In Chult, Calimshan, and Maztica, bottles of cheap local liquor are sometimes sold with a larva of the astral moth floating inside. Legends claim the moth feeds on the etheric remnants of a fallen goddess, its life cycle completing only when consumed by a mortal host.
After eating the larva, you immediately gain the Bewitched condition for 1d4 hours. One hour later, Bewitched is replaced by the Enraptured condition for 1d4 + 2 hours. This Enraptured state always counts as a Heroic Dose (see the Enraptured condition).
Metamorphosis. For the next 7 days (or 3 days on a successful DC 13 Constitution saving throw), the larva grows within your etheric body. During this time:
Wisdom Drain. Your Wisdom score is reduced by 1d4 (restored when the moth emerges).
Cosmic Insight. You are convinced you’ve uncovered a great truth about the universe (15% chance it is genuine).
Paroxysms. Each day, you suffer 1d4 bouts of uncontrollable laughter, as per Tasha’s Hideous Laughter, at unpredictable moments.
At the end of the metamorphosis, the astral moth tears free of your etheric body and vanishes into the Astral. You gain 2 Exhaustion levels and may continue to dream of the moth’s passage for weeks.
Affected creatures: Humanoids. Fey, Fiends, and Celestials can end the effects at any time as a Bonus Action, and are unaffected by the metamorphosis.
Price on the black market: 75 GP per dose (bottle with larva)
Astral Moth Quirks (Optional)
While the larva develops inside you, roll once per day or whenever the DM wishes:
Starry Eyes. Your pupils reflect shifting constellations; those who meet your gaze must succeed on a DC 10 Wisdom saving throw or feel unsettled, imposing Disadvantage on their next Charisma check against you.
Echoing Voice. Your speech sometimes resonates with a faint double-tone, as though another voice is whispering alongside yours.
Etheric Shiver. A phantom set of wings flickers faintly from your back in moonlight or torchlight, vanishing if touched.
Time-Slipped. You occasionally lose track of minutes or hours, convinced entire conversations or events have already happened.
Dream-Bleed. Each morning, describe one vivid dream of the Astral Plane; fragments of it seem to manifest in reality (DM’s choice of minor illusory detail).
Cosmic Hunger. You develop an odd craving—chalk, incense smoke, or starlight—and find ordinary food tasteless until the moth emerges.
Notes: Buff, Debuff
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Posted Sep 26, 2025BEWITCHED [CONDITION]
You are under the effects of Devil Weed or a similar psychoactive substance. While you are Bewitched, you feel a sense of well-being and experience the following effects:
Euphoria. When the effect begins, you gain 1d4 Temporary Hit Points.
Vulnerable. You have the Poisoned condition.
Relaxed. You have Advantage on saving throws to avoid or end the Frightened condition.
Skewed Reasoning. You have a +2 bonus to Intelligence ability checks, but you make them with Disadvantage.
Heroic Dose. When you consume a large amount of the substance, the Bewitched condition deepens into a hazy trance. For the next 1d4 hours, time seems strangely fluid—moments linger or vanish without warning—and you gain the Slowed condition. Depending on the substance or DM ruling, a Heroic Dose may escalate into the Enraptured condition.
ENRAPTURED [CONDITION]
Your mind slips its tether. Colors breathe, sounds ripple with hidden patterns. While you are Enraptured, you experience the following effects.
Weighted Limbs. You have the Slowed condition.
Altered Perception. You have Disadvantage on attack rolls and ability checks, and you can’t benefit from Truesight.
Hallucinations. You experience illusory sights, sounds, or sensations. You automatically fail saving throws made to disbelieve illusions.
Revelation. Once while Enraptured, you can make an Intelligence or Wisdom ability check of your choice with a +5 bonus, ignoring the Poisoned condition for that check.
Ending the Condition. When you stop consuming the intoxicant, you step down one stage at a time: Enraptured → Bewitched → sober. When the condition ends, you gain 1d2 Exhaustion levels. The time required to step down depends on the substance or is determined by the DM.
Heroic Dose. At heroic doses, the veil tears wider—visions blaze, voices whisper from beyond, and your soul teeters between revelation and terror. One hour into the trip, make a Wisdom saving throw (DC set by the DM). You have Advantage on the save if you are in a safe and calm environment. The result determines the overall tone of your trip for the duration:
Euphoric. On a success, you gain the Incapacitated condition as your consciousness drifts into the Astral Plane, the Ethereal Plane, or one of the Celestial outer planes (DM’s choice) for the remainder of the trip. While there, you may attempt to contact an otherworldly entity as if through the Contact Other Plane spell. When the trip ends, you gain Inspiration and 1d6 Temporary Hit Points at the start of each day for the next 7 days.
Bad Trip. On a failure, your mind is hurled into a dark plane—the Shadowfell, the Nine Hells, or another evil outer plane—for the remainder of the trip. You take 6d6 Psychic damage and gain the Incapacitated and Frightened conditions. If this Psychic damage reduces you to 0 Hit Points, you fall Unconscious but become Stable.