Wondrous Item, very rare
Inside this mystical soft silken pouch are 12 different types of dried mushrooms.
If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the mushrooms. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 12d6 poison damage on a failed save, or half as much on a successful one. The poison coats the area in poisonous spores for 1d4 hours. Any creature that starts its turn in the area must repeat the saving throw again, against the same effect.
If you remove a mushroom from the bag and eat it, roll 1d12 and consult the GM. Some differ when eaten raw or prepared.
| d12 | Effect |
| 01 Red with white spots | You lose all memories from the last hour permanently, only recoverable with a Wish. Also: Roll 1d20. On an even roll, gain 5d6 temporary hit points for 1 hour. On an odd roll you take 5d6 points of poison damage. |
| 02 Brown | Roll 1d4. On a 1 or 2 your size is halved for 1 minute, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category--from Medium to Small, for example. Until the effect ends, the target also has disadvantage on Strength checks and saving throws, but advantage on Dexterity checks and saving throws. Your melee attacks deal 1d4 less damage (this can't reduce the damage below 1). On a 3 or 4 your size doubles, and your weight multiplied by eight. This growth increases your size by one category. If there isn't enough room for the target to double its size, the creature or object fills the maximum possible size in the space available. Until the effect ends, the target also has advantage on Strength checks and saving throws, but disadvantage on Dexterity checks and saving throws. Your melee attacks deal 1d4 extra damage. |
| 03 White with purple spots | For the next hour, whenever you drink any liquid, in addition to its normal properties, it also has the effect of a normal Healing Potion. You can only benefit from this effect once every 15 minutes. |
| 04 yellow | For the next 4 hours, you crave the physical touch of others. It feels good to be embraced. You are charmed by the first creature you see and you regard them as your life partner for the duration. You also gain 15 temporary hit points as long as you are within 15 ft of your partner. These expire after the hour if not fully used. |
| 05 Blue with a white stem | You develop gills and webbed feet/hands if possible for the next hour. You can breathe underwater and have a swimming speed of 60ft. |
| 06 Purple | Nothing happens immediately, but you find yourself eating another mushroom without realizing it. Roll a constitution check (DC12). On a fail, you projectile vomit after 15 minutes dealing 4 |
| 07 Green and yellow | The bitterness is sharp and it feels like sand in your mouth. You are immediately having flashbacks to a war that you were never in but for the next hour, you see and feel as if you are storming that beach with your fellow comrades. You have disadvantage on Perception, Intelligence and Wisdom, but have +5 on all attack and damage rolls. |
| 08 white, changes color with warmth | It massively upregulates the cardiovascular system causing increased endurance and the telltale blush of its user. Often used illegally in physical sports. If prepared, it will give a +1 to strength checks and advantage on con saves/checks for 1d4 hours. If consumed raw, it will give advantage on strength checks for 1d4 hours but the consumer must make a DC 18 con save every hour or take 2d6 damage until the effects wear off. |
| 09 Black with blue under head | Your internal voices are amplified and projected onto the plants around you. They tell you to do things that you normally don’t act upon, but you are strangely compelled to listen to them. The plants do not listen to you, as much as you try to communicate with them. To others, it seems as if you become more impulsive and chaotic. You are under the effects of the confusion spell for 1 minute. Afterwards, you have advantage on Nature checks and you can cast the 5th level spell Wrath of Nature once before the end of day. |
| 10 beige with brown spots | Colors around you pop more vibrantly and you begin to see subtle cues you have missed before in people’s expressions. You begin to see past the fabric of your normal perception. You see things for how they truly are. You gain True Sight and can see into the ethereal plane out to 120 feet and you can detect a person's surface thoughts when you focus on them. This effect lasts for 1 hour. |
| 11 translucent | Your mind transcends time and reality. You gain insight into the future; roll 2d20 upon consumption. Until the next dawn, whenever you make an attack roll, an ability check, or a saving throw, you can replace the roll with the value of one of the two d20 previously rolled. You can choose to use one of your shroom points after you roll the die, but before the outcome is determined. |
| 12 dark red with a black spot on top | Make a DC 13 CON save. On a fail, you simply turn into a cow for 1d4 hours. You retain your intelligence and hit points, everything else is identical to a cow’s stat block. |
Notes: Summoning, Utility
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/18/2021 2:21:43 PM
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3
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3
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Coming Soon
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9/9/2024 5:24:56 PM
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62
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27
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Coming Soon
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