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Wondrous item, common

From morel to flycap, pixie’s parasol to veiled lady, this magical vellum parchment sprouts an assortment of new mushrooms with each new dawn. It’s true power, however, is in summoning magic mushrooms. To those without knowledge of the required languages, the letters shift and move, seemingly without meaning.

As an action, a creature that can read Druidic, Elvish, Sylvan, or Undercommon can speak the script of this scroll aloud and choose to summon one of the following mushrooms. If the mushroom is not used, it withers and dies after 1 hour. Each mushroom has an AC of 7 and 2 hit points. Once you read from the scroll, reading from it again has no effect until the following dawn.

Boomshroom. As part of the action to summon this mushroom, or as an action on subsequent turns, you can throw this mushroom at a point within 30 feet, where it roots itself. The first Small or larger creature that moves or takes an action within 10 feet of the boomshroom causes it to activate. It releases a puff of powder that ignites; each creature within 10 feet of the boomshroom must make a DC 11 Dexterity saving throw taking 2d6 fire damage on a failure or half as much damage on a success.

Vitashroom. This fungus perfumes the air with a sweet, calming, lavender-like scent. As part of the action to summon the mushroom, or as an action on subsequent turns, you can throw this mushroom at a point within 30 feet, where it roots itself. The first creature to move while within 5 feet of the mushroom on a round receives 3 hit points. This effect can activate no more than once every 6 seconds, and recharges on initiative 0 of each round. After this mushroom has restored a total of 12 hit points, it withers and dies.

Lumashroom. This mushroom glows with an eerie green-hued light. Once summoned, it sheds dim light for 20 feet for 1 hour, after which it withers and dies. If eaten, it grants darkvision out to 30 feet for 1 hour. If you already have darkvision, it increases the range of your darkvision by 30  feet for 1 hour.

Uncommon variant: Increase the DCs to 13, boomshroom’s damage to 3d6, vitashroom’s healing to 4 per round (maximum of 16), and lumashroom’s darkvision to 60 feet.

Rare variant: Increase the DCs to 15, boomshroom’s damage to 4d8, vitashroom’s healing to 5 per round (maximum of 25), and lumashroom’s darkvision to 90 feet.


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