The following is a list of discovered herbs, plants or drugs, and their effects.
Foraging
| Name, Type | Found/Cost | Effect |
| Underroot Mushrooms (Red), Enhancing | Most forests/DC 15 Foraging roll | When properly dried over three days (minimum), using the mushrooms in a prepared meal grants advantage on Wisdom Saving Throws for 4 hours. Tastes Delicious. |
| Healing Mushrooms (Red) | Most forests/DC 10 Foraging roll | When combined with 15gp worth of ingredients, can be used to craft a Basic Potion of Healing over 8 hours. Bitter. |
| Healing Mushrooms (Orange) | Most forests/DC 16 Foraging roll | When combined with 50gp worth of ingredients, can be used to craft a Greater Potion of Healing over 1 workweek. Bitter. |
| Healing Mushrooms (Yellow) | Most forests/DC 22 Foraging roll | When combined with 140gp worth of ingredients, can be used to craft a Superior Potion of Healing over 5 workweeks. Bitter. |
| Healing Mushrooms (Purple) | Most forests/DC 30 Foraging roll | When combined with 400gp worth of ingredients, can be used to craft a Supreme Potion of Healing over 12 workweeks. Bitter. |
Narcotics
| Name, Type | Cost | Addiction/Withdrawal | Effect |
| Fey Mushroom, Ingested | 150gp/2 doses | n/a | +2 charisma and -4 wisdom for 1d6 hours. Character experiences mild hallucinations such as altered colors and warped vision. Further doses does not increase charisma bonuses and continue to reduce wisdom until comatose, and under the effects of confusion spell for 3d4 hours. |
| Shadow Leaf, Ingestion | 180gp/2 doses | High chance of addiction. Withdrawal symptoms include tremors, paranoia, and insomnia for 2d6 days. | +2 dexterity and -2 charisma for 1d6 hours. Character becomes more agile and stealthy but less socially adept and more reclusive. Further doses do not increase dexterity bonuses, and continue to reduce charisma. Character experiences severe paranoia and is affected by the fear spell for 2d6 hours. |