Blue-Gilled Devil Mushroom Savant Image
Prerequisite: Experience with Blue-Gilled Devil Mushrooms (must have consumed, harvested, or worked with them in-game at least once).
 

Blue-Gilled Devil Mushroom Savant

Prerequisite:

  • Proficiency in Nature or Medicine.
  • Experience with Blue-Gilled Devil Mushrooms (must have consumed, harvested, or worked with them in-game at least once).

Description:

You have studied the properties of the elusive and potent Blue-Gilled Devil Mushroom, granting you mastery over its effects. Whether using its powdered form for subterfuge, enhancing its beneficial properties for aquatic allies, or leveraging its hallucinogenic effects against foes, you wield this mushroom’s unique traits with finesse and control.


Benefits:

Aquatic Adrenaline (Aquatic Species/Creatures Only)

  • Consumption: When an aquatic creature (or a creature with a swimming speed) ingests the mushroom, it experiences a surge of energy and focus akin to a combined adrenaline rush and heightened mental clarity. The following effects last for 1 hour:
    • Gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
    • Add your proficiency bonus to initiative rolls (or double it if already proficient).
    • Gain temporary hit points equal to twice your character level.
    • After the effect ends, make a DC 15 Constitution saving throw or gain one level of exhaustion.

Mindscape Chaos (Non-Aquatic Species/Creatures Only)

  • Consumption: For non-aquatic creatures, the mushroom’s properties induce powerful hallucinations that can overwhelm the senses. A creature that consumes the mushroom must succeed on a DC 15 Wisdom saving throw or suffer the following effects for 1d4 hours:
    • Disadvantage on all Intelligence, Wisdom, and Charisma-based ability checks.
    • At the start of their turn, roll a d6 to determine behavior (DM discretion, based on the hallucinations).
    • Immune to the frightened condition while under this effect, as fear is subsumed by hallucinations.
  • Controlled Use: If the creature willingly consumes a carefully measured dose prepared by someone proficient in Medicine, the hallucinations are subdued, providing advantage on Intelligence (Arcana, History, or Nature) checks for 1 hour.
 

Here’s a d6 table for determining a creature’s behavior under the hallucinogenic effects of the Blue-Gilled Devil Mushroom. Each result reflects an immersive, chaotic, or bizarre reaction based on the intense hallucinations the mushroom induces:


Hallucinogenic Behavior Table (Roll 1d6)

Roll Behavior
1 Paranoia: The creature believes an ally or neutral party is a threat. It uses its action to move as far as possible from the perceived danger, taking the Dash action if necessary. The creature avoids opportunity attacks. If cornered, it may use a non-lethal attack in self-defense.
2 Euphoric Stupor: The creature is overwhelmed by visions of beauty and joy. It spends its turn laughing, crying, or staring at imagined wonders. The creature is incapacitated and its speed is reduced to 0 until the end of its turn.
3 Aggressive Delusion: The creature sees an imagined enemy. It must use its movement to approach the closest creature (ally, enemy, or neutral) and make a melee attack against them, believing they are hostile. If no creatures are nearby, it attacks an object or the environment instead.
4 Lost in the Void: The creature becomes transfixed by its hallucinations and believes it is in an alternate dimension. It takes no actions or reactions on its turn and mutters incomprehensible phrases. The creature's AC is reduced by 2 as it is completely distracted.
5 Flight of Fancy: The creature is convinced it can fly or swim effortlessly through the air. It moves in a random direction (roll 1d8 for compass direction) using its full movement speed, ignoring terrain or hazards, potentially walking into traps or danger.
6 Lucid Insight: A moment of clarity pierces through the hallucinations. The creature acts normally on its turn and gains advantage on its next Intelligence or Wisdom check before falling back into hallucinations. (If this result is rolled consecutively, the hallucinations end early.)

Powdered Form: Sleep Dust

  • When ground into a fine powder, the mushroom becomes an effective sedative. You can use your action to blow the powder into the air, targeting a creature within 5 feet, or use it as an ingredient in food or drink.
    • The target must succeed on a DC 15 Constitution saving throw or fall unconscious for 1d4 hours.
    • This effect ends if the target takes damage or another creature uses an action to wake them.

Harvesting and Preparation

  • Gain advantage on Nature or Medicine checks made to identify, harvest, or prepare Blue-Gilled Devil Mushrooms.
  • If you fail a check to harvest the mushroom, you can reroll the check, but the second result stands.
Blue-Gilled Devil Mushroom Savant Image

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