Wondrous Item, rare

This wooden box contains a set of fifty oversized parchment cards.  The face of each card bears an illustration of a different snack, libation, or sweet, while the back lists the recipe for recreating the morsels pictured.

As an action, you can draw a card of your choice from the deck and place it in an horizontal surface within 5 feet of you. The morsels depicted on the card appear—plated or poured in glasses, as appropriate—on top of the card, in the quantity of servings listed in parentheses by the morsels' name.  Once the morsels appear, the card loses its magic.

The morsels produced by the cards are magical and bestow certain benefits when consumed.  Following the recipe on the back of a card results in a delicious but nonmagical version of the morsel.  A spellcaster proficient with cook's utensils can restore the magic of an expended card by touching the card and spending a spell slot of 5th level or higher.

The DM can use the physical cards provided in Heroes' Feast: The Deck of Many Morsels card set to build a the deck, including whichever cards they desire. Alternatively, roll 5d10 times on the Deck of Many Morsels table below to randomly determine what cards are included.

Deck of Many Morsels

1d100 Card
01–02 Bacon-Wrapped Smoked Mussels (4)
03–04 Beluir Salmon Spread (1d3 + 3)
05–06 Black Lotus Root (6)
07–08 Cloaks (20)
09–10 Feywild Eggs (4)
11–12 Greenspear Bundles in Bacon (4)
13–14 Hot River Crab Bites (4)
15–16 Iron Rations (4)
17–18 Lluirwood Salad (4)
19–20 Quith-Pa (16)
21–22 Salbread (1d6 + 3)
23–24 Twice-Baked Cockatrice Wings (4)
25–26 Tavern Crickets (1d3 + 3)
27–28 Underdark Lotus with Fire Lichen Spread (6)
29–30 Wood Elf Forest Salad (1d3 + 3)
31–32 Underdark Forage Bread (1d3 + 3)
33–34 Waterdeep Charcuterie (1d3 + 3)
35–36 Moonwood Artichoke Spread (8)
37–38 Spicy Shredded Stirge Sliders (4)
39–40 Exploding Cheese Puffs (2d4)
41–42 Halfling Finger Sandwiches (16)
43–44 Trail Mash'Ums (8)
45–46 Neverwinter Cheese Board (1d3 + 3)
47–48 Spicy Brothers Honey-Glazed Hot Chips (8)
49–50 Butternut Beer (2)
51–52 Chultan Zombie (2)
53–54 Cocoa Broth (4)
55–56 Delayed Blast Fireball (8)
57–58 Dwarven Mulled Wine (4)
59–60 Elverquisst (4)
61–62 Hot Spiced Cider (4)
63–64 Irlmeyer's Dragonfire Punch (10)
65–66 Neverwinter Nectar (8)
67–68 Par-Salian's Tea (4)
69–70 Potion of Restoration (2)
71–72 Purple Grapemash no. 3 (2)
73–74 Ray of Frost (2)
75–76 Rollrum (2)
77–78 Ruby Codial (2)
79–80 Saerloonian Glowfire (2)
81–82 Tika's Honey Mead (2)
83–84 Undermountain Alurlyath (2)
85–86 Zzar (2)
87–88 Fig Cakes (6)
89–90 Green Ice Rime (4)
91–92 Halfling Oatmeal Sweet Nibbles (45)
93–94 Meal's End (4)
95–96 Night Hag's Delight (15)
97–98 Tamarind Balls (18)
99–00 Trolltide Candied Apples (4)

Each morsel's effect is described below.

Bacon-Wrapped Smoked Mussels.  After you eat this snack, you gain the charm of gateways.  See the Dungeon Master’s Guide for information on supernatural charms.

Charm of Air Gateways

This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: gate seal (2 charges) or warp sense (1 charge) (both found in Planescape: Adventures in the Multiverse). Once all its charges have been expended, the charm vanishes from you.


Beluir Salmon Spread. After eating a serving of this salmon spread, you gain the Lucky feat. If you already have the feat, your available luck points for it are doubled instead. You lose the feat or any additional luck points when you finish a long rest.

Black Lotus Root. After eating a slice black lotus root, you can choose expended spell slots to recover. The spell slots can have a combined level of up to 10, but none of the slots can be 6th level or higher.  If you have an innate spellcasting trait, you can treat its expended spells as spell slots of equal level for this effect.  If you have no expended spell slots or innate spells, you instead gain the benefit of a false life spell as if it were cast with a 9th-level spell slot.  Once you gain this benefit, you can't do so again until you finish a long rest.

Cloaks. After eating one of these whipped potato puffs, a spectral cloak appears around your shoulders for 1 hour. The spectral cloak bestows the benefits of a random magical cloak while you aren't wearing a real one. Eating another of these snacks dismisses your current spectral cloak and replaces it with a new, randomly determined one.

Unless otherwise noted, the cloaks listed below can be found in the Dungeon Master's Guide.

1d10 Cloak
1 Cloak of Arachnida
2 Cloak of Billowing
3 Cloak of Displacement
4 Cloak of Elvenkind
5 Cloak of Invisibility
6 Cloak of Many Fashions
7 Cloak of Protection
8 Cloak of the Bat
9 Cloak of the Manta Ray
10 Hell Hound Cloak (Tales from the Yawning Portal)

Feywild Eggs. After eating a slice of this fey frittata, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.  This benefit lasts until you finish a long rest.

Greenspear Bundles in Bacon.  After eating one of these bundles, you gain the following benefits for 8 hours:

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Hot River Crab Bites. After eating a serving of this crab spread, you have advantage on all ability checks you make using fishing tackle.  This benefit lasts until you complete a long rest.

Iron Rations.  After eating a serving of this mix of hardtack, dried meats, nuts, dried fruits, and hard cheese you can move twice the normal amount of time (up to 16 hours) before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player’s Handbook).  This benefit lasts until you complete a long rest.

Lluirwood Salad.  After you eat this salad, whenever you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die. You must use the new roll.  You lose this benefit you finish a long rest.

Quith-Pa. You can eat one of these dried fruit rations as a bonus action. Eating a quith-pa restores 1 hit point and provides enough nourishment to sustain you for one day.

Salbread. After you eat a piece of this citrus-infused bread, whenever you make any ability check to maintain, operate, or repair a water or air vehicle (including ability checks using navigator's tools), you can roll a d4 and add the number rolled to the ability check.  This benefit lasts until you complete a long rest.

Twice-Baked Cockatrice Wings. After you eat a serving of these wings, you are immune to being petrified.  This benefit lasts until you complete a long rest.

Tavern Crickets. After eating a handful of crunchy "crickets", you can cast the jump spell on yourself at will without expending a spell slot.  You lose this benefit when you complete a long rest.

Underdark Lotus with Fire Lichen Spread.  After eating a serving of this spread, you have darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.  This benefit lasts for 8 hours.

Wood Elf Forest Salad. After you eat this salad, you walking speed increases by 5 feet.  Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  You lose these benefits when you complete a long rest.

Underdark Forage Bread. After eating this bread, you have advantage on Wisdom (Survival) checks to forage for food and water.  This benefit lasts until you complete a long rest.

Waterdeep Charcuterie. After eating a serving of this cosmopolitan assortment of cured meats, vegetables, fruits, nuts, and bread, you have advantage on Wisdom (Insight) and Charisma (Persuasion) for 1d4 hours.

Moonwood Artichoke Spread.  After you eat a serving of this this spread, lycanthropes and vampires have disadvantage on attack rolls they make against you, and you have advantage on saving throws such creatures impose upon you.  This benefit lasts for 8 hours.

Spicy Shredded Stirge Sliders.  After you eat this tiny sandwich, when you hit a creature that isn't a construct or undead with a melee attack, you gain 1d6 temporary hit points.  This benefit lasts for 1 hour.

Exploding Cheese Puffs. After you eat a serving of these cheesy treats, whenever you deal damage damage or healing and roll the highest number possible on a die, keep that number and roll the die again, adding the new roll to the total.  This benefit lasts until you complete a short or long rest.

Halfling Finger Sandwiches.  After eating one of these small sandwiches, you have advantage on Dexterity checks for 1 hour.

Trail Mash'Ums.  These marshmallow sandwich cookies forge an empowering bond among those who eat them.  For 1 hour after eating this snack, while any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.  If not consumed within 1 hour of appearing, the snacks remain edible but lose their magic.

Neverwinter Cheese Board. After eating a serving of these assorted cheeses, you can cast the stinking cloud spell without expending a spell slot up to three times.  Constitution is your spellcasting ability for it.  When you complete a long rest, any uncast spells granted by this effect are lost.

Spicy Brothers Honey-Glazed Hot Chips.  After eating a serving of these chips, you can cast the blink spell at will without expending a spell slot.  You lose this benefit when you complete a short or long rest.

Butternut Beer.  After drinking this desert blend of whiskey, cream, and butterscotch schnapps, you can cast the hideous laughter spell up to three times without expending a spell slot, using your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability for it.  Any uncast spells granted by this effect are lost when you complete a long rest.

Chultan Zombie. After drinking this cocktail of fruit juices blended rums, any time damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.  You lose this benefit when you complete a long rest.

Cocoa Broth. If you drink this hot chocolate during a short rest, you regain an extra 1d6 hit points if you spend Hit Dice to regain hit points.

Delayed Blast Fireball.  When you drink this cinnamon- and pepper-infused spirit, you have resistance to fire damage for 1 hour.

Dwarven Mulled Wine. When you drink this heavily spiced wine, you gain gains temporary hit points equal to five times your proficiency bonus.

Elverquisst. After you drink this autumnal aperitif, thirteen star-like motes of light appear and orbit your head for 1 hour. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack using your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability. On a hit, the target takes 2d12 radiant damage. Whether you hit or miss, the mote is expended. The effect ends early if you expend the last mote.  While four or more motes remain, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. While one to three motes remain, they shed dim light in a 30-foot radius.

Hot Spiced Cider.  After you drink this cider, the next time you complete a long rest, you regain all expended Hit Dice instead of only half, and your exhaustion level, if any, is reduced by 2 instead of 1.  If you had no levels of exhaustion when you began the long rest, you instead gain temporary hit points equal to your level.

Irlmeyer's Dragonfire Punch. After drinking this brandy punch, you have advantage on saving throws against the breath weapons of dragons.  This benefit lasts until you complete a long rest.

Neverwinter Nectar.  After you drink this blend of fruit juices and spirits, whenever you are awarded treasure in the form of coins, gems, jewelry, art objects, or trade goods as a result of an encounter, roll a d10 and multiply the result by 10.  Increase the value of the treasure you receive by a percentage equal to that amount.  For example, a roll of 2 would yield a 20% increase in the gp value of any treasure you receive for that encounter while a roll of 5 would yield a 50% increase in value.  This benefit lasts until you complete a long rest.

Par-Salian's Tea.  After drinking a cup of this tea, you have advantage on saving throws against poison and disease until you finish a long rest.

Potion of Restoration.  After drinking this cocktail of fruit and gin, you gain the benefit of your choice of the lesser restoration or greater restoration spell.

Purple Grapemash no. 3.  After drinking a glass of this wine, you gain a Dark Gift of the DM's choice. See Van Richten's Guide to Ravenloft for more information on Dark Gifts. You lose the Dark Gift when you complete a long rest.

Ray of Frost. When you drink this cerulean concoction, you have immunity to cold damage for 1 hour.

Rollrum.  When you drink this licorice and mint tonic, you gain the effect of the haste spell for 1 minute (no concentration required).

Ruby Codial.  After drinking this cherry-infused fortified wine, you gain the charm of the fey domain.  See the Dungeon Master’s Guide for information on supernatural charms.

Charm of the Fey Domain

This charm has 10 charges. You can use an action to expend some of its charges to cast one of the following spells using your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability: awaken (5 charges), charm person (1 charge), conjure woodland beings (4 charges), faerie fire (1 charge), fount of moonlight (4 charges), hypnotic pattern (3 charges), misty step (2 charges), Nathair's mischief (see Fizban's Treasury of Dragons; 2 charges), summon fey (3 charges), tree stride (5 charges). Once all its charges have been expended, the charm vanishes from you.

Saerloonian Glowfire. After drinking this aromatic bracer, you can cast the faerie fire spell at will without expending a spell slot using your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability for it.  You lose this benefit when you complete a short or long rest.

Tika's Honey Mead. When you drink this citrus-y mead, you gain the charm of last home.  See the Dungeon Master’s Guide for information on supernatural charms.

Charm of the Last Home

While you have this charm, you can use an action to cast one of the following spells: catnap (see Xanathar's Guide to Everything), create food and water, tiny hut.  Each spell can be cast from the charm three times before it is lost.  The charm vanishes from you once all its spells are lost.

Undermountain Alurlyath. After drinking this sweet sherry wine, you gain the benefits of a heroism spell for 1 minute (no concentration required), using a spellcasting modifier of 10.

Zzar.  After drinking this sparkling almond liqueur, you have advantage on ability checks you make to grapple another creature or to escape being grappled.  This benefit last until you complete a short or long rest, or until you are splashed with or submerged in 1 or more gallons of water.

Fig Cakes. After you eat one of these small, pressed cakes, you have resistance to necrotic damage for 1 hour.

Green Ice Rime. When you eat one of these gelatin cubes, you have resistance to acid damage for 1 hour.

Halfling Oatmeal Sweet Nibbles. When a creature eats one of these diminutive cookies, it is subjected to the friends cantrip, as though cast by the creature that gave it the cookie. When this version of the spell ends, the eater is unaware that the giver used magic to influence its mood.

Meal's End. After eating a serving of this ambrosia salad, you immediately gain the benefit of a short rest.  This effect does not count as completing a short rest for effects that last until you complete a rest.

Night Hag's Delight. Any creature that eats one of these bewitching blackberry tartlets has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour.

Tamarind Balls.  After you eat one of these sweet and sour treats, you can attune to a spelljamming helm even if you are not a spellcaster.  Whether you are attuned to a spelljamming helm or not, whenever you make any ability check to maintain, operate, or repair a space vehicle you can roll a d4 and add the number rolled to the ability check.  This benefit lasts until you complete a long rest.

Trolltide Candied Apples. After you eat one of these candy-coated apples, you regain 1d6 hit points every 10 minutes if you have at least 1 hit point. If you lose a body part, the missing part regrows and returns to full functionality after 1d6 + 1 hours if you have at least 1 hit point the whole time.  You lose this benefit when you finish a long rest.

Sam_Hain

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