The box magically produces 6 enchanted snacks per long rest.
As a bonus action, a creature may consume one snack and roll on the Snack Table.
The snack’s effect lasts for 1 minute.
However, when the effect ends, the creature suffers the listed crash effect.
Snack Table (d4)
1 — SUGAR ZOOMIES
For 1 minute:
- speed increases by 30ft
- opportunity attacks against you are made with disadvantage
- you may Dash as a bonus action
You become jittery and impossible to stand still.
Crash:
For the next minute:
- disadvantage on Stealth checks
- you audibly mutter panic to yourself constantly
2 — CARTOON BONES
For 1 minute:
- resistance to fall damage
- resistance to bludgeoning damage
- advantage on Acrobatics checks
- you can squeeze through spaces one size smaller
Crash:
Your limbs ache afterward:
- movement speed reduced by 10ft for 1 minute
3 — “LIKE, I SEE EVERYTHING!”
For 1 minute:
- advantage on Investigation and Perception checks
- you can sense illusions within 10ft
- gain an additional 60ft of darkvision
Crash:
Sensory overload:
- disadvantage on Perception checks for 1 minute
4 — ARCANE HEARTBURN
Immediately roll on the Wild Magic Surge table.
For 1 minute:
- the first spell you cast deals an extra 1d6 force damage
Your stomach glows ominously during this effect.
Crash:
Magical nausea:
- take 1d6 psychic damage
- cannot cast reaction spells until end of your next turn
Additional Feature — “RUH ROH”
Once per long rest, when reduced to 0 HP, you may immediately consume a snack as a reaction.
You instead drop to 1 HP and gain its effect instantly.
After the effect ends:
- you gain one level of exhaustion
Flavour Details
The snacks:
- sometimes bark
- occasionally try to escape the box
- are never the same twice
Withdrawal
Dooby-Scoo is addicted to these snacks. If 3 snacks are not eaten by the character before a Long Rest, afterwards, Dooby-Scoo takes 1 level of exhaustion and rolls on the debuff table.
d6 Withdrawal Effects
1 — THE SHAKES
You constantly crave magical junk food.
- disadvantage on Concentration checks
- whenever combat starts, you must succeed a DC 12 Wisdom save or loudly announce:
"RUH ROH"
Stealth is ruined immediately.
2 — CARTOON HUNGER
Your stomach growls loud enough to echo.
- disadvantage on Stealth checks
- you cannot benefit from being hidden for more than 1 round before making noise
The sounds include:
- barking
- fart noises
- microwave beeps
3 — PARANOID ENERGY
You become irrationally convinced something is chasing you.
- disadvantage on Insight checks
- the first time each combat an enemy moves toward you, you must use your reaction to move 10ft away if possible.
You occasionally see fake monsters in reflections.
4 — ARCANE LOW BLOOD SUGAR
Your magic becomes sluggish and unstable.
- the first spell you cast each combat fizzles cosmetically has a chance to cast at the wrong enemy/location (Roll 1d4, 1 is fail)
- roll a d20 when casting a levelled spell
- on a 5 or less, harmless Wild Magic effects occur:
- hair catches fire
- eyes glow
- random sneezing sparks
- spectral barking
- Other - DM will decide
5 — DRAMATIC EXHAUSTION
You become absurdly melodramatic.
- speed reduced by 10ft
- disadvantage on Initiative rolls
You complain constantly about there's never enough food.
6 — SNACKLESS MADNESS
The box begins emotionally destabilizing your brain with phantom food smells.
You constantly hallucinate snacks nearby:
- sandwiches in backpacks
- floating sausages
- talking cheese
- delicious smells from empty rooms
Mechanically:
- disadvantage on Perception checks relying on sight or smell
- the first time each combat you fail an attack roll or spell attack, you become distracted by imaginary food and lose 10ft of movement
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