A bag containing mushrooms from all across the fey wilds, many doing mysterious and dangerous things. The previous owners left a single message carved into the outside of the bag. "DO NOT CONSUME"
You may, as a bonus action, take a mushroom out of the bag and eat it. Doing so will give you the benefits of a random mushroom based on your roll on a d11. This roll can not be effected by advantage, disadvantage, or any other effect that changes the roll of a dice except for "Mushroom of Dice".
1: Mushroom of Bolstering. You gain 5 temporary hit points, and restore 5 hit points to your character.
2: Bishop's Mushroom: A sharp hallucinations effect forces you to only move diagonally, but you get a +3 bonus to hit for the next 3 turns.
3: Mushroom of Hallucination: Your perception of time slows down, allowing you to move optimally. However enemies seem to duplicate before your eyes. You take another turn after this one, but you have disadvantage on all attack roles, and you can not cast spells.
4: Mushroom of Swiftness: Choose a direction, you move 100 feet in that direction, if you would end up in a solid object, you move less feet so that you do not enter a solid object.
5: Teleportation Shroom: You teleport to a random square on the map that is not occupied, if you are not in combat than teleport 100 feet in a random direction.
6: Mushroom of Mass Hysteria: Everyone rerolls initiative than initiative begins from whoever rolled the highest, if you are not in combat than nothing happens.
7: Mushroom of Decay: Every creature within 30 feet of you must make a dc 15 constitution saving throw or take 2d6 damage. Half of the damage dealt heals you.
8. Mushroom of Dice: 1 time in the next minute, before you roll a dice, you can choose to instead role a dice that is one tier higher. Ex. d4 turns to d6, d6 turns to d8, and so on. This buff has no effect on d20s or d100s.
9. Mushroom of Savagery: An intense hunger overcomes you, and you take 5 damage at the start of each turn until you spend an action to eat something. You can also end this hunger by killing a monster/humanoid.
10. Mushroom of Godly Power: The gods hear your name and tremble in fear. On your next turn you can move twice your normal speed, and any attack role you make automatically hits and knocks the target prone. Any target of your spells can make no saving throws, and the spell automatically works. After the mushrooms effects ware off, you fall asleep for 1d4 hours.
11. One type of mushrooms (chosen randomly or by the dm) completely disappears from the bag. No magic but the wish spell can return a type of mushroom to the bag.
Bonus 12/13 Mushrooms. (The only way to ever get these mushrooms is to use the effect of the Mushroom of dice when you pull a mushroom out of the bag.)
Understand that the gods never intended for you to get these mushrooms, and their effects are only for the insane.....or insanely smart.
12. You dared. You dared to challenge the gods. But you lacked the true power to defeat them. The gods decided to smite down your heresy with a lesson that you will never forget. You lose every item in your possession including Magic Items, Money, Pets, This Bag, and Property. The only thing that you have left is an intense vengeance against the gods above, and a random ruler of the fey wild that has an intense vendetta against you.
13. You are insane. But history is written by the victor, and the victor is you. The heavens shake, the gods tried to stop you, but they were to late. Too foolish, and to slow. But the gods recover fast, and your time dwindles. 6 seconds. You instantly end this turn, and start a new one. Based on your class you gain a different benefit.
Druid: You cast as many level 1 and above spells as you want, than instantly wild shape into any creature of your choice with a CR of 30 or below. After this turn ends, you transform back into your normal form.
Wizard, Warlock, Bard, Cleric, Sorcerer: You regain all expended spell slots, and may cast as many spells as you want this turn. You can not cast any cantrips or spells that do not take up a spell slot.
Artificer: You create any magical Item, of any rarity.
Fighter, Barbarian, Paladin, Monk: You take 8 actions, 1 bonus action, and your movement. Any attack roles you make during this time have advantage.
When the effects of this mushroom run out, the bag of mushrooms permanently disappears, and the gods remember you.
Notes: Attunement by any foolish character. Any person can consume a mushroom from the bag with permission from the attuned individual.
Previous Versions
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11/5/2021 11:23:01 PM
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1/29/2022 3:09:36 PM
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Coming Soon
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