Blood gives its ingester a taste for certain creature types. For the duration, the first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals bonus damage to the target. The damage is of the same type as the attack and increases with rarity: uncommon, 1d4; rare, 1d6; very rare, 1d8; legendary, 1d10.
The vitality stored within bones reinforces a creature’s resilience to certain types of effects. Except for celestial and undead bones, the effects don’t change with rarity. For the duration, you:
Aberration. Have advantage on saving throws against the stunned condition.
Beast. Have advantage on saving throws against the blinded condition.
Celestial. Gain temporary hit points at the start of each minute, which increases with rarity.
Construct. Have advantage on saving throws against gaining levels of exhaustion.
Dragon. Have advantage on saving throws against the frightened condition.
Elemental. Have advantage on saving throws against extreme weather and temperature.
Fey. Have advantage on saving throws against the charmed condition.
Fiend. Have advantage on saving throws against the poisoned condition.
Giant. Have advantage on saving throws against the restrained condition.
Humanoid. Have advantage on saving throws against diseases.
Monstrosity. Have advantage on saving throws against the paralysed condition.
Plant. Can’t be put to sleep by magic.
Undead. Have advantage on saving throws against diseases. Additionally, you immediately regain a number of hit points, which increases with rarity.
Digesting brains imparts enhanced mental faculties. Of the edible brains, aberrations and humanoids have particularly unique abilities. For the duration, you:
Aberration. Can communicate telepathically with creatures within a certain radius of you, which increases with rarity. You must be able to see the creature and share a language to communicate in this way. In addition, higher rarities grant you advantage on Insight checks (very rare and legendary) and put you under the effects of the detect thoughts spell (legendary).
Celestial. Gain a bonus to Charisma checks, which increases with rarity.
Construct. Gain a bonus to Intelligence checks, which increases with rarity.
Fey. Gain a bonus to Wisdom checks, which increases with rarity.
Fiend. Gain a bonus to Charisma checks, which increases with rarity.
Humanoid. Gain a bonus to ability checks using a single randomly determined skill (see the Random Skill table). The bonus increases with rarity.
Eggs contain the primed biomantic material for creatures of the component’s type. When you ingest a meal that contains egg, your body undergoes interesting morphological changes that last for the effect’s duration.
Aberration. You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not to make other attacks. You use the tentacle’s Strength modifier instead of your own when grappling with it. The Strength modifier of the tentacle increases with rarity.
Beast. Your morphology changes to adapt to the current environment. You have advantage on saving throws against environmental effects of the GM’s discretion. For example, if you are in a cold biome, you might grow fur and have advantage on saving throws against the effects of the cold.
Dragon. You grow a fanged maw, a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to a value that increases with rarity + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fey. You shimmer while standing still, becoming hard to see. You are under the effects of the chameleon skin spell.
Humanoid. You gain a swimming speed or flying speed, which increases with rarity.
Monstrosity. You grow scales that grant you a new way to calculate your AC. The calculation increases with rarity. You can use the calculation to determine your AC if the armour you wear would leave you with a lower AC.
Eyes are strong receptacles of divination magic, and they tend to impart effects that help with perception and detection. For the duration, you:
Aberration. Are under the effects of the detect magic spell. The radius of the sense increases with rarity.
Beast. Gain a bonus to your Perception checks. The bonus increases with rarity.
Celestial. Are under the effects of the detect evil and good spell. The radius of the sense increases with rarity.
Dragon. Gain a bonus to your Intimidation checks. The bonus increases with rarity.
Elemental. Know the location of any elemental within a radius around you that isn’t protected from divination magic. The radius increases with rarity.
Fey. Are under the effects of the see invisibility spell, out to a certain range. The range of the vision increases with rarity.
Fiend. Can see normally in dim light and darkness, both magical and nonmagical. The radius of the vision increases with rarity.
Monstrosity. Gain darkvision or, if you already have darkvision, its range is increased. The range of the vision increases with rarity.
Undead. Know the location of any undead within a radius around you that isn’t protected from divination magic. The radius increases with rarity.
Fat inures creatures to particular types of damage, decreasing the trauma caused when a creature takes damage of that type. Whenever you take damage of the type associated with the creature type whose fat you ingested, roll a die and subtract the result from that damage. The die is determined by the rarity: uncommon, 1d4; rare, 1d6; very rare, 1d8; legendary, 1d10. This damage reduction occurs before resistance is calculated.
Aberration. Psychic.
Beast. Cold.
Celestial. Radiant.
Construct. Lightning.
Dragon. Meta; the same as the damage type of the dragon’s Breath Weapon. If a dragon possesses Breath Weapons that deal multiple damage types, the damage type is randomly determined from among the available options. If it doesn’t have a breath weapon, its fat has no effect.
Fey. Poison.
Fiend. Fire.
Giant. Meta; the same as the damage type with which the giant is associated (GM’s discretion). If a giant is associated with more than one damage type, the damage type is randomly determined from among the available options. If a giant possesses no additional damage type, its fat has no effect.
Monstrosity. Thunder.
Ooze. Acid.
Plant. Poison.
Undead. Necrotic.
Flesh fortifies the body with power. The first attack you make each turn that hits deals bonus damage of a type associated with the creature type of the flesh you ingested. The damage increases with rarity: uncommon, 1; rare, 2; very rare, 3; legendary, 4.
Aberration. Psychic.
Beast. Cold.
Celestial. Radiant.
Construct. Lightning.
Dragon. Meta; the same as the damage type of the dragon’s Breath Weapon. If a dragon possesses Breath Weapons that deal multiple damage types, the damage type is randomly determined from among the available options. If it doesn’t have a breath weapon, its flesh has no effect.
Fey. Poison.
Fiend. Fire.
Giant. Meta; the same as the damage type with which the giant is associated (GM’s discretion). If a giant is associated with more than one damage type, the damage type is randomly determined from among the available options. If a giant possesses no additional damage type, its flesh has no effect.
Monstrosity. Thunder.
Plant. Acid.
Undead. Necrotic.
Eating the magical heart of a creature lets you detect the presence of other hearts of that creature type. You know the direction (but not distance) of living (or, in the case of undead, unliving) hearts belonging to that creature type within a certain radius, which increases with rarity. This effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Ingesting the magically-preserved liver of a creature repulses creatures of that creature type. When a creature of the same type as the liver you ingested hits you with a melee attack, that creature takes necrotic damage. This necrotic damage increases with rarity: uncommon, 1d4; rare, 1d6; very rare, 1d8; legendary, 1d10. Once a creature takes this damage, the effect can’t occur again until the start of your next turn.
Spice incorporates everything from celestial and fiend dust to the primordial remains of elementals, ethereal ichor, to pixie dust, and the pollen and spores of plants. The effects of spice are disparate, and last for the duration.
Celestial. At uncommon rarity, you are continuously under the effects of the feather fall spell. At rare and higher rarities, you also gain a flying speed, which increases with rarity.
Fey. You are under the effects of the detect evil and good spell. At higher rarities, you are also under the effects of the detect thoughts spell
Fiend. You gain temporary hit points at the start of each minute. The number of temporary hit points increases with rarity.
Elemental. You can cast a random elemental cantrip at will. Roll on the Random Cantrip table to determine which cantrip. The caster level at which the cantrip is cast increases with rarity.
Plant. You are under the effects of the speak with plants spell.
Undead. Your maximum and current hit points increase. This value increases with rarity.