)

  • Skulk Claw


Underground

Gathering

Individual ingredients:

  • Mandrake Root (Ingested)

  • Mindflayer Stinkhorn (Ingested)

Harvesting

Individual ingredients:

  • Stone Giant's Finger/Toe-nail


Underwater

Gathering

Individual ingredients:

  • Gillyweed

Harvesting

Individual ingredients:

  • Water Elemental Droplet

  • Quipper Scale


Varies

Gathering

Individual ingredients:

  • None

Harvesting

Individual ingredients:

  • Elementals

    • Air Elemental Wisp

    • Earth Elemental Pebble

    • Fire Elemental Ember

    • Water Elemental Droplet

  • Giants

    • Air Elemental Wisp

    • Earth Elemental Pebble

    • Fire Elemental Ember

    • Water Elemental Droplet

  • Imp Heart

  • True Dragons

    • Tiny - Dragon's Blood (Pseudodragon or Faerie Dragons Yellow, Violet, Red, Orange, Indigo, Green, Blue)

    • Small - Dragon's Blood (Any Hatchling under 1 month old. Red, Black, Blue, Green, White, Brass, Bronze, Copper, Gold, Silver, ect)

    • Medium - Dragon's Blood (Any Wyrmling under 6 Years old. Red, Black, Blue, Green, White, Brass, Bronze, Copper, Gold, Silver, ect)

    • Large - Dragon's Blood (Any Young Dragon between 6-100 Years old. Red, Black, Blue, Green, White, Brass, Bronze, Copper, Gold, Silver, ect)

    • Huge - Dragon's Blood (Any Adult Dragon between 101-800 Years old. Red, Black, Blue, Green, White, Brass, Bronze, Copper, Gold, Silver, ect)

    • Gargantuan - Dragon's Blood (Any Ancient Dragon 801+ Years old. Red, Black, Blue, Green, White, Brass, Bronze, Copper, Gold, Silver, ect)


Volcanos

Gathering

Individual ingredients:

  • Ashblossom (Ingested)

Harvesting

Individual ingredients:

  • Fire Giant's Finger/Toe-nail

Food Grades:

Food groups generally will have 5 Food Grades.

Common (Ingredient Value: 1)

This Grade of Baked Good will provide the "Meal Buff" of +1 to Survival Checks.

Basic Bread
Biscuit
Bread Sticks
Bun
Cake
Cornbread
Cracker
Flan
Flatbread
Naan
Pancake
Sweet Bread
Tart
Tortilla
Vegetable Bread

Uncommon (Ingredient Value: 2)

This Grade of Baked Good will provide the "Meal Buff" of +2 to Survival Checks.

Buns (Stuffed)
Cookies
Crepe
Cupcakes
Fried Bread
Pie Crust
Pumpkin Bread
Rye Bread
Scone
Sourdough

Rare (Ingredient Value: 3)

This Grade of Baked Good will provide the "Meal Buff" of +3 to Survival Checks.

Bagels
Baguette
Brioche
Ciabatta
Cinnamon Buns
Ginger Bread
Pita
Snack Bars
Strudel

Very Rare (Ingredient Value: 4)

This Grade of Baked Good will provide the "Meal Buff" of +4 to Survival Checks.

Bread Rolls
Crumpet
Damphfnudel
Pretzel
Roundbread
Wafers

Legendary (Ingredient Value: 5)

This Grade of Baked Good will provide the "Meal Buff" of Advantage on Survival Checks.

Brownies
Cheesecake
Hardtack
Pepper and Cheese bread

Land Proteins & Vegetables

Common: +1 Temporary HP
Uncommon: +2 Temporary HP
Rare: +3 Temporary HP
Very Rare: +4 Temporary HP
Legendary: Advantage to Constitution Saves

Seafoods

Common: +1 Perception
Uncommon: +2 Perception
Rare: +3 Perception
Very Rare: +4 Perception
Legendary: Advantage to Perception Checks

Fruits

Common: +1 Initiative
Uncommon: +2 Initiative
Rare: +3 Initiative
Very Rare: +4 Initiative
Legendary: Advantage to Initiative

Grains

Common: Increases the maximum space in the dish this ingredient is added to by 2. A successful dish made with this grade of grain will also yield 2 extra servings.

Uncommon: This Grade of Grain does not impact Dish Value when added, other than to reduce the current ingredient value of the dish it is added to by 1, allowing for potentially more ingredients.

Rare: Select one other ingredient that is of Uncommon grade or lower when this is added to a dish. This ingredient replicates that ingredient’s benefits. This cannot replicate the effects of an already-used ingredient.

Baking & Baked Goods

Common: +1 Survival
Uncommon: +2 Survival
Rare: +3 Survival
Very Rare: +4 Survival
Legendary: Advantage to Survival

Milks & Creams | Yogurts & Cheeses

Common: +1 Persuasion
Uncommon: +2 Persuasion
Rare: +3 Persuasion
Very Rare: +4 Persuasion
Legendary: Advantage to Persuasion

Nuts

Common: +1 Investigation
Uncommon: +2 Investigation
Rare: +3 Investigation
Very Rare: +4 Investigation
Legendary: Advantage to Investigation

Fungi

Common: Level 1 Spell Slot Recovery
Uncommon: Level 2 Spell Slot Recovery
Rare: Level 3 Spell Slot Recovery
Very Rare: Level 4 Spell Slot Recovery
Legendary: Level 5 Spell Slot Recovery

Sweeteners

Common: +1 Performance
Uncommon: +2 Performance
Rare: +3 Performance
Very Rare: +4 Performance
Legendary: Advantage to Performance

Seasoning

Common: +1 Stealth
Uncommon: +2 Sleight of Hand
Rare: +5 Movement Speed