During their explorations, adventurers will come across a variety of strange fungi. Some of these mushroom species have been affected by the strange energies that reside in underground caverns, or by the magical influence of different planes.
A character proficient with an herbalism kit can harvest a patch of mushrooms that can be sold to an alchemist for the listed value, or the mushrooms can be used for different effects as described below..
Lantern Sprout
Description: These large mushrooms grow in humid underground caverns and glow with a pale blue light.
Effect: Lantern sprout mushrooms provide half as much light as a torch and continue to glow after being harvested for up to four hours. Using the mushroom as a material component to cast the light spell, will increase the radius of dim and bright light produced by 10 ft.
Consumption: While bitter and unpleasant tasting, these mushrooms can be eaten. Any creature that can successfully make a DC 11 Constitution saving throw will gain the nutritional value of a ration from eating a pound of lantern sprouts. Failing the saving throw causes the creature to vomit the meal.
Value: 5 gp
Soil Diamonds
Description: Resembling dark, bumpy tubers these mushrooms grow on the roots of old trees. Highly prized by cooks for the pungent aroma it adds to any savory dish.
Effect: A character proficient with cook’s utensils can make a meal for up to 6 medium size creatures with a soil diamond as an ingredient and grant each creature eating the meal 1d6 temporary hit points.
Consumption: They have an earthy, musty flavor and are perfectly safe to eat cooked or raw.
Value: 25 gp
Bloodcap Mushroom
Description: Growing on fallen jungle trees, these puffy white mushrooms weep sticky red globules of liquid.
Effect: A character with a proficiency with a poisoner’s kit can create a viscous red liquid that can be applied as a staining agent to a bladed weapon, coating the edges with a faint red hue. Once applied, the weapon gains the magical property of dealing an additional 1d4 necrotic damage on a successful hit. This effect lasts for up to three strikes before the liquid loses its potency.
Consumption: Bloodcaps are at the same time sickeningly sweet and rotten tasting. When ingested, a creature must make a DC 15 Constitution saving throw. On a successful save, the creature gains resistance to necrotic damage for 1 hour. However, failing the saving throw causes the creature to suffer 3d6 necrotic damage.
Value: 50 gp
Fey Bell
Description: Found in forest clearings, these tall conical mushrooms sparkle when illuminated by moonlight.
Effect: A character with a proficiency in brewer’s supplies can brew a tea which will allow the imbiber to sense the presence of fey creatures within a 60-foot radius, even if they are invisible or concealed by magical means for the next 24 hours.
Consumption: If eaten raw by a creature, a patch of fey bells confers the ability to sense portals to the fey realm within 1 mile for the next 24 hours.
Value: 75 gp
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